GT5 Latest News & Discussion

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Can't wait to see how Valencia looks after seeing the transformation of Suzuka, Fuji, Circuit De La Sarthe and Nurburgring from GT4 to GT5.

Erm, I don't think they'll be comparable, honestly. Then again we haven't seen NON-PREMIUM tracks, have we?
 
Jay
Forza has pre-canned damage while GT5 has real time dynamic damage there is a big difference. I frankly don't even care that much about cosmetic damage but if there is going to be any I don't like pre-canned and ever have.

Not all Forza games have "pre-canned" damage. If the damage model in GT5 is as good as Forza 2's I'd say PD have done the best job ever for their first attempt at damage modelling.
 
From what I've seen of GT5's race car damage and body deformation, it looks pretty darn amazing for any racing game. It graphically outshines any PC sim I can think of, and it sure stacks up well against a certain other competitor.

No other game offers accurate renditions of so many cars - full stop. No PC sim is anywhere near as polished as GT4, let alone what we might speculate GT5 will be. The PS3 is a power house, it's just a bit unusual; sure it doesn't have the brute-force of current x86 kit, but there's a lot of finesse to it, which is why people struggle to code on it (well, actually, it's probably just because it's not x86 :rolleyes:
This is my take on the issue as well.

They're all good games, but after tasting Gran Turismo, there's just no comparison for me. There's no "history of the car," there's no meticulous car modeling and thus no reason to collect them. In fact in the PC sims I'm aware of, none of the cars are yours. They're just in a big lot and you borrow one for a race or series. Tuning doesn't make it mine, it simply means it's tuned to suit me. For that matter, there are no rewards. They're all set up as platforms to race online against the universe of other PC sim gamers, and that's about it. And that's not my gig.

Gran Turismo has spoiled me. For me, there is no other competition.
 
I've tried rFactor on so many occasions now. It still fails to impress me. The so-called "mods" (there are actually few proper mods, i.e. with modified UI, gameplay etc.) are of mixed and inconsistent quality, and the realism is questionable

👍

I have always scratched my head at the Inside Sim Racing guys, with their love of everything rFactor.

I have always preferred the SimBin titles, especially GTR2(day/night cycle, weather, fantastic modding community).

However, GT has always struck a nice balance, and feels more complete than any PC sim title.




;)
 
Yes, Birel is a chassi manufacturer, the Kart in the pic. is an R/C one from Kyosho though.

Oh yes, I've just compared the two pictures and it has the writing above the Birel logo from the R/C version on the magazine scan.

My mistake! Nice spot. :)
 
However, GT has always struck a nice balance, and feels more complete than any PC sim title.




;)
More complete perhaps, but unfortunately also more arcadish. The physics are fine, but the atmosphere and style is more arcadish than any PC sim. One thing I've always disliked for example, is the "3.. 2.. 1.. START!" and the fact you can't make false starts.

Still love the series though, always have, always will, but just saying things could be better. :)
 
👍

I have always scratched my head at the Inside Sim Racing guys, with their love of everything rFactor.

I have always preferred the SimBin titles, especially GTR2(day/night cycle, weather, fantastic modding community).

However, GT has always struck a nice balance, and feels more complete than any PC sim title.




;)


I'm on the other side of the fence, the main attraction of rF is the ability to have 40 (yes, 40) drivers online at the same time. The netcode in rF is superior to any other racing game/sim out there. The level of modding is mostly the same in both games but they are nothing compared to the models in GT5P. What I hope for is a solid 16 player online code with all the good stuff from the earlier GT games. I also hope they implement things like driver changes for the endurance races.

Slightly off topic: Why have no racing game/sim since the exploit in Nascar2003 had a working damage and recovery mode with working driver changes?

Something like this: Trash the car, call for the recovery crew, get it back to the pits. Then you have to decide: Repair all and wait a really long time, repair a few things and get out on track again or perhaps don't repair just change tires and add fuel and limp out onto the track again.

Yes, I'm a endurance nut (ALMS, LMS and basicly anything that runs for more than 2 hours, as long as it requires driver changes)
 
10 days til GamesCom!!!!!!!!!! Looking forward to Gt5 info/new footage and also F1 2010
 
Great use of english, made me laugh :) GTR-Evolution is an excellent game for pure immersion i prefer it to rFactor. But nothing beats GT5 (well, what it promises to be). The graphics, features and immense choice of cars is just amazing. GTR3 will be out next year (its been confirmed) so i will be giving that a wirl, but will always revert back to GT5 as my "main game". GTR-Evo makes me to hot anyway, the concentration required online against idiots is massive (full (race-ending) damage), then you are second and the guy in 1st is NOT an idiot, just cutting down a split time makes me feel accomplished haha, such a hard game.

