GT5 Latest News & Discussion

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Well yeah, of course.

The physical damage model is amazing, but if you look at NFS: HP which is being made with the same engine, the damage is significantly reduced because of the licensing. Companies don't want to see their Zonda or Porsche smashed.

Yes I know.As I said it's another questionb, but good news is that realistic damage model is possible! (at least in perfect world)
 
Well yeah, of course.

The physical damage model is amazing, but if you look at NFS: HP which is being made with the same engine, the damage is significantly reduced because of the licensing. Companies don't want to see their Zonda or Porsche smashed.

Shame but I can see their point.
 
Sorry, but I'm going back a bit to the install issue.

10GB is nothing. The guy who said his GTR2 was 20GB was giving a good example, extra content (be it DLC or user-made content) is still relevant. For example, until recently my GMod folder was 60GB. That's maybe 2GB of content that shipped with the game, mind. What a lot of console-only people (and only console-only people) seem to forget or just plain never realise is that PC gamers expect a lot of additional content; stuff they want is stuff that they make and download for themselves. I wouldn't be surprised to see rFactor installs top 20GB, for example. Same with many Oblivion, Fallout, etc installs. Stuff gets updated, changed, like the visual updates for Stalker and HL2.

As for 'vanilla' style, game-only-plus-dlc, check out Star Wars: The Force Unleashed. Vanilla + Tattoine DLC + Hoth DLC = 29GB. Be thankful GT5 is only 10GB.
 
By the way Shirakawa translated the message, sounds like then, GT5 will feature both install and\or temporary cache (like Killzone2\Uncharted2\GoWIII) options?

We don't even know what type of data or even if the user will have control over what is "installed", like most used tracks, cars, menu\navigation assets etc.

And I don't get why you guys are comparing with PC games with mods\expansions.
 
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PS3 games have a install, but also still read off the Blu ray. GT5 will be the same, that 10GB isn't the whole game.

GTA4 on the PC, via steam, takes 15GB and that is the whole game
 
just a little question :

Anyone know if its possible to rule the time limit to finish a race ?

because on gt4, when you playing with some friends, the time limit after the winner was very shorty for other gamers !

I hope PD, give us the possibility to definy the limit on the options menu.
 
PS3 games have a install, but also still read off the Blu ray. GT5 will be the same, that 10GB isn't the whole game.

This.

The install will probably only contain the assets which are hard to load from the BD, like tracks and cars. The rest of the game will be on the BD still.
 
I think paying for repairs isquite a good system. Also what about multiple race events/ championships where damage is taken across to the next race? I think it was v- rally or the colin mcrae series used this feature giving you 30 hours worth of repairs to distribute across 8 or so parts. It work fairly well and made you take into consideration where to overtake rather than just ploughing your way through the field
 
^^^^

The screens PD released had at the bottom a number of parts ("Owned: 8").

If that is a hint that you can "destroy" single parts, then we just need a confirmation that the damage (visual) is retained (there's another word for this but it escaped my mind right now >_> *persistent!) upon finishing a race, which would mean that yes, you gotta pay to get your ride back in shape.
 
TBR 427
10GB is nothing... Be thankful GT5 is only 10GB.

more GB to install - shorter the loading times will be.. so give us more to install! !! i´ve got 60gb free of mine 120! kaz.. i will erase the other games to have more space for yours :D
 
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This.

The install will probably only contain the assets which are hard to load from the BD, like tracks and cars. The rest of the game will be on the BD still.

Um, the cars and tracks would make up 49 of the 50GB the game has! The only other things would be menus and snippets of code for parts and what not (think of them as 1kb text files...kind of).
 
^^^^

The screens PD released had at the bottom a number of parts ("Owned: 8").

If that is a hint that you can "destroy" single parts, then we just need a confirmation that the damage (visual) is retained (there's another word for this but it escaped my mind right now >_> *persistent!) upon finishing a race, which would mean that yes, you gotta pay to get your ride back in shape.

That might be things like tires,shocks,turbo,etc as in parts in GT4.
 
@opelgt1969

Uh? Unless something was different on the US\PAL version of GT4, on the JPN release parts were never interchangeable (between same models of cars) and once you did buy it you couldn't lose\sell it. They did never wear out or anything and you couldn't buy more than one of each part (on GT4 the part you already did own would be marked).

And it doesn't make sense to show how many "parts" you own if it doesn't serve a purpose (without detailing which parts they are or if the parts don't wear out then there is no point in buying more than 1).

