GT5 "Spec 2.0" Discussion Thread - Read the First post!

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If they simply upgraded Standard cars and tracks a bit, they could have way more.

I don't think they could have way more. Most of the time they work on visual look I think, so it can't be much faster that way. However if the physics of the car are already done it will be faster.
 
There are around 30 track modelers and 50 car modelers at PD, by the way, which would translate in 100 unique cars/year and 15 full tracks/year (again, worst case scenario).

This is also roughly what I figured, I thought atleast 80 cars a year (premium) but that number obviously fell short for GT5. I was wondering if many were held back for later or they were busy with something else.

Frankly 80 cars a year since we first saw what came to be a premium cars (RX7 Spirit R and Evo IX) around in a 2005/2006 trailer we should have comfortably over 300 premium cars by GT5's release. But I am beating a old drum and hope for a healthy increase in Spec 2.0 and DLC.
 
Remember this

gran-turismo-hd-20060928034411047.jpg
 
Remember this


Ah yes I remember it, it only showed up in a early game show demo iirc and was never included in the GTHD demo or any version since. I wonder what they story behind that missing car is.
 
okami11408
Remember this

Would be happy with a premium 22B as well. :)

+1 for the following...

- G25/27 Support
- More Muscle Car and Classic Euro Premiums
- El Capitan in all its tarmac/dirt/gravel configurations of past.
- P2P Track Creator
- Damage Improvements
- Better Clutch integrated into trans damage (Like rFactor or GTR Evolution, grind em...)
- More rims, aero, RM
 
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Just a thought:

DLC sounds like new premiums.

Also, money can be made for existing Chromeline and Stealth DLC. That would be easy money for PD and help further development or bring in more workers.

DLC tracks could be sorted also, but those could be updates IMO so all can play online. I would personally pay for DLC tracks 👍

It makes sense to update/patch standards to premiums too.

Done rambling...
 
One little thing I hope they update. The option to turn Time/Weather changes on and off. And choose with which condition you start. Sometimes I just want to drive in the dark without rain. It always seems to be raining when it's dark.
 
Okey, I took few minutes of thinking and made this list from my head.

Notice it is not list of anything new in GT series, it is only a list of features/assets we already had in previous GT games. Also notice I did not repeat the same features throughout the span of the series but instead opted to note them only with their initial appearance in particular game.

And also notice I did not included option to speed up the B-Spec races although it existed in GT4. I personally and subjectively find real-time B-Spec of GT5 the only good way to go since I actually find it a standalone real-time management mode with AI-behavior-development and not a way to quickly make money or easily finish endurances. So, when I mentioned B-Spec driver in GT4 description below, intention is to have him jump-in and drive his portion in the real-time.

Grand idea is to have this features from previous games included in current state of GT5.

So, it goes something like this:

Gran Turismo 1
- separate music tunes for all segments of the game (including dealerships)
- laptimes and records tracked throughout the game
- scrollable list with all laptimes after the race
- strict restrictions for races
- SS11 with underpass
- GUI shortcuts
- 1-400, 1-1000, max speed tests
- Memory Card Battle :D (2P races should be called like that for nostalgia reason)
- single-screen replay for 2P races (abandoned in favor of split-screen replay from GT4 onwards)

Gran Turismo 2
- greatest Time-Trial options ever (sector monitoring, 3 types of ghosts, etc..)
- best Race Analysis tool in the series
- ability to rearrange cars through Garage
- Tahiti, Midfield, Red Rock Valley, Rome, Rome Night, Apricot Hill, Grundenwald, Seattle, rally tracks..
- monitoring and tracking highest speed per venue
- Event Creator tool
- restricted career separated through "GT World" and "Special Event" races
- separated Arcade mode with Unlocks
- skip-a-lap option in Replay

Gran Turismo 3
- real-time mileage-monitor on HUD
- Time Trial Arcade races with predetermined conditions
- Complex String, SS11 with overpass
- when Original Tracks are raced in Reverse-configuration the lightning (time of day) changes
- save-slots for tunes