Although, this brings me onto a good thing i saw on it. Someone made a server at the "nurb" with the maximum time allowed for the qualifying. Basically turned into a track day. waiting at the edge of the pit lane in neutral, some guy drives behind, flashes, and the race around the green-hell begins :D . Or just set times to get 1st.

Then you could chill in the pit, chatting (using keyboard) to other racers in the pits, or spectate the other racers on track. (i think you could spectate, not 100% on that).

Basically what im saying is, online track-days would be amazing, espeshally at the nurb. GT5 has lights and horns, so interaction will be possible.

Anyone else think this would be amazing?

This is how I ended up playing LFS online, for pretty much the same reasons. I was competitive-ish, but the lack of physical feedback (i.e. being in a real car) couldn't balance the adrenaline and "heat" in the race, so that I'd always step away from the game with my nerve-endings on fire! This is exacerbated by my inability to "get in the zone" anymore - short attention span these days :dopey:
"Track days" are indeed a far nicer way to play with idiots / friends / aliens online :p
I suppose this is why so many hope for league racing; something I've never really had the flexibility for before. I hope for both things in GT5. 👍

I'm on the other side of the fence, the main attraction of rF is the ability to have 40 (yes, 40) drivers online at the same time. The netcode in rF is superior to any other racing game/sim out there. The level of modding is mostly the same in both games but they are nothing compared to the models in GT5P. What I hope for is a solid 16 player online code with all the good stuff from the earlier GT games. I also hope they implement things like driver changes for the endurance races.

Slightly off topic: Why have no racing game/sim since the exploit in Nascar2003 had a working damage and recovery mode with working driver changes?

Something like this: Trash the car, call for the recovery crew, get it back to the pits. Then you have to decide: Repair all and wait a really long time, repair a few things and get out on track again or perhaps don't repair just change tires and add fuel and limp out onto the track again.

Yes, I'm a endurance nut (ALMS, LMS and basicly anything that runs for more than 2 hours, as long as it requires driver changes)

To be fair, I've never taken rFactor online. Not sure I ever will, either. I have to say, that the GTR games are just that little bit better in my opinion (although I only really like driving the Caterhams in GTR Evolution; I hate slicks.)

Top-notch net-code is a must in GT5; there are no two ways about it. GT5:P wasn't bad for a first(ish) attempt, but it still has some way to go (I'm also acutely aware that the network "conditions" are totally different on our consoles to what they are on an ordinary PC). I'm not aware of the "exploit" in NR2003, though I didn't play it much before GPL tempted me back for the umpteenth time :D Although, I have fond memories of playing NASCAR Racing 2 before GPL emerged...

I like the idea though - hopefully different rules will be available for each series / championship present (more could be patched in at a later date, too.)
 
I guess the Gran Turismo and Red Bull partnership really is a rather strong one! I've been watching the final round of the Red Bull Air Race from EuroSpeedway, Lausitz on TV tonight and during the podium celebration I noticed multiple Gran Turismo 5 logos printed on the "sponsorship boards" behind the podium. I always enjoy finding the Gran Turismo logo in the media. 👍
 
I guess the Gran Turismo and Red Bull partnership really is a rather strong one! I've been watching the final round of the Red Bull Air Race from EuroSpeedway, Lausitz on TV tonight and during the podium celebration I noticed multiple Gran Turismo 5 logos printed on the "sponsorship boards" behind the podium. I always enjoy finding the Gran Turismo logo in the media. 👍
+1 👍

Always makes me proud to see that GT is a partner to so many events and the close relationship between to the brands featured in the game.
 
I bow to that photo you have there Strittan, very sexy.
 
More complete perhaps, but unfortunately also more arcadish. The physics are fine, but the atmosphere and style is more arcadish than any PC sim. One thing I've always disliked for example, is the "3.. 2.. 1.. START!" and the fact you can't make false starts.

Still love the series though, always have, always will, but just saying things could be better. :)

Very true.

GT always kept it's arcadish quirks and apparently won't let them go. Invisible walls, auto pit stops, limited starts. Even the driving physics have it's arcadish quirks, although they are pretty much gone now that Kaz made the much needed decision to make two of them.

I just wish the professional/standard options weren't limited to driving physics. There are many other areas GT would benefit from having a realistic option.
 
More complete perhaps, but unfortunately also more arcadish. The physics are fine, but the atmosphere and style is more arcadish than any PC sim. One thing I've always disliked for example, is the "3.. 2.. 1.. START!" and the fact you can't make false starts.

Still love the series though, always have, always will, but just saying things could be better. :)

I completely agree.