But, on the other hand, like the screen that was dissected by some japanese user showing that PD released a screen that wasn't the real thing but a mock-up to show how the system would look like, oh well, if it is the same case with the tuning screens , then there is no point speculating :(
 
i think GT engine based on modelling graphics so the damage seems not good enough. Maybe they didnt implement full damage or real time panel damage. Nowadays im playing GTA IV damage is so realistic closer to real life. Cars on fire engine breaks stops .Wherever car hits it could be damaged.To me GTA IV damage better than Burnout.Burnout has fake particle effects to show more dramatic scenes. These parts are not the cars.i wanted to see GTA IV damage system in GT5. It doesnt seems we gonna see that.There will be no real time effects Both GT5 and GT6. Both of them using same engine. GT engine is not based on damage effect..PD always focus on Graphics and modeling,At least They succeed in damage modelling to implement these Gorgeus Graphics.
 
i think GT engine based on modelling graphics so the damage seems not good enough. Maybe they didnt implement full damage or real time panel damage. Nowadays im playing GTA IV damage is so realistic closer to real life. Cars on fire engine breaks stops .Wherever car hits it could be damaged.To me GTA IV damage better than Burnout.Burnout has fake particle effects to show more dramatic scenes. These parts are not the cars.i wanted to see GTA IV damage system in GT5. It doesnt seems we gonna see that.There will be no real time effects Both GT5 and GT6. Both of them using same engine. GT engine is not based on damage effect..PD always focus on Graphics and modeling,At least They succeed in damage modelling to implement these Gorgeus Graphics.
You know what?

Go download Maya and Photoshop.

Make a Mercedes SLS or CLS or something.

Then fly yourself to Germany and tell Mercedes you want to mod their precious new car into this:
http://www.youtube.com/watch?v=j6LPxAj7D1w

I guarantee, they won't give a toss if you think the damage is good (though it is really good), because they'll be too busy requisitioning the forms required to boot your sorry behind out of their building and back onto the curb, while laughing in regulation Mercedes fashion.

There is NO WAY ON EARTH a car manufacturer will agree to that kind of damage. Apart from Volvo, but then you wouldn't be able to tell THAT apart from existing GT5 damage.

No racing sim is going to match Burnout of GTA for damage. It's just a fact of life, everyone needs to shut their traps and deal with it.
 
i think GT engine based on modelling graphics so the damage seems not good enough. Maybe they didnt implement full damage or real time panel damage. Nowadays im playing GTA IV damage is so realistic closer to real life. Cars on fire engine breaks stops .Wherever car hits it could be damaged.To me GTA IV damage better than Burnout.Burnout has fake particle effects to show more dramatic scenes. These parts are not the cars.i wanted to see GTA IV damage system in GT5. It doesnt seems we gonna see that.There will be no real time effects Both GT5 and GT6. Both of them using same engine. GT engine is not based on damage effect..PD always focus on Graphics and modeling,At least They succeed in damage modelling to implement these Gorgeus Graphics.

The damage isn't just an afterthought. Kaz talked about patching in damage into Prologue so they've been sitting on it for a long time now. I also believe they're not constricted by the engine in any way. They could propably demolish the cars if they wanted to. A lot has to do with how much damage manufacturers want to actually show on their cars. There's some thing I read where it said they're allowed to do panel separation and flapping doors etc. but the driver's compartment may not crumple under any circumstance.

Burnout and GTA have free hands because they're using imaginary cars.
 
You know what?

Go download Maya and Photoshop.

Make a Mercedes SLS or CLS or something.

Then fly yourself to Germany and tell Mercedes you want to mod their precious new car into this:
http://www.youtube.com/watch?v=j6LPxAj7D1w

I guarantee, they won't give a toss if you think the damage is good (though it is really good), because they'll be too busy requisitioning the forms required to boot your sorry behind out of their building and back onto the curb, while laughing in regulation Mercedes fashion.

There is NO WAY ON EARTH a car manufacturer will agree to that kind of damage. Apart from Volvo, but then you wouldn't be able to tell THAT apart from existing GT5 damage.

No racing sim is going to match Burnout of GTA for damage. It's just a fact of life, everyone needs to shut their traps and deal with it.

It's sad that it takes posts like this to open some people's eyes ...but your 100% right. 👍
People should stop complaining and start realising that it's not as easy as they think it is. No way Criterion or Rockstar are better game developers ...it's just that they are working with fictional cars and that they don't need to worry about license issues like Polyphony does.
 
zod
No way Criterion or Rockstar are better game developers...

I don't think that's a fair statement to make, Criterion and Rockstar North are two of the finest development studios in the world, regardless of the damage models in their games. I think this is an argument for another thread, but comparing the three is difficult enough to start with, let alone say that one team is better than another (although by Metacritic standards, R* have the upper hand).
 
Hot pursuit has real life cars. I'm sure the damage will be extensive in that.
 
I don't think that's a fair statement to make, Criterion and Rockstar North are two of the finest development studios in the world, regardless of the damage models in their games. I think this is an argument for another thread, but comparing the three is difficult enough to start with, let alone say that one team is better than another (although by Metacritic standards, R* have the upper hand).

I should have said "No way that someone knows better than Polyphony how to simulate car damage" ...since they work with cars for almost 15 years :)

I just wanted to point out that it's not like Polyphony is unable to develop a good damage systen (maybe they already did and we just haven't seen in yet :)), it's just the fact that they are very restricted in terms of damage.
 
Have they done damage in any previous games? I think not.

Do they have to? They know about the structure of a car and physics and they have the time and ressources to work on it until it's perfect. Shouldn't people have more confidence in Polyphony's skills since they are the ones who developed the best racing games of the last 10 years?
 
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