GT5 Update 2.09

I'm preaching what I hear, and I'm not only saying this, but I distinctly remember thinking about Killzone + other FPS shooters (and I think Uncharted) after hearing a reason for the online/offline physics being different; FPS's were definitely referenced. I still hold what I say about other racing games. That's STILL not to say that I'm right. This is PD's first time working the online, and this is one of the things where it can't be argued that PD are incompetent when it comes to the online's support. I hear Japanese developers "hate"/aren't big up on the online portion of their games; that doesn't help.


I'm not sure exactly what FPS have to do with this at all? If you are right that they were used as a rational for GT5 having differing on and off line physics, then its a bizarre one to say the least.

I do agree that some of this may be down to a lack of experience with net-code, however GT5P didn't do this and as such it would appear that someone took the rather strange decision to implement this for GT5 and it wasn't a good decision.
 
Also, another thing about what Kaz says and the reality of the GT series, a lot can get lost in translation. The interpreted meaning is not always the correct one.

See what 'Human Drama' actually meant in Kaz's interview.
 
The interior sound is very different from the exterior sound for the HSV-010 (as it should be) - that's not quite true of the F1 cars. The exhaust sound, as I mentioned above, seems to be a motorbike sample (i.e. from TT) in the low revs, switching to the F1 sound at high rpm. On top of this is the "dirtification layer" mixed into the samples, to try to account / compensate for the difference in tonality of four cylinders per pipe relative to 8 cylinders per pipe at half the speed.

I've noticed that the interior sounds are really much different from exterior ones... more than usually is on GT5. Any other GT5 cars have so different sounds between inside/exterior views?
 
I'm kind of late to the party... anybody noticed new features/bugfixes NOT listed in the official changelog? If so, care to summarize?

MÜLE_9242;7782266
wow. cool. Nice Birthday gift.
Happy birthday :)
 
I've noticed that the interior sounds are really much different from exterior ones... more than usually is on GT5. Any other GT5 cars have so different sounds between inside/exterior views?

Not since an update tweaked the sounds to put more exhaust into the forward-looking interior view (and removing the change in mix when looking behind). Anything mid-engined with a stock exhaust might still be a prime candidate, though.

The extreme difference is correct on the HSV-010, and it's odd that PD would go to all that trouble to get this one mix spot on when most of the others aren't (maybe the real sound guys have come back to supervise the janitor :P).
 
Did some testing on Daytona road course with my C6 grand sport replica. 1.59.350 for ABS 1 and 1.59.620 for ABS 0. I am fine with the physics.
 
3D is probably the biggest reason GT5 took so long to make and made GT5 lack some features until updates.

And where are you pulling that out of? If you go by previous statements from KY 3D was easy to implement.


http://www.gamerlive.tv/article/gra...amauchi-immerses-himself-car-culture?page=0,1
When asked if GT6 would also incorporate 3D gameplay, Yamauchi said “to include 3D in the development is not very hard at all. That’s something we can do straight off, but I think we just have to wait for the hardware to advance.”

http://www.nowgamer.com/news/918023/gran_turismo_5_3d_finished_2_years_ago.html
“The 3D feature was almost complete two years ago, actually," Yamauchi told the PlayStation US blog. "We could see that it was in that natural flow of technology and where things were heading. Discussions with Sony regarding 3D technology began more than three years ago. More recently we have spoken with Evolution Studios, who have put a lot of work into stereoscopic 3D, about things like video formats."

At E3 last week, Sony finally slapped a US release date on the game, which will see the light of day on November 2. Yamauchi added that adding 3D functionality was simple for Polyphony Digital. "Because Gran Turismo 5 is built to run at 60 frames per second it was easy for us to implement 3D. It’s quite difficult to convert a game that runs at 30 frames per second to 3D.”
 
The rain drops on the windshield effect has been simplified since 2.08 I think, not too sure, but I have a video from 2.07 - cockpit view in rain, does the new 2.09 have similar rain effect from cockpit view ? Have you tried any other car ? Please try the 458 Italia, see if it still has the same effect.