The only way to have everything would be to combine GTR2 with GT5. The polish and physics of GT5, with all the simulation elements of GTR2. I want qualifying, I want to be able to call in a pit stop, I want realistic tire wear, adjustable day/night transition w/dynamic weather (GTR2), etc...

rFactor on the other hand is just awful. Sorry, but the physics are the biggest part of a racing game, and the physics in rFactor fall short no matter which mods you have installed, Real-Feel, physics mods, etc...

The modding community is great for rFactor, but to me that's just polishing a turd.

The only reason to go near rFactor is the F1 racing. For some reason rFactor is the ONLY game currently doing Formula 1 justice, via mods (apparently).

I just wish the professional/standard options weren't limited to driving physics. There are many other areas GT would benefit from having a realistic option.

Very good point.

The two modes would benefit from including more simulation/arcade elements, depending on the setting.

Of course, a lot of us would just pick Simulation, tape it down (so to speak) and never touch it again...




;)
 
Erm, I don't think they'll be comparable, honestly. Then again we haven't seen NON-PREMIUM tracks, have we?

Well I know they won't even come close, but I loved the significant improvement on the aforementioned circuits so based on those, I'm anxious to see how good Valencia will look on a next gen graphics as I've hardly seen it represented by anyone else.
 
Erm, I don't think they'll be comparable, honestly. Then again we haven't seen NON-PREMIUM tracks, have we?

Is this "premium tracks" thing already confirmed?
Even if, I can't imagine "standard tracks" looking much worse than ones like Suzuka or Fuji - and that would be good enough. After all, things like lightning/shadow effects, gras, dandelions (:lol:) or curbs should stay the same. But maybe the detail in the background isn't as high as on "premium tracks".
 
I don't agree with DR on rF vs GTR2 :) but that's a personal opinion and doesn't change what we all seem to want: A full blown sim where we can set things the way we want.
I too would use superglue on the Simulation settings.
 
zod
Is this "premium tracks" thing already confirmed?
Even if, I can't imagine "standard tracks" looking much worse than ones like Suzuka or Fuji - and that would be good enough. After all, things like lightning/shadow effects, gras, dandelions (:lol:) or curbs should stay the same. But maybe the detail in the background isn't as high as on "premium tracks".

I don't know where the standard/premium tracks idea came from (Apparently there is a source that shows it, I haven't seen it).

But if you think about it, it makes sense. Earlier demo builds had a ported version of GT4s Nurburgring, and it looked fine. If they were to carry over all of GT4s tracks (That haven't been reproduced for GT5) in this way it would be brilliant. Sure people will complain about it... But it's more tracks, I mean why not? They're doing it with the cars, why not the tracks? There is no major downside like there is with the cars (Lack of cockpit view).

Even the latest Circuit De La Sarthe build we've seen appears to have been ported from GT4, with a few minor improvements here and there. Yet in the new graphics engine it looks awesome, and certainly worthy of this gen. The gravel at the edge of the track around Dunlop Curve and the Esses is a dead giveaway, it's still polygon shaped, whereas the gravel there in real life is rounded off in the same shape as the track. If they had done it to the standards of the Nurburgring, Fuji, Madrid, Rome, Tokyo etc. it wouldn't be like that.
 
Without getting lost in polygons, lot of how we perceive objects are in the texture quality's & the environment that they are rendered in.

These pictures might not be the best examples, I created a two copys of the same car model, rendered one with a basic render, the other applied better materials & rendered under mental ray in 3ds.
The car model & paver's are the same.

I think if they use the existing track models from GT4, adding new textures, caring over 3d spectators & other objects from latest tracks & placing them into a new rendering engine,
the perception of using GT4 tracks might change. :)


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I don't know where the standard/premium tracks idea came from (Apparently there is a source that shows it, I haven't seen it).

But if you think about it, it makes sense. Earlier demo builds had a ported version of GT4s Nurburgring, and it looked fine. If they were to carry over all of GT4s tracks (That haven't been reproduced for GT5) in this way it would be brilliant. Sure people will complain about it... But it's more tracks, I mean why not? They're doing it with the cars, why not the tracks? There is no major downside like there is with the cars (Lack of cockpit view).

Even the latest Circuit De La Sarthe build we've seen appears to have been ported from GT4, with a few minor improvements here and there. Yet in the new graphics engine it looks awesome, and certainly worthy of this gen. The gravel at the edge of the track around Dunlop Curve and the Esses is a dead giveaway, it's still polygon shaped, whereas the gravel there in real life is rounded off in the same shape as the track. If they had done it to the standards of the Nurburgring, Fuji, Madrid, Rome, Tokyo etc. it wouldn't be like that.

Actually, both Nurburgring and Circuit De La Sarthe have been redone. If you saw the Le mans demo with the Peugeot 908, it has many things not present with GT4 such as the Blue & yellow Curbing as well as the tighter chicanes to the front stretch.
 
