GT5 vs GT5 Prologue - image quality, views

  • Thread starter Thread starter CoolColJ
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This has been already addressed by digital foundry. GT5 is better than GT5P. There are slight difference and the main problem are shadows in some parts look really bad in GT5. There are various technical rreasons which only PD knows but other than shadows and few gfx glitches which was also present in GT5P there is nothing more to see.
 
Thank you CoolColJ24 for sharing great materials here! The differences are not huge, but GT5P has the edge in almost every aspect in terms of "clean rendering" (put new features and effects of GT5 aside), whether it's cockpit or outside shadow quality, textures resolution (take Sammy ad as an evidence) or environmental richness (grass effects). What bothers me most is that almost in every replay of GT5, shadows on cars are blinking, which seems as a result of their lower resolution (or dynamic lightning maybe?). It's very obvious to me. Another thing is that GT5P runs smoothly at 60fps, while GT5 almost never touches this crossbar. I definitely do not envy PD's situation now when they're forced by community to improve visual quality and increase the performance at the same time. It seems like landing on Mars to me...

But let's see what they can do with it by patches, although I'm very skeptical.
 
Does lower framerate on cockpit view bother somebody else? I find myself using bumber most of the time because game runs better in that view. This might depend on track, but i think this mostly is result of the shadows that are present in cockpitview.
 
Why does the above pic look so blocky? :)

Fuji has changed, hence why it's different in GT5

Try Flicker reduction in display setting in gt5 option.

by doing this you will be disabling the temporary AA effect which is enabled in NOrmal and Sharpen setting.

And the game will look so much cleaner.

i am not sure why did PD use normal as default setting.

I already have that option on :)

And it won't matter for screenshots anyway, it only works with moving images. Flicker reduction turns off the Temporal AA. Basicly jitters the image 1 pixel around each alternate frame. You can see it when the race is paused or when in GT Auto when your change wheels with a non-animated car. The image jitters around abit. Sharpen option also has this jitter, but in a different pattern from what I can see
 
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That is somewhat inaccurate.

The number of tracks and number of cars has nothing to do with performance. The only time these two factors would adversely affect performance is if more was being shown on screen. The "amount" of content a game has will have zero effect on performance if it isn't all being loaded on screen during gameplay. The only thing that would effect performace if both had the same content being shown visually, would be content that is not "visible", i.e., the cpu cycles needed to compute physics, etc..

Perhaps GT5 has better physics than GT5P and the "cost" to implement these physics meant making a sacrafice somewhere else.

Yes, I have discussed it with Deveander and we concluded that it must be smoke, skid marksn reverse lights ect.

But seriously, GT5 are amazing look at some videos of iRacing, that game is much better than GT5 but GT5 kicks it to touch for graphical quality.

Just like GT5:P.... even though some things are better on GT5
 
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Yes, I have discussed it with Deveander and we concluded that it must be smoke, skid marksn reverse lights ect.

Actually, it was concluded that none of us really know. The fact is GT5 does more than Prologue. In addition to those you mentioned, sound, physics, tyre wear calculations, damage, and probably more I can't think of have all increased the load slightly.

It's interesting to see the "bloom" effect is stronger in GT5. I DETEST the sight of it, but I think it's probably used to allow a sky environment with much less detail. We have to accept that it's the PS3 and the graphics can only be so good. Personally, I'd be fine to have them turned down even more to allow better damage and rain/night on more courses etc..
 
That would only effect the textures, it seems the whole image has a blur filter on it

I think he's right, it is the level of anisotrophic filtering. Look at the barrier on the right side too, as well as the green grass behind the car on the right side. Both go blurry when not too far away from the camera. The overall lower level of detail in the backgrounds is something else, but those textures blurring out like over distance like that is definitely the product of less AF. Looks like 2x vs 8x.

The track isn't that blurry though. I think this is somewhat because of the lower detail track textures.

That said, I've been looking out for the lack of AF on tracks when playing, and I usually play in bumper view, and so far I haven't noticed any problems with texture filtering on the track itself. I'm pretty picky too, I always game use 16x AF for PC games since I hate blurry textures more so than aliasing even.
 

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