GT5 Latest News & Discussion

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sorry if this is old, but theres some stuff in here that i didnt know. sorry if old,

quote from CVG

At the E3 expo in June, Kaz Yamauchi drove Gran Turismo 5 headlong into reality. After five years of seemingly endless development and an estimated 70 million dollars being poured into the project, Polyphony Digital's president had finally accepted that some concessions would have to be made if PlayStation fans were ever going to see the game.

Of Gran Turismo 5's 1000 cars, only 200 are new models built specifi cally for PS3. Four-fi fths of the genre-defining catalogue are HD-updated models pulled from the past Gran Turismos on PS2 (and the terminally delayed PSP port). They have no specifi c in-cockpit view and no dedicated undersides, and many still sport GT4 liveries on their bodywork.



As for the beautifully detailed new cars, each one has an intricate cockpit, high and low-beam headlights, a sophisticated damage model and high-definition textures. You'd hope so after five years.

The recycled cars don't look bad, of course - Gran Turismo's models have always been a cut above others - but they stick out like old bangers alongside their insane current-generation counterparts.

Kaz himself admits that 1000 new vehicles was too high a benchmark for the team to hit, and compromises have been made to meet the game's release date - an actual, definite, final, guaranteed birthday of November 2010.

The My Lounge online mode was also proudly unveiled at the show. In it, you can view your stats, host 32-player lobbies and take part in 16-player races as either a competitor or spectator. You can even hang out and chat while watching your buddies race. It's a mode that Kaz tells us is "innovative", but that's a stretch. It's certainly in keeping with most current racers, but far less ambitious than some of the community features planned by Polyphony's rivals at Criterion, Codemasters and Bizarre Creations.

STIGGY STARDUST
But there's that number - 1000 cars. Sure, only 200 are new models, but that's already four times the number of HD vehicles in Race Driver:Grid, with 800 not-quite-as-HD ones thrown in just for fun. Even if Gran Turismo 5 shipped without this enormous catalogue of extras, it would still be the biggest racer on PS3.

And then there are the licences - GT5 is the first car game to secure NASCAR's redneck racing licence and squeeze it into the same game as the World Rally Championship and Michael Schumacher's Ferrari F1 car from GT5 Prologue. Every car you've unlocked in that taster game will be available in GT5 from day one, and a quick link-up with your PSP will start-up the vehicles in your handheld garage too.



Here's another number - 16. Only Bizarre's pseudo kart-racer Blur can top Gran Turismo for the sheer number of racers on the online tracks; 16 players is double the number you'd find on the circuit in GRID, DiRT or Xbox's Forza.

In GT5, up to 16 racers can hit 70 loops in 20 different locations. Rome returns with a very different layout, and the classic Tokyo Route 246 makes a comeback from GT4. Meanwhile, the Nürburgring is replicated with an obsessive detail only Kaz can bring to the table, with a full day/night cycle and every squirt of spray-paint mapped onto the track surfaces. Polyphony have admitted that some of the circuits, like Rome and Tuscany, took them over two years to build.

E3 also marked the début of the long-promised Top Gear Test Track, a circuit Kaz admits was tough to recreate. In reality, the Dunsfold Aerodrome loop, designed by Lotus, is a wide circuit loaded with long straights and little roadside scenery. That all conspires to make The Stig's testing ground a tough area to replicate without making it impossible to drive. As such, braking distances are tough to gauge and seem to appear from nowhere on the turns. Of all the game's new routes, Dunsfold's 3D space mapped onto a 2D screen proves to be the greatest challenge.

But it doesn't have to be a 2D space any more. Another first for E3 was GT5's 3D mode, running on £2000 worth of Sony 3D TV. Pop on the specs and GT5's HUD floats off the screen, with the track taking on a new-found depth. As you pass cars, there's a tangible sense of moving past a solid object in a real world, made all the more tantalising by the detail invested in the city tracks. The depth of field isn't nearly as powerful as it is in Avatar, but it is startling. Whether this makes a £50 game '£2000 better' is another matter.