Of course, a lot of us would just pick Simulation, tape it down (so to speak) and never touch it again...
;)

I hold the strong opinion, that too much simulation kills any game. It's a lesson I learned from flight sims many years ago - the more polished the genre became, the less mainstream it got and today, I sits in a niche and has little relevance for the gaming market. It's by all means dead because funding isn't there for real innovation and is driven only by very dedicated,yet financially very restrained fans.

I do like the authentic experience the GT franchise gives but without the overly anal stuff that would turn it in a hardcore sim.

The way a National Geography programme is sometimes more spectacular to watch than actually going on a trip yourself and be struck by three weeks of bad weather and being bitten by hundreds of mosquitos.

So to speak, I'm looking forward to the sunsets in GT5, not the ants in my pants ;) And I sincerely hope they got the match-making and game play sorted out - the genre could do with a few fresh ideas other than "East Cost blokes swap your engine and pimp your ride" stuff.
 
The answer to this "should it be more into realism or keep it as it is" would be to have the game preset as it's done now, say in gt4. But there SHOULD be (at least imo) an "advanced setup" section where you could optionally select more hardcore simulation aspects for the game. (at least for the private room stuff)

It could be that it would just add more work and not make the game sell much more, but I'm sure it would make every gamer more happy eventually as there would be a lot more "to do" and to learn when the basic stuff is seen. So options. It's simple. :)
 
So options. It's simple. :)

If you need options, then you haven't done your homework. And I'm not talking button layout here.

If a restaurant has salt on their tables, I take it as a sign the Chef isn't quite sure how to season a proper dish. And leaves it to his guest to ruin the meal.
 
Actually, both Nurburgring and Circuit De La Sarthe have been redone. If you saw the Le mans demo with the Peugeot 908, it has many things not present with GT4 such as the Blue & yellow Curbing as well as the tighter chicanes to the front stretch.

I know the Nurburgring has been re-done, that is why I said the old build.

As for Circuit De La Sarthe, i'm not sure, the latest build looked like the old one to me. But I can tell you, the GT5P build we saw was definitely just an improved version of GT4s track. And again, it looks absolutely fine. That is why I believe all of GT4s tracks should be in GT5, even if they weren't re-created from scratch (What I don't know is, how long it takes to improve the lighting, textures etc. from the GT4 tracks for GT5. And with night racing, it's going to get complex).

You should also note, there were background objects in the old 'Ring build that were not present in GT4s version. And Fuji has been re-created twice since GT4, one for prologue and then a further improved version which we saw when they unveiled the Sat-nav thing-a-majig in the Lexus ISF. So it may well be the la Sarthe version we saw at the Le Mans 24 hours is not the final version (It was this version which I was referring to when I said the gravel traps were jagged).

If you need options, then you haven't done your homework. And I'm not talking button layout here.

If a restaurant has salt on their tables, I take it as a sign the Chef isn't quite sure how to season a proper dish. And leaves it to his guest to ruin the meal.

But if the customer requests salt they must deliver. The majority of gamers will not want the extra-realistic features that some sims have. But Sim fans aren't asking for much when they want a few little arcade things turned off (Like an AI driven car in the pitlane for example - at Super Speedway in GT4 the AI driver would get your rear tires to green coming out of the pits before you get on the track, because it goes full throttle out of the pit box...).

They've given us a Standard/Professional physics option, why can't they add a few more options to make the game more sim-like for those who want it?
 
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It's a lesson I learned from flight sims many years ago - the more polished the genre became, the less mainstream it got and today, I sits in a niche and has little relevance for the gaming market. It's by all means dead because funding isn't there for real innovation and is driven only by very dedicated,yet financially very restrained fans.

If you need options, then you haven't done your homework. And I'm not talking button layout here.

I think I have done my homework good enough, at school at least. :dopey:

To prevent GT falling into the category you described above it needs to have the "easy play" elements to it. Having the plug & play feel and mainstream take on things keeps the cash flowing in. This is what the flight sims missed. It can't be too anal and polished for extreme realism as a standard.

If the most extreme flight sim would have had the option to make it as a fun & entertaining (= well selling) game, would that have made the game in question live better and therefore giving the developers funds to carry on and invest more also to the realistic side of the game? So maybe also those games would have needed the optionality???

So we have in GT now the concept that sells well, no question about that. What we indeed need now is the OPTION to turn the game into a HC sim if we like to do so.

So, we don't need the options in a way. But if we want to have a next go with the game we like so much we do need to understand that the concept can't be changed very much. So the only option left (no pun intended) is to have an option to change the game for our own liking. Makes sense?
 
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