GT5 graphics improvement from Sony dev. kit-latest

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This is the lastest from Tokya showing the all the graphics advancement we can hope to see from PS3.

Can anyone create a larger preview image for everyone. I don't know how to.
 

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STiGoFLyBy
Wow, that's interesting. Can somebody explain what some of the stuff is?

A lot of it's pretty self-explanatory.. what specifically did you have questions about? (I can answer them, I just don't want to go into in-depth explanations for things everyone already knows about.. hehe).
 
Jedi2016
A lot of it's pretty self-explanatory.. what specifically did you have questions about? (I can answer them, I just don't want to go into in-depth explanations for things everyone already knows about.. hehe).
Yeah, explain "Rigid Body Simulation" plaease! I need to cure my wife from it!
 
Jedi2016
A lot of it's pretty self-explanatory.. what specifically did you have questions about? (I can answer them, I just don't want to go into in-depth explanations for things everyone already knows about.. hehe).

wth does normal mapping mean? and they listed some things twice.. what about sound simulation dammit.

rigid body simulation? does that mean we wont see tires popping through fenders anymore?
 
well...now we all know for a fact that F1 cars will indeed be makingg a return to GT5. LOL

Some of this is very new and/or odd sounding technology. I wouldn't mind a full explanation and/or more photos similar to that one.
 
I dont have any intention of pissing people off but seriously, some of those details are way too minuscular to be noticed, like collision detection, normal mapping. Also the quality of the picture doesn't help either.

I mean you can be babbling while adding crap.

Also some stuff like cloth textures or something like that already exists in GT4.
 
Sorry for the late reply, I was out most of the day today. Yesterday, whatever.. it's almost 2AM here.. hehe.

Rigid Body Simulation... That one I'm not entirely sure about, since rigid models don't need any sort of simulation, except when they come into contact with other rigid bodies. This may indicate that cars will actually truly ride on the ground now (as opposed to simply putting the car "x" cm above the ground and letting the model do the rest). It could also indicate the damage system.. poly deformation based on how the car impacts other cars or walls or whatever. Those examples, I would think, would fall more under the category of Collision Detection. Or, as mentioned, the "tires through the fender" thing. Rather than letting the model and a few algorithms figure out positions, it may be a lot more physics-based this time (which would mean more realistic body roll, etc).

Normal Mapping - This is like "super bump mapping". It's a very complex effect if you look at HOW it works, and I'm not entirely sure of all the behind-the-scenes stuff myself. But basically, it gives the appearance of high detail on a very low-poly model. But it does it much more effectively than bump maps do. With normal maps, you can also simulate large details, like door handles or manufacturer logos, and they would appear to really be there, they wouldn't just look "textured on". This would work for things like the gaps between body panels and doors, which would actually look like real gaps instead of just shallow grooves like you'd get with a bump map. It could also be used to add texture and depth to the track and the environment.. rocks would look much more like real rocks, with real detail, instead of just textures.

Antistropic Lighting - Man, you guys are asking the tough ones.. lol. Well, let's take a basic example.. if I were to make a CGI compact disc in LightWave, and shine a virtual light on it, it would simply be illuminated, with standard reflections and specular shading (the reflection of the light itself, commonly referred to as a "hot spot", like a glint of sunlight off of something). With an antistropic shader, the light will "stretch" and it will take on that "CD-ish" appearance, where the light reflections seem to radiate from the center of the disc. For cars, it would add that much more realism to the paint. The light will behave as it's supposed to behave, as opposed to a "standard" reflection or specular highlight.

Now, some others that I find interesting:

Reflection - Finally we'll be able to see the other cars reflected in our own cars. And things like spoilers should now be visible in reflections.

Light Mapping - This one, hoo-boy... Think of the Alfred Molina demo. The game samples the surrounding environment (which is lit HDR, rembember, for enhanced realism). Then, based on the environment, it determines where all of the lighting is coming from, what color those lights are, and how bright they are. It then applies this to the model as sort of a luminosity map (or a dedicated, dynamic lighting rig, I'm not sure exactly how they're doing it), simulating radiosity-style lighting effects. As an example... let's say you had a white car. Not only would it pick up white light from the sun, but it would also pick up blue light from the sky, gray light from the track, and even green light from the grass. The result? Hyper-realistic lighting, like we've never seen in video games before.
 
👍 to Jedi. Good one, mate.

As far as Sound Simulation goes, I wouldn't get so uptight about it right now. We don't know what to expect with the PS3 in terms of sound, not to mention how much PD will take advantage of the PS3's sound capabilities. And if it ends up PD ends up "whoring GT1 sounds" for the next GT, then so be it.

The primary issues many of us are wanting PD to address are the AI and the sound. The topics mentioned in this thread answer part of what PD will try to investigate in making the next GT. AI and sound we'll have to wait and see. But at least now we have an idea as to what PD will try to work on in making the next GT. Any sign of positive progress or any legitimate sign of knowing what to expect for the next game is perfectly fine with me, you dig? Carry on discussion, please.
 
Aloha62_2
yes we would never notice being able to drive through other cars and scenary.

I said the detail is way too minuscular to be noticed on the picture. Everything that can be said about GT5 is hype. I won't believe anything else until a year before the game gets released.
 
That picture is from GT4 or VGT, the points dotted around the pic are pointing out the areas that can be improved on, the pic itself isn't a GT5 pic.
 
Don't worry about him, live4speed.. that's the same guy that was ranting about how horrible GT5 looked.. as if he's actually seen any GT5 screens.

I don't recall anyone ever being disappointed in how any GT game has looked.. I doubt GT5 will be any different.
 
Jedi2016
Rigid Body Simulation... That one I'm not entirely sure about, since rigid models don't need any sort of simulation, except when they come into contact with other rigid bodies.
That's what rigid body simulation is about. You have a number of rigid things (that can't be bent, compressed, etc...), that each have their own weight, rotational inertia, dimensions etc... They are "linked" together, either permanently (shocks, chassis, wheels) or not (tires, road) and the goal is to accurately simulate what would happen when one of these is applying some force on another one it is linked to. How it would move, rotate, etc...

The shocks are somehow specials as they can be compressed and extended up to some point, and then behave like a rigid body that will not compress or extend any further.

For example when your car collides with another car the two rigid bodies (bodyworks) become "linked" together and forces are applied to one another as they move, until they somehow get separated. If you crash in a wall the wall behaves like a special rigid body that can't move. The road is also a non-moving rigid body, when your car tires are applying forces the road does not move.

It is obvious that GT4 rigid body simulation does not allow your car to roll-over, this means that a "cheat" has been introduced and that some invisible damper will stop the rotation of the car to prevent it from rolling over.

PhM
 
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