GT Concept: Tokyo-Geneva
> no real details except for the PodRace for lulz ;)
- oh yeah, animated leafs on Autumn Ring track

Gran Turismo 4: Prologue
- Coffee Break tests
- License Tests structured with skill-tests
- aerodynamic/engine stall effect in high speeds

Gran Turismo 4
- stock-version of cars is unlocked for usage in Arcade/LAN multiplayer when bought in Dealerships/obtained through Prizes
- complex career with World Map
- Dealership Races
- LAN option
- old-school versions of some tracks, Motegi, Seoul, Hong Kong, Paris, Cathedral Rocks, El Capitan, Costa di Amalfi, Citta di Aria..
- interchangeable position with B-Spec driver through pits for Endurance races
- 2X fast-forward in Replay Theatre

GT5: Prologue
- leaderboards
- official matchmaking with predetermined entry-requirements
- animated pre-race garage sequences for particular car/track

GTPSP
- simple yet great Event Generator

+ all License tests were non-assisted in all GT games prior to GT5 > in GT5 many of the License tests?Special Event races have SRF mandatory enabled and I personally find it insulting..

BTW I probably forgot something in lists above, but those are details I could remember on the fly, without booting old games separately. If I did, I presume lists would be even longer.
 
Yeah, I work with some 3d modeling bits and know some modelers too and I can guarantee that this 6 month period probably is the whole process, photos, measurements, analysis, modelling, textures, rendering, optimizing... its a tough process. But I bet, they should have at least 30 modelers. If they started to model cars during the GT5 development (Kaz said they were still modelling stuff even after the game got released, and some stuff havent made it in time like the Scirocco)... They could have at least 20 fully modeled cars per month...

It's a crazy math, but I think you guys can understand...

Regarding new content, I think we're going to get between 30-40 new cars on spec2 (some cars that didnt make it in time, Scirocco, etc and some others that are nonsense to be missing, like the MKIV Supra), plus some standards converted to premium (the biggest part of Miatas, Skylines, etc, as its just a matter of adding badges and minor differences)...

Then they'll put like 50 cars as DLC to begin with. Plus, all that tracks that we discovered logos, mostly GT4 tracks with some minor rework.

Where'd you hear a Scirocco was meant to be in the game?
 
Okey, I took few minutes of thinking and made this list from my head.

Notice it is not list of anything new in GT series, it is only a list of features/assets we already had in previous GT games. Also notice I did not repeat the same features throughout the span of the series but instead opted to note them only with their initial appearance in particular game.

And also notice I did not included option to speed up the B-Spec races although it existed in GT4. I personally and subjectively find real-time B-Spec of GT5 the only good way to go since I actually find it a standalone real-time management mode with AI-behavior-development and not a way to quickly make money or easily finish endurances. So, when I mentioned B-Spec driver in GT4 description below, intention is to have him jump-in and drive his portion in the real-time.

Grand idea is to have this features from previous games included in current state of GT5.

So, it goes something like this:

Gran Turismo 1
- separate music tunes for all segments of the game (including dealerships)
- laptimes and records tracked throughout the game
- scrollable list with all laptimes after the race
- strict restrictions for races
- SS11 with underpass
- GUI shortcuts
- 1-400, 1-1000, max speed tests
- Memory Card Battle :D (2P races should be called like that for nostalgia reason)
- single-screen replay for 2P races (abandoned in favor of split-screen replay from GT4 onwards)

Gran Turismo 2
- greatest Time-Trial options ever (sector monitoring, 3 types of ghosts, etc..)
- best Race Analysis tool in the series
- ability to rearrange cars through Garage
- Tahiti, Midfield, Red Rock Valley, Rome, Rome Night, Apricot Hill, Grundenwald, Seattle, rally tracks..
- monitoring and tracking highest speed per venue
- Event Creator tool
- restricted career separated through "GT World" and "Special Event" races
- separated Arcade mode with Unlocks
- skip-a-lap option in Replay

