GT5 shots zoomed in

  • Thread starter Thread starter trk29
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Yeah, Ram is the only thing holding GT5 from looking completely photo realistic. With more ram, aliasing could be virtually eliminated.

Anti-aliasing is not just taxing on memory, it is very processor-intensive too given that each frame has to be rendered multiple times.
 
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 :p). 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.
 
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 :p). 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.

Since rendering time isn't really a concern for photomode they could use high oversample rates without any issue anyway.

I still suspect that we might see some sort of combination of replay and photomode for producing high quality video of (possibly edited) replays though. Rendering time for something like that could be quite long and may benefit a little from that as long as they really have sorted out the motion artifacts.
 
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?
 
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?

Lag? Do you mean controller latency? Or are you talking about choppy frame rates (< 25 fps), stuttering (occasional dropped frame); or do you mean client-server / client-client latency for online races (which to me is the only true "lag", together with input / controller lag.)
 
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:

BUMP you got a big point there dude. This almost confirms that the cars we look in photomode are no the same model from race.
 
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...
 
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...

Buy a new TV! Omg, GT5 in SD :S
 
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?

To me it looks like aggressive LOD settings that swaps out the engine bay for a less detailed version. The two shots might look superficially the same but camera settings, actual distance, the environment, the other cars, etc, perhaps push the algorithms into swapping it out. The rest of the car looks the same so I wouldn't be surprised at all if it is, and equally I wouldn't be surprised if the engine itself doesn't look that detailed during normal gameplay -- since it would be a waste and difficult to see.

Either way, taken as a whole it still manages to look amazing.

Just re-post, because I think nobody saw it...
Not sure if this is a joke or not, but... roads are bumpy :dunce:
 
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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.
 
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. Despite 5 years and another console generation. I'm sure the GT5 ones will do till at least GT6 just fine :)
 
800 GT4 models seemed to be future proof.

Seemed is the key word. Sorry, compared to the premiums, they look absolutely horrible. Body lines are blocky instead of curved, many of the finer details are obviously textured instead of modeled, body panel gaps are textured instead of modeled, the list goes on. They're far from future proof.
 
I think this time around the future-proofing idea may actually work because games have come to the point of actually being photo-realistic, yes I know everyone said that when GT4 came out too, but I believe, we are with this generation, reaching the saturation-point of graphics in games.
 
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.
 
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.

Yeah,we are pretty close to realistic in gt. The only thing holding it back are the jaggies.
 
They could have recreated all the premiums into 5.000.000 polygon models in their CAD programs and have them ready for future GT's. They only used less polygons count suitable for PS3 now. Every newly recreated premium car will be future proof as well. PD aren't bunch of amateurs (save the sound team from that:) ).
 
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.

Your avatar is Hilarious :D

What do you call it? I need a bigger/higher res version so i can use it as a wallpaper :D

Everytime i see it i just smile :dopey:
 
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?

Precisely, glad someone else understands. 👍
 
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.

If you pay attention on close ups there somewhat still is a lack of polygons, curves aren't really smooth. Textures for decals and other details also don't seem to be of extremely high resolution (see Ferrari P4 race car).

Improvements can always be made. However for GT6, if needed, models won't certainly have to be remade from scratch. PD would just need, in case, to retouch the existing ones.
 
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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.

crashsls.jpg


To stay on topic. The thing that has always bugged me are the grooves on the F1 tyres. It seems like the tyre is just a full model without the grooves. Maybe some bumb mapping but it is not large enough



Produced under license of Ferrari Spa. FERRARI, the PRANCING HORSE device, all associated logos and distinctive designs are trademarks of Ferrari Spa. The body designs of the Ferrari cars are protected as Ferrari property under design, trademark and trade dress regulations.

Now I look at it, seems the F2007 is not modeled to the standard of GT5 latest premium car. Check how the mirror is connected to the car. (F2007 of Massa in Brazil picture versus GT5)
 
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 simulation
Since 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.

Not sure if PS3 can handle this on the fly :D
 
They got the welding on the spoilder, also the engraving of the manufacturer is there too

gordonwelds.jpg
 
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