GT5 has better atmospheric effects than GT6?

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vspectra06
Particularly on Nurburgring. GT5 captured the early morning haze almost perfectly. You can see the morning blue haze enveloping the trees in the distance and its surroundings. It's completely gone in GT6, not to mention the huge square sun staring directly at you. PD also increased the HDR effect so much that now it's way too dark in certain areas. Anyone else preferred GT5's atmosphere system?

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I definitely agree that it's way too dark, even though the sun is up and clearly visible (on both GT5 and GT6, although it has become worse in GT6). In general, the contrast is way too intense in GT6, in my opinion.
On the other hand, I like the colour palette at early evening/late morning in GT6, especially on the new tracks.
 
I can't remember but is GT5 like that in game? Polyphony updated GT5's photomode to show these effects but they seem to have reverted back for GT6

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The problem is that I need to change brightness every time I go to Nurburgring and Brands Hatch and set time to early morning, it gets too dark, especially in the cockpit view.
Also the colors of the cars look a bit weird at night in GT6.
 
Agree with the brightness adjustment thing. The way I see it, if you have to adjust brightness either in your TV or in the game itself, and then go back to your regular settings if you're doing something else, that means there is something very wrong. I don't have to do that with any other game I have.
 
GT6 definitely hs lighting issues. Ascari at 10:30 am looks as dark as pre-dawn.

And to answer the original question, I really like the cloud lighting effects in GT6, and on my TV, my sun is round.
 
Back when I was playing GT4 on a TV, I would curse the difference in appearance of the photos I'd taken in the game after transferring them to my PC. The lighting was all wrong by comparison, all over-exposed.

Now, with GT5 and GT6, I've never played either for any length of time on a TV screen, instead using a PC monitor, and I don't recall having any issues with visibility. I recently did a lap of Streets of Willow at midnight with no headlights on and could see plainly where I was going, even with bright lights on in the room. To test that I didn't have the brightness too high on the display, I changed time to midday; whilst some of the colour was bleached out (due to an obvious screen-space "bloom" effect), there was still a full range of on-screen levels (black to white), and I still had no "visibility issue".

So I wonder if the game's visuals are tuned on decent displays instead of "limited gamut" TVs. Possibly an error given the audience, but it does look good as a result, provided you have the right display. Unfortunately, I can't get the exposure control in GT6's photomode to behave as well as it did in GT5, it just seems to do as it pleases sometimes - that possibly compounds the issue.


The square sun is the result of a low-res "bloom buffer" (as I call it), which shimmers a lot, too (aliasing), e.g. glare on car bodies. That resolution has been reduced from GT5, and the dithering that was applied in GT5 to soften the blockiness of that buffer is also missing now. Probably because dithering itself is gone (except in the alpha / transparency stuff, which is different anyway, I think) thanks to a higher colour count used in the game outright (for HDR purposes).
 
It's a bit weird that they can get the normal lighting right, but as soon as you go to take a photo of it, it goes way off.
Cameras don't replicate the exact capabilities of a human eye. GTs' camera is no different.
 
I guess I am the only one that thinks a visable raod with no lighting, at 5:45 AM is unreal...

But the US has their own definition of time, so...

Regardless, I see everything with no problem. But I will say it sucks not having a sunglass/squint mode, to help see when driving directly towards a semi horizon sun.
 
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