No, haven't tried any other car yet, if it's true that they're simplified for whatever reason across the board, then that's hugely disappointing and would mean the wipers serve no purpose anymore but more importantly the whole visual effect would be far less, really hope that's not the case.

Just tried the 458 Italia in the rain (could've used any other Premium car though as the effect is the same) and thankfully it's the same as it always was (the same effect as in your video), the wipers doing their work and rainwater still on the windscreen where the wipers don't go.
So I think this issue might be isolated to the HSV (being a recent and completely new addition) and I assume it's been like that since it was added, just didn't notice it as I apparantly hadn't used it so far in the rain.

Just to clarify what the issue is, the rain acts exactly like it does on the blacked out Standard car cockpit view (or Premium cars without wipers), basically moving upwards across the windscreen but with an added wiper, very odd.
 
Griffith500
I don't think he meant that they could at any moment send it to the printers, that's a lot of effort to keep an in-development piece of software in a serviceable state at all times. I think he meant that at any given moment in development, you could, in theory, draw a line under what has been completed and then start preparing it as a finalised build ready for distribution. PD decided to keep working on it, but any "extra" work they did either didn't make the cut (PS4), or simply didn't work.

I agree that he didn't mean they could immediately start making copies. When I read that quote, I get the idea that they made enough content and got far enough in development for GT5 to be considered a game.
 
Just tried the 458 Italia in the rain (could've used any other Premium car though as the effect is the same) and thankfully it's the same as it always was (the same effect as in your video), the wipers doing their work and rainwater still on the windscreen where the wipers don't go.
So I think this issue might be isolated to the HSV (being a recent and completely new addition) and I assume it's been like that since it was added, just didn't notice it as I apparantly hadn't used it so far in the rain.

Just to clarify what the issue is, the rain acts exactly like it does on the blacked out Standard car cockpit view (or Premium cars without wipers), basically moving upwards across the windscreen but with an added wiper, very odd.

At least it's a good news that the water effect in cockpit view is still the same, thanks for checking that out 👍
 
otakukid96
I feel the sound update wasn't needed, and that they could have put that work towards something else. Like not being allowed to ban driving aids online.

I can easily see how you're the most hated member.
 
I'm not sure exactly what FPS have to do with this at all? If you are right that they were used as a rational for GT5 having differing on and off line physics, then its a bizarre one to say the least.

I do agree that some of this may be down to a lack of experience with net-code, however GT5P didn't do this and as such it would appear that someone took the rather strange decision to implement this for GT5 and it wasn't a good decision.
Mentioned FPS because something like that was referenced when someone wrote what I've been talking about.
I had to do a search to make sure I wasn't making this up and found a couple things. I couldn't find THEE post I've been referring to.

https://www.gtplanet.net/forum/showthread.php?p=7528470#post7528470

https://www.gtplanet.net/forum/showthread.php?p=4286760#post4286760

https://www.gtplanet.net/forum/showthread.php?p=4454843#post4454843
https://www.gtplanet.net/forum/showthread.php?p=4463114#post4463114

Then, there's everything else in this thread
https://www.gtplanet.net/forum/showthread.php?t=139123
which is mostly about thoughts on environmental factors affecting the physics differences.


PD's online department's inexperience is the issue. I still want to know what specifically/technically made it the way it had to be.



mcfizzle, you on form tonight matey.
I corrected that already without sources for once. Where's my cookie!
 
A thought on the tyre wear "improvements"...

Maybe PD should take the time to class each track as high, medium or low tyre wear, and all the elements that go with it e.g, temperature and whether the track is green or rubbered in.
 