Gran Turismo 3
- real-time mileage-monitor on HUD
- Time Trial Arcade races with predetermined conditions
- Complex String, SS11 with overpass
- when Original Tracks are raced in Reverse-configuration the lightning (time of day) changes
- save-slots for tunes

GT Concept: Tokyo-Geneva
> no real details except for the PodRace for lulz ;)
- oh yeah, animated leafs on Autumn Ring track

Gran Turismo 4: Prologue
- Coffee Break tests
- License Tests structured with skill-tests
- aerodynamic/engine stall effect in high speeds

Gran Turismo 4
- stock-version of cars is unlocked for usage in Arcade/LAN multiplayer when bought in Dealerships/obtained through Prizes
- complex career with World Map
- Dealership Races
- LAN option
- old-school versions of some tracks, Motegi, Seoul, Hong Kong, Paris, Cathedral Rocks, El Capitan, Costa di Amalfi, Citta di Aria..
- interchangeable position with B-Spec driver through pits for Endurance races
- 2X fast-forward in Replay Theatre

GT5: Prologue
- leaderboards
- official matchmaking with predetermined entry-requirements
- animated pre-race garage sequences for particular car/track

GTPSP
- simple yet great Event Generator

+ all License tests were non-assisted in all GT games prior to GT5 > in GT5 many of the License tests?Special Event races have SRF mandatory enabled and I personally find it insulting..

BTW I probably forgot something in lists above, but those are details I could remember on the fly, without booting old games separately. If I did, I presume lists would be even longer.

Interesting stuff, amar!
 
there is a small thing missing in gt series and it was only in gt2
it was tuning option traction control ^_^
for the cars dont have it and almost all of them dont have tcs.
 
amar212
Okey, I took few minutes of thinking and made this list from my head.

Notice it is not list of anything new in GT series, it is only a list of features/assets we already had in previous GT games. Also notice I did not repeat the same features throughout the span of the series but instead opted to note them only with their initial appearance in particular game.

And also notice I did not included option to speed up the B-Spec races although it existed in GT4. I personally and subjectively find real-time B-Spec of GT5 the only good way to go since I actually find it a standalone real-time management mode with AI-behavior-development and not a way to quickly make money or easily finish endurances. So, when I mentioned B-Spec driver in GT4 description below, intention is to have him jump-in and drive his portion in the real-time.

Grand idea is to have this features from previous games included in current state of GT5.

So, it goes something like this:

Gran Turismo 1
- separate music tunes for all segments of the game (including dealerships)
- laptimes and records tracked throughout the game
- scrollable list with all laptimes after the race
- strict restrictions for races
- SS11 with underpass
- GUI shortcuts
- 1-400, 1-1000, max speed tests
- Memory Card Battle :D (2P races should be called like that for nostalgia reason)
- single-screen replay for 2P races (abandoned in favor of split-screen replay from GT4 onwards)

Gran Turismo 2
- greatest Time-Trial options ever (sector monitoring, 3 types of ghosts, etc..)
- best Race Analysis tool in the series
- ability to rearrange cars through Garage
- Tahiti, Midfield, Red Rock Valley, Rome, Rome Night, Apricot Hill, Grundenwald, Seattle, rally tracks..
- monitoring and tracking highest speed per venue
- Event Creator tool
- restricted career separated through "GT World" and "Special Event" races
- separated Arcade mode with Unlocks
- skip-a-lap option in Replay

Gran Turismo 3
- real-time mileage-monitor on HUD
- Time Trial Arcade races with predetermined conditions
- Complex String, SS11 with overpass
- when Original Tracks are raced in Reverse-configuration the lightning (time of day) changes
- save-slots for tunes

GT Concept: Tokyo-Geneva
> no real details except for the PodRace for lulz ;)
- oh yeah, animated leafs on Autumn Ring track