KART ATTACK
Finally, while Polyphony were enthusing about premium models, dynamic weather and voice chat in online games at E3, SCE president Shuhei Yoshida was dropping ModNation Racers-shaped bombs. Think a go-karting mode, purpose-built stunt tracks, a complete track editor and an online trading system. There's plenty of room for jokes at GT5's expense at this point, but a fully featured track editor in a sim racer is unprecedented and could justify every second of the long, long five-year wait.

If the Polyphony development team can combine the ease of ModNation Racers' track editor with Gran Turismo's physics and complexity, they'll be allowing every gamer to turn their own high streets and local tracks into GT circuits that can be ripped up by anyone in the world. In other words, it's the killer app (in addition to the stunning visuals and tech integration) that could set the standard for every other racer and put Gran Turismo back on the podium where it belongs. After all, it's meant to be the racer that leads while everyone else simply follows
 
I know movies actions.But i cant test it in real life.Pd will fix these spars.They will make it too close to real.They are seems like spark water.

OK.

What I dont get is when two vehicles travelling at the same speed touch each other and sparks fly off.
 
OK.

What I dont get is when two vehicles travelling at the same speed touch each other and sparks fly off.

Work in progress and we dont know the progress.
And then there are the licences - GT5 is the ?rst car game to secure NASCAR's redneck racing licence and squeeze it into the same game as the World Rally Championship and Michael Schumacher's Ferrari F1 car from GT5 Prologue.
Not michael Schumacher. Kimi Raikkonens F1 Car.

Every car you've unlocked in that taster game will be available in GT5 from day one,
If its real.it will ruin the game on day one. I have a lot F1 cars and i have all cars. Thanks to present save file.
 
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When i saw the sparks first time, I thought its not real it doesnt seem real but.After i watched a few movie,My decision changed.They are real.It occurs when your car rub to wall.Even if rub to other car. I m sure we will see the sparks under the car, when it rub to asphalt. Because GT3 and GT4 had it. This is Real.

Though GT3 and 4 also had the spark effect that makes GTs more realistic, there seems to be more cases in which sparks fly in GT5, than previous GT games. ;)
 
And they still bounce, except you don't normally get to see it unless in replay views.
 
Yes thats what i am talking about\ Thanks for pix Cool
 
KART ATTACK

To me, that's probably the "best" addition to the lot. It's simple, it's fun and, best of all, a lot of people can actually try it out in RL.

Going to track days always involves a lot of dedication, money and time. In my neck of the woods, finding a Kart venue isn't really that hard and costs are, considering all things, moderate. It's a bit of RL vs. VR for "the rest of us".

No.Dont go to play Burnout:P.These sparks are real..If your car rub to walla you will see the sparks.Rubi it!:D

Well, if you rub something to something different, the friction not only creates heat but material should come off as dust. If the heat is big enough, this dust ignites and sparks fly.

So the sparks could either come from the body of the car, or the obstacle you choose to rub it against. Aluminium or rusted iron should do the trick very good. I really don't know how anal PD has about this, but if you have a nice aluminium body car, or a rust bucket, I would expect to see a lot of sparks flying from the body, not only the underside of the chassis. Can't see a Veyron doing the same thing to be honest.
 
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If its real.it will ruin the game on day one. I have a lot F1 cars and i have all cars. Thanks to present save file.

Somewhere on here (maybe a tweet or interview from Kaz/PD) got mentioned about cars that get transferred from Prologue will be unlocked in Arcade mode, but not for GT mode.
 
Yes I think we will drive them in Arcade mode.
 
Yes I think we will drive them in Arcade mode.

Yay in a way that says you can't have them from the off because it's cheating.

Nay, because you (probably) won't be able to tune it fully, I DON'T mean quicktune here, if it is an option in arcade mode
 
Well given that most if not all Nascar Tracks are in the States that most of them will be Ovals rather then roadcourses. So I dont think we will see any new road courses from the States.
 
Well given that most if not all Nascar Tracks are in the States that most of them will be Ovals rather then roadcourses. So I dont think we will see any new road courses from the States.
What does NASCAR have to do with it? I would think that which tracks are included has much more to do with licensing and access more so than anything else.