Mentioned FPS because something like that was referenced when someone wrote what I've been talking about.
I had to do a search to make sure I wasn't making this up and found a couple things. I couldn't find THEE post I've been referring to.

https://www.gtplanet.net/forum/showthread.php?p=7528470#post7528470

https://www.gtplanet.net/forum/showthread.php?p=4286760#post4286760

https://www.gtplanet.net/forum/showthread.php?p=4454843#post4454843
https://www.gtplanet.net/forum/showthread.php?p=4463114#post4463114

Then, there's everything else in this thread
https://www.gtplanet.net/forum/showthread.php?t=139123
which is mostly about thoughts on environmental factors affecting the physics differences.


PD's online department's inexperience is the issue. I still want to know what specifically/technically made it the way it had to be.




I corrected that already without sources for once. Where's my cookie!

Its all pretty much down to how PD have implemented the net-code and decisions they have made in that regard:

http://www.eurogamer.net/articles/digitalfoundry-the-lag-effect-psn-xbox-live-analysis

However with good net-code (such as syncing everyone to a single clock) can reduce the issues with frame's skipping, its also very unlikely that the physics calculations are being sent via the net-code as no reason to do that exists.

The simple fact remains that all of the above are factors that would affect the physics engine and that is not what we have with GT5, which is a different engine running. Nothing to do with net-code would provide a reason for that to be the case at all, which is borne out by every other on-line racer I've played not doing this at all.
 
In changelog they said that HSV now has 10300 rpm mine still says 9300 in specs in garage...anyone else have the same or its changed to 10300?
 
I did some testing for an up coming WRS-Online Special Event (Toyota YellowHat YMS Supra '05 @ Twin Ring Motegi - Road Course with Racing Medium Tires) and the new fuel consumption / tire wear settings appear to fall out like this:

Normal = 1x (~2.8 L / Lap)
Fast = 2x (~5.6 L / Lap)
Very Fast = 4x (~10.8 L / Lap)

Those are fairly accurate calculations for fuel consumption. The tire wear (more subjective, subject to driver error/variance) seemed to follow suit with those rate multipliers very closely.

The "Normal" setting appears, for this combo at least, to be about equal to the situation just prior to 2.09. The "Fast" setting reminds me of the tire wear from earlier in 2012. "Very Fast" is probably only meant for short 15-20 minute races as the car was burning 10+ L of fuel per lap and by the time the tires got up to an optimal temperature there was already some noticeable wear.

Results may vary with other tire compounds.
 
zlays
In changelog they said that HSV now has 10300 rpm mine still says 9300 in specs in garage...anyone else have the same or its changed to 10300?

They changed it to 10300 rpm and it sounds amazing
 
My notes:

HSV is a lot better than before, now I can actually stomach the sound of the thing... Also rolled it online in a Trial Mountain race, appears you can finally do that (in doing so, my game froze, but then fixed itself.)


EDIT: Viewed the replay, it does NOT show my car rolling - only going on two wheels before it froze and fixed itself. No idea what is going on.
 
Last edited:
TexasTyme214
From what I can tell, the physics offline have been transferred online. In other words, the online physics that you like are gone.

Yes that was the way i was trying to word it.

And LV everyone has their own opinion about how they felt about the physics before. I always thought (from testing I have done) that the game was more true offline. So this update made me think extremely happy
 
People are saying that it's a sound sample similar to the FGT, I did a quick testing... at least it sounds like a high revving engine now.



Yes, and that's a pretty important information because if it finally got rid of the differences between online and offline physics, that's a gamechanger for the serious players.

It sure is, I'll be trying this out asap. *fingers crossed* this should have been done in update 1.01 imo.


Jerome
 
everytime i tried to apply the update my FGT would reset itself and the ps3 would restart. Disconnected the FGT and used just a controller and everything seems to have went fine. anyone else experience this?
 
animal
everytime i tried to apply the update my FGT would reset itself and the ps3 would restart. Disconnected the FGT and used just a controller and everything seems to have went fine. anyone else experience this?

My game exit itself before and my wheel would reset but my ps3 never reset itself ever
 
Back