Gran Turismo 4: Prologue
- Coffee Break tests
- License Tests structured with skill-tests
- aerodynamic/engine stall effect in high speeds

Gran Turismo 4
- stock-version of cars is unlocked for usage in Arcade/LAN multiplayer when bought in Dealerships/obtained through Prizes
- complex career with World Map
- Dealership Races
- LAN option
- old-school versions of some tracks, Motegi, Seoul, Hong Kong, Paris, Cathedral Rocks, El Capitan, Costa di Amalfi, Citta di Aria..
- interchangeable position with B-Spec driver through pits for Endurance races
- 2X fast-forward in Replay Theatre

GT5: Prologue
- leaderboards
- official matchmaking with predetermined entry-requirements
- animated pre-race garage sequences for particular car/track

GTPSP
- simple yet great Event Generator

+ all License tests were non-assisted in all GT games prior to GT5 > in GT5 many of the License tests?Special Event races have SRF mandatory enabled and I personally find it insulting..

BTW I probably forgot something in lists above, but those are details I could remember on the fly, without booting old games separately. If I did, I presume lists would be even longer.

GT5p Multiple tuning set ups :)

I think everything which has been in previous GT's should be free (Inc any std's upgraded to premium) but DLC should be completely new tracks and cars, that way everybody gets new stuff and those who want can still get new stuff
 
I don't think they could have way more. Most of the time they work on visual look I think, so it can't be much faster that way. However if the physics of the car are already done it will be faster.
Yeah, typed that a bit before bed, and this job of mine is exhausting. There could be more than 25 new tracks if we added all the courses from previous GT games.

Along with amar's fantastic post, having multiple tuning setups a la Forza, and named at that, would be a great thing for PD to copy.
 
Since I don't race online because I don't like being attacked by other people, racing games for me are about timed laps, which means leaderboards. If they put in leaderboards, I'll come back and play GT5 some more.
 
Okey, I took few minutes of thinking and made this list from my head...

...BTW I probably forgot something in lists above, but those are details I could remember on the fly, without booting old games separately. If I did, I presume lists would be even longer.

Post of the day! :)

Fantastic. 👍
 
Was thinking back about all the things Kaz mentioned would be in GT5 but didnt make it or was mentioned at one time, they include

1)Full car damage "Top Gear tested Gt5 and mentioned crash as parts exploding?" Kaz mentioned will come later, people took that as later in the process of game, maybe he ment with a update?
2)Classic tracks "hidden mention on Gt website, 25 of them, also El Capitan seen in a trailer, also Pikes Peak, drag strips?"
gt5-screenshot-tracks-640x400.jpg

gran-turismo-5-screenshot-6.png

3)Car clubs, custom license plates
4)Kaz mentioned standards will go to Prem
5)Stunt tracks mentioned by Sony
6)Fixing pixels around cars
7)Free roam?
8)Drivers without racing suits "dude in a button down shirt?"
toyota-ft-86-gt5-4.jpg
 
Official:

1. Simplified interior view added to all standard cars.
2. User control of the weather
3. Added a setting sheet feature allowing you to save multiple car settings...

You happy? :)
 
Official:

1. Simplified interior view added to all standard cars.
2. User control of the weather
3. Added a setting sheet feature allowing you to save multiple car settings...

You happy? :)

Number 2 should have been there from the beginning honestly, but yes, this is good. :)
 
More:

4. Spec 2.0 Opening movie
5. Improved UI response and usability
6. Replay front forward/rewind

Last one makes me really happy :D
 
Official:

1. Simplified interior view added to all standard cars.
2. User control of the weather
3. Added a setting sheet feature allowing you to save multiple car settings...

You happy? :)

1. It was in GTPSP. Why introducing it only now?
2. It can be controlled in the online mode. Why could it not offline so far?
3. It was in previous games until GT5P. Why was it removed in GT5?
 
Weather control is something I've wanted for a long time.

[Edit]
Nevermind
 
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