With that said, I fear that Road Atlanta has shown favor to Forza for a while now.
 
Well given that most if not all Nascar Tracks are in the States that most of them will be Ovals rather then roadcourses. So I dont think we will see any new road courses from the States.

Remember when they had the Mercedes driving class at two tracks in the U.S.? In the driving class they would race on GT and then go to the track and race. To compare their times and get them ready to drive the real thing. Road Atlanta was one of the two tracks but I can't remember what the other track was.
 
http://kotaku.com/5608849/video-shows-gran-turismo-5-has-painfully-slow-load-times


Update 3: As can be seen in the embed, the creators of the video now say that the clip was slowed down. Scrutinizing the timer that appears in the driving part of the clip, we agree that the video appears to be slowed down and is not running at full speed. We apologize for any confusion or consternation caused by our mistake.

Well, at least they made it right. But...what a shameful joke.
 
What does NASCAR have to do with it? I would think that which tracks are included has much more to do with licensing and access more so than anything else.

With that said, I fear that Road Atlanta has shown favor to Forza for a while now.

Tsk tsk tsk.
 
What does NASCAR have to do with it? I would think that which tracks are included has much more to do with licensing and access more so than anything else.

With that said, I fear that Road Atlanta has shown favor to Forza for a while now.

Im just saying nascar because we have a set number of tracks (give or take a few. (if we go by the numbers of 20 locations 70 variations)). With inclusion of nascar they have to make more then 2 tracks for a nascar series.

Thus I dont see them making 5 or 10 new tracks for one location while they make only 1 or 2 for the rest.

Not sure if I explained it right.. Hopefully you understand what im trying to get at.

But as its been said above there seem to have been sightings of some US roadcourses.. Thus my thoughts are wrong :D
 
Personally the one thing that has bugged me about GT over the years is its bias towards Japanese cars and tracks. I know PD is Japanese, but it still troubles me. They represent Europe pretty well but America is very underrepresented. Tracks like Road America and Road Atlanta would really help this. I know I speak for a lot of people when I say I would much rather prefer the ALMS over Nascar.
 
With inclusion of nascar they have to make more then 2 tracks for a nascar series.
This would be assuming we have a standalone NASCAR series.

Not knowing how they will do the GT Mode and how it will incorporate NASCAR any guesses as to how that will affect things like track inclusions risk being way off. Even more room for error is included when you begin to assume what is meant by location.
 
Personally the one thing that has bugged me about GT over the years is its bias towards Japanese cars and tracks. I know PD is Japanese, but it still troubles me.

It comes down to availability, it's alot easier to haul all their equiment to Tsukuba than it is to bring it to say Silverstone.

I know I speak for a lot of people when I say I would much rather prefer the ALMS over Nascar.

I would rather have both.
 
Im just saying nascar because we have a set number of tracks (give or take a few. (if we go by the numbers of 20 locations 70 variations)). With inclusion of nascar they have to make more then 2 tracks for a nascar series.

Meh, not really... how many WRC tracks are we getting? ;)
 
Surely it will be a diluted NASCAR experience.
They certainly won't put in all WRC tracks.

It will be a jack of all trades approach.
 
Surely it will be a diluted NASCAR experience.
They certainly won't put in all WRC tracks.

It will be a jack of all trades approach.

Certainly, hasn't GT always been like that though....

At least they include some different type of cars from a range of various motorsports...

If everyone wants a full WRC experience, wait for that game... And look at it this way, at least they have NASCAR cars in GT now.. 👍
 
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Yes another tick in the box.
 
Personally the one thing that has bugged me about GT over the years is its bias towards Japanese cars and tracks. I know PD is Japanese, but it still troubles me. They represent Europe pretty well but America is very underrepresented. Tracks like Road America and Road Atlanta would really help this. I know I speak for a lot of people when I say I would much rather prefer the ALMS over Nascar.

You`d hate to be from Australia then. Worlds biggest island and a population of 20 million people and virtually forgotten and up until recently the last place in the world to recieve things that are released everywhere else 6-12 months ago 👎
 
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