GT5 Latest News & Discussion

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Yes, I wonder if anyone saw a "you are the 1,000,000th visitor" banner ;), although I do hope GT5 is released before reaching 2,000,000......

Franly, I hope GT5 releases before someone guess correctly what car you're using in your avatar. Quite hard to guess.

The best news around the confirmation of the GP track? It isn't Tokyo we're seeing again. :D
 
Franly, I hope GT5 releases before someone guess correctly what car you're using in your avatar. Quite hard to guess.

And I thought this one might actually not be that difficult :lol: ( there are some hints on my page for anyone wanting to take a guess ).

No Tokyo, the biggest news ;), although as someone mentioned all those track names appearing in the Prologue menu screen might be actual tracks appearing in GT5.
Not sure if this is the case, although if they were, the "confirmation" for all those tracks might be available to us for more than 2 years...........
 
I don't know why some people think less color equals more realistic. Real life happens to be full of color. ...on the previous page with the Enzo and Viper are oversaturated, but the color is just about perfect..

Personally I find all colors in games oversaturated by great margin and I always use desaturated settings on my plasma.

Gran Turismo related, that is especially noticable in color areas of green and red, where both grass and gauges had oversaturated values.

I use almost fully desaturated values for my driving, higher contrast, lower brightness and I turn down sharpness. It results with more natural image of both track and surroundings and game doesn't look like game.

Notice it is also very difficult to produce true values of light temeperature in game-graphics. So, many values that regards to light-temperature (or white balance in some mean) are also not so good in default.

My set allows me to adjust hue and temeprature settings for each part of the spectrum manually, and I did spent some time in order to achieve satsifactory results.

However, coulor saturation, brightness, contrast and sharpness can be adjusted on almost any TV set, and trust me that small messing with them can produce great difference in overall experience of the visuals.
 
So when can we expect videos from the demo ?
Edit:as for the lighting issue it seems the compressions were causing all the problems ,if you look at those pictures in the US PS FLICKR BLOG they look alot better.
 
I use almost fully desaturated values for my driving, higher contrast, lower brightness and I turn down sharpness. It results with more natural image of both track and surroundings and game doesn't look like game.

I found that if you turn the sharpness right up as high as it'll go, although the graphics look ridiculously jaggedy, it does look oddly real (if a bit intense).

I agree things look smoother with the sharpness down though ( funny how that works out :dopey: )
 
Personally I find all colors in games oversaturated by great margin and I always use desaturated settings on my plasma.

Gran Turismo related, that is especially noticable in color areas of green and red, where both grass and gauges had oversaturated values.

I use almost fully desaturated values for my driving, higher contrast, lower brightness and I turn down sharpness. It results with more natural image of both track and surroundings and game doesn't look like game.

Notice it is also very difficult to produce true values of light temeperature in game-graphics. So, many values that regards to light-temperature (or white balance in some mean) are also not so good in default.

My set allows me to adjust hue and temeprature settings for each part of the spectrum manually, and I did spent some time in order to achieve satsifactory results.

However, coulor saturation, brightness, contrast and sharpness can be adjusted on almost any TV set, and trust me that small messing with them can produce great difference in overall experience of the visuals.

Yeah, I agree with that, I messed around with the colour settings on my Samsung TV using a guide on this forum somewhere (sorry cant find it now) and the Casino Royal Blu-Ray secret feature which has loads of colour charts. This made all of my games and movies look a lot better, lots more depth to the picture and less eye burning colours.
 
Six of the new pics can now be found on the Flicker page of the EU PlayStation.Blog in Ultra-HD resolution: Link
 
Six of the new pics can now be found on the Flicker page of the EU PlayStation.Blog in Ultra-HD resolution: Link

Thanks for the heads up.

Originals are 18 megapixels each.... damn.... I will need a new external HDD just for GT5 photomode I think. :p
 
LOL my 46" full hd is too small to display them...
 
According to the EU PlayStation.Blog, the GT5 demo at Nürburgring uses the "very newest" code of the game: Link

Btw, they also mention the infamous "very soon" ...
 
I really can't wait to see Le Mans with the new graphic updates, I never thought it will look that much better than Prologue, but Prologue already feels outdated when you look at these pics.
 
I love 18 megapixel pics, you can zoom in and see some nice detail like this:

4603754519_6c8a154178_o.jpg


Road ahead on the backside of a Mclaren F1's side mirror.
 
Jay
I love 18 megapixel pics, you can zoom in and see some nice detail like this:

http://farm5.static.flickr.com/4060/4603754519_6c8a154178_o.jpg[ /img]

Road ahead on the backside of a Mclaren F1's side mirror.[/QUOTE]

You need to zoom on the Lancer, the sky reflections on the silver surfaces and the details on the door are so pretty. \(^_^)/
 
Jay
I love 18 megapixel pics, you can zoom in and see some nice detail like this:

Road ahead on the backside of a Mclaren F1's side mirror.

Wow, that is pretty incredible. I know we've seen stuff like this before from PD....but it's a helluva good reminder of all the hard work they're doing over there. Very nice 👍
 
Wow so detailed it will be worth to wait Errr No its unnecessary to work on these reflections..If you want waste your time you can make this wont be never seen things..
 
Yeah, never seen things, that's why we discuss it right now.
 
Wow so detailed it will be worth to wait Errr No its unnecessary to work on these reflections..If you want waste your time you can make this wont be never seen things..

It's not like they [manually] draw little reflective images on the back of mirrors, they make/install the lighting and reflection code/engine and this is the by-product.
 
