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Console games have always benefited from fixed system specs 
Yeah, Ram is the only thing holding GT5 from looking completely photo realistic. With more ram, aliasing could be virtually eliminated.
BoBo.Orange?
Morphological Anti Aliasing could be a suitable alternative to traditional, raycasting / supersampled AA.
It's still not cheap, hogging most of the SPUs for nearly 25% of the time which will probably be more in demand for physics and geometry in GT5.
Yeah, it's about 21 % of the total SPE "time" per frame, according to the link I posted. Maybe the accuracy could be toned down, or other GT-specific optimisations used (= hacks). There's lots of other stuff going on, as you say.
Still, it's always an option - even if it's only for photomode and the garage / menus.
Ok, so since GT5 is ALREADY hardware intensive... does that mean that there will be lag? I don't want to to be like NFS ProStreet on the PS2 all over again.....
Also, does this mean to wait and buy GT6?
I noticed a difference between the in-game and the photomode model of the Jaguar XJ-13. Of course the in-game models would sport less detail to keep up graphical performance, and zooming in on an in-game-shot up to this level is somewhat unfair. Still, I thought this might be interesting to see just to know the difference. This not meant as criticism of the graphics.
Photomode:
In-game:
ll these pictures are absolutely amazing... all the details are fantastic...
Didi you notice that this Zonta is flying?
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All of these screen shots are making me feel bad that I am still using an old standard definition tube TV, well at least I have a steering wheel...
Not sure if this is a joke or not, but... roads are bumpyJust re-post, because I think nobody saw it...
Whoever thinks that premium models are somehow future proof - you're wrong. That's what everybody says whenever a new game comes out, but a year or so down the line comes something else that'll put it to shame. In a few years, we'll probably scoff at the current premiums like we do at GT4's models now. I'm loving the closeup pictures though, really shows off the detail. And the Koenigsegg model from Proper Graphics is nothing short of stunning, especially with a relatively low poly count. I do have a feeling though, that a lot of the perceived detail is from the high res textures which the PS3 will probably never be able to push out ingame.
800 GT4 models seemed to be future proof.
Whoever thinks that premium models are somehow future proof - you're wrong. That's what everybody says whenever a new game comes out, but a year or so down the line comes something else that'll put it to shame. In a few years, we'll probably scoff at the current premiums like we do at GT4's models now. I'm loving the closeup pictures though, really shows off the detail. And the Koenigsegg model from Proper Graphics is nothing short of stunning, especially with a relatively low poly count. I do have a feeling though, that a lot of the perceived detail is from the high res textures which the PS3 will probably never be able to push out ingame.
Honestly, I don't see how the premiums could get a whole lot better. You can't really make something more realistic looking if it's already (near) perfect.
less talk. more zoomed in?
Level of detail engines aren't necessarily limited to lowering the polygon count of distant objects. For example, in Forza Motorsport 3, when cars reach a certain distance from the camera, the three-dimensional badge disappears altogether. I'm aware this is a bug, but Gran Turismo 5's level of detail engine won't be 100% effective either, as we have seen from those two screenshots.
Considering GT5p uses the same level of detail models in-game and taking into account that even that has aggressive LOD techniques to keep frame rates at around 60fps at 1080p... is it not possible that the difference between the two pictures has more to do with focal length and an (understandably) aggressive LOD setting for that particular car (and it's engine), and less to do with the game using completely different models? I can see a minority of users here are hell bent on pushing the latter but it doesn't make much sense to me since the two modes are essentially photomode... so then why not just swap in the higher detail model like GT4 and Forza 3?
Honestly, I don't see how the premiums could get a whole lot better. You can't really make something more realistic looking if it's already (near) perfect.
Your avatar is Hilarious
What do you call it? I need a bigger/higher res version so i can use it as a wallpaper
Everytime i see it i just smile![]()
Honestly, I don't see how the premiums could get a whole lot better. You can't really make something more realistic looking if it's already (near) perfect.

Agree, the area for me that needs to be focused on the future is material modeling. So we can get realistic material behavior and getting realistic damgage like car manufacturers do now.
Wikipedia - Crash simulationSince this distance can change during a simulation, the stable time step changes and must be updated continually as the solution proceeds in time. When using steel, the typical value of the stable time step is about one microsecond when the smallest discrete node distance in the mesh of the finite element model is about 5 millimeters. It needs then more than 100,000 time intervals to solve a crash event that lasts for one tenth of a second. This figure is exceeded in many industrial crash models demanding optimized crash solvers with High-Performance Computing (HPC) features, such as vectorization and parallel computing.