Not sure what you mean but fenders, hoods and other parts do become crumpled a little.
Hahaha no you are the first!
Well done sir!
I don't know if anyone else has noticed this, but there is actually no damage in GT6 whatsoever. All that seems to happen is that the cars look a little bit "dusty" after collisions.
See what I mean for yourself here.
Your thoughts?
I think it's a bit more than just some dust but I think they need to abandon visual damage all together.I don't know if anyone else has noticed this, but there is actually no damage in GT6 whatsoever. All that seems to happen is that the cars look a little bit "dusty" after collisions.
See what I mean for yourself here.
Your thoughts?
I think it's a bit more than just some dust but I think they need to abandon visual damage all together.
Waste of processing power.
I noticed that the WRC Subaru in GT5 had great damage rendering, with the rear hatch opening from multiple rear-end collisions, as well as other parts crumpling. I haven't noticed this kind of damage rendering in GT6 yet, but I try to avoid collisions when racing offline.Slightly off topic but it relates a bit:
Do the WRC cars that were in GT5 (Focus, Citroen, etc.) still have the great damage modeling with stuff like doors popping off, trunks opening?
Slightly off topic but it relates a bit:
Do the WRC cars that were in GT5 (Focus, Citroen, etc.) still have the great damage modeling with stuff like doors popping off, trunks opening?
Hm. Is there any console game that's a good compromise between driving physics and damage modeling?
GRID: FANTASTIC damage modeling (with appropriate consequences.) Arcade-y physics.
NFS Porsche Unleashed was the best I have saw. I never actually played the console version but I played the PC version a lot. I assume the console version had most of the same features. Good damage modeling both visual and physical, could damage/repair individual parts on the car, could get pretty expensive trying to repair the car after a crash and of course winning was out of the question if you did much damage to the car. While you could not damage the car enough that it would not move you could surely damage it enough that it was not fast enough to win.Hm. Is there any console game that's a good compromise between driving physics and damage modeling?
GRID: FANTASTIC damage modeling (with appropriate consequences.) Arcade-y physics.
Hm. Is there any console game that's a good compromise between driving physics and damage modeling?
I would call them more like scuff marks. Not bad having a crash at 300kmp/h and all you get is a few scuff marks.I though so at first too, but they don't. It's more like the dust effect after a crash makes them look slightly deformed, even though they're not. It's clever shading, with no actual body deformation. Take a closer look, & maybe try a crash test experiment yourself.
I would call them more like scuff marks.
Even if they look like scuff marks or dirty marks they still look terrible after just a small crash but no damage on car. GT5 did much better than this game.Yes, I think they are supposed to be scuff marks, or scratches as others have pointed out, that's what PD seems to have been aiming for. However, they look more like dirty dust marks than scuffs or scratches to me.