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To make this detail takes time..ITs good to see but Thats not important than damage or trees.Pd always focus on cars to show Car makers not us..Nowadays Car makers more important than GT Fans for Kazunori..He skips Damage skidmarks Day n Cycles weather changes etc..He laughs when we want these..We will see what he did after 5 years passed for us at e3,,
 
According to the EU PlayStation.Blog, the GT5 demo at Nürburgring uses the "very newest" code of the game: Link

Btw, they also mention the infamous "very soon" ...

Now very soon haha... Soon means 1 year or more, let´s see what very soon means :)
 
I have a new background!

Did notice one thing though:
On the 6th picture on the left there are two spectators sitting, but there is nothing they are sitting on.:)
 
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Guys if you know where we can watch the 24h Ring race, please post a link here ;)
 
I expect about 20 cars at most on the grid of a NASCAR race. Because all the cars are modeled quite similarly, and the ovals they race on are simple and not to detailed, I think PD will be able to squeeze an extra 4 cars into the grid. (However, NASCAR does have a couple of road courses on their schedule so it may not work for those courses).
There is no reason to expect more than 16 cars, Kaz has only ever said upto 16 cars per race. Besides, forget about the polygoe, think of the physics, the game has to calculate the physics for each of the cars as well. That said, even thought the pexterior of a Nascar is plaininer and probably less polgon intensive than the average Ferrari, we know that Nascars will be among the cars that have body panels coming off and geting more heavilly damaged. Modelling the cars structure and details under the bodywork = more polygons. With all things tconsidered I'd guess that the Nascars in GT5 will probably use more polygons than the Ferrari 458.


....I'm sorry, but wtf?

The Baja 1000 is a real race with countless vehicles, doesn't mean I think GT5 could do it. That's the dumbest idea I've ever heard in someone trying to justify their claim.

Nurburgring = 13 miles long with lots more detail than an oval course. Fact.
Stock cars are like GT cars (in appearance) but with less variety. Fact.
Less detail in both cars and track = more memory freed up. Fact.
What to do with that extra memory? Hmmm...... More cars?

Like I said, it's basic modeling. If you aren't achieving what you want due to too much resources being hogged by graphical assets, what do developers do? They cut corners that normally wouldn't be noticed as missing. FACT.

Every developer does it. If you don't think PD does that with their games, you're mistaken.
No, his point is valid. The biggest argument supporting the idea (which has absolutely no base to stand on) that Nascar races in GT5 will have larger grids is simply that Nascar in real life has larger grids and thus will need it in the game to be accurately represented. His post simply shows the datness of that line of reasoning. The next biggest argument I hear is about the number of polygons a /Nascar will use being lower which is a much more valid argument on the surface but see my bove reply to sam. If anything Nascars in GT5 will use more polygons than the regular road cars and even if not the PS3 still has to calculate the physics for each car as well. Besides, even if a Nascar did use less polygons than the average road model, the difference probably won't be so huge as to allow extra models to be thrown in without compromising the stability of the game. GT5:P already struggles at 16 cars, obviousely GT5 is going to be more optimised but that will be to get 16 cars running as smooth as they can.

All those cars were clearly Chevy, it doesn't mean they'll only have Chevy. What they've shown so far is an unfinished product.
And? We've still been told that GT5 will feature up to 16 cars in a race. Not up to 20, not up to 25, not up to 30, up to 16.

I understand what you mean, and what everyone else means. Hardware can only take so much, not to mention with the polish that PD puts, but they are completely capable of hitting at least 20-25 cars. Just cut some corners...
Such as?

I think it was explained clearly why the same model of the same car repeated over and over on the screen isn't as hardware intensive as the same amount of different models. Nothing hardware defying. Nascar cars have very basic shapes. I don't see why they would make them the same number of polygons as more intricate vehicles. I don't believe every car in G5 is 400k polygons, I think that's the highest number they used on a car. I don't see how a daihatsu copen would require as many polygons as an Enzo or Murcielago.
You're rightif you are simply modelling the Nascars exterior and interior, it's probably half to two thirds of something like the 458 Italia, but since we know body work will come off Nascars and they will suffer more extensive damage they will have more underbody details modelled which if anything could make them a more complex model than the 458 Italia which is unlikely have anything modelled beyond what we've already seen.

Firstly, the game treats each car differently on track, and has to process and calculate differently for each one. Using many of the same models in a race only cuts down on the race loading time, it has no difference on the processing power used during a race.

They are high polygon and high detailed models, as with all cars in GT. A lesser poly count for a simpler model might make sense but it is probably not the case. Besides, Stock cars are rounded, the polygons need to be of a sufficient detail to show the rounded edges etc. The panels are not completely flat. They are also likely to be 'premium' models, which most likely means there is infact more detail in them than roadcars, having to account for the damage model, they have to model the parts underneath the panels etc. so that when parts fall off you are looking at accurate representation of the damage.

As for the size of the car, sure a Copen would use less polys than a big Murcielago, simply because it is smaller. So the same level of detail equals less polygons. But if i'm very much mistaken, Stock cars are quite large.
Most of this is correct except your last comment about the size of the model defining the number of polygons. While the size does play a part, you can quite easilly make a larger but simpler object out of fewer polygons than a more complex smaller one. I get what you're saying but the principle I got from that last comment seemed wrong. Other than that, you're post is spot on, having 16 of the same model in a race will not on it's own ease the graphical or technical burden of processing that race 👍.
 
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I hope PD keep the NASCAR license well into the next generation. Maybe on PS4 they'll be more RAM to run full 43 car fields.
 
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