How did PD get the game to look the way it does?

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eastley: they are not obliged to support all of the hardware parts and configurations that exist on earth. most of the game developers choose to support them and, almost always, that means that the resulting products are of inferior quality (in most cases graphics-wise).
offtopic: Do you know there is a quote button?
 
Thirdly, the physics are not exactly up to scratch as the aforementioned racing games. Again, Forza's physics are not perfect, but they do outshine what GT is doing currently.


really? I play GT5:P for two days now and physic set on professional are superb (japanease demo is different in this)
 
What thas mean superb (talking about physics) ?? :sly:

Im very interesting in a good explanation from anyone who knows feeling "realistic" physics and know too write here! :):)

Thanks for all!
 
The GPU in the 360 is technically slightly more powerful than the RSX. But when you couple the RSX with the Cell, any advantage the 360's GPU had is gone. What we're seeing from PD is a group of programmers and modelers that have a better grasp on the hardware than most things we've seen on the PS3 to date (Uncharted being the closest thing I can think of). Thing are only going to get better from here on out. Enjoy the ride. :)
 
What thas mean superb (talking about physics) ?? :sly:

Im very interesting in a good explanation from anyone who knows feeling "realistic" physics and know too write here! :):)

Thanks for all!

Sorry, bad wording.

I have experience with various (real) cars so that I know how realistic handling feels and feeling from GT5:P professional physics model IS superb.

Feedback to player is vastly improved (sound, visuals in cockpit, feedback from steering wheel) and that all gives better more realistic feeling when driving.
 
how did polyphony digital get the PS3 with its weaker RSX GPU to produce graphics like this?

They achieved such a commendable result by throwing a blind eye at the pile of the dumbfoundingly unrealistic $hit going on onscreen, direct consequence of the truckload of elements of the game(play) they've always refused to take in consideration during the past decade, because of PSX (somewhat understandable), PS2 (whatever) and apparently now PS3 (calculation restrictions? In my CELL? It's more likely than you think, I guess) limitations respectively and that could've definately used an improvement. Duh.

Who cares though, GT5 got A FORMULAONECAROMGFERRARIBESTGAMEEVAH!!!1(F)one!1

1 trillion copies *of the demo alone* already pre-ordered pretty much consolidate the fact Yamauchi's right while I've been wrong all along, though, enjoy your (un)Real Driving Out-Run 2k8. In before $hitstorm because the fanboy'ism is over 9000 around here, it'd be a pretty awesome forum otherwise.
 
I have experience with various (real) cars so that I know how realistic handling feels and feeling from GT5:P professional physics model IS superb.
.

Fk yeah (and fk Geoff Crammond while we're at it). Using the car next to you as a pinball bumper to get out of a 90 degrees curve at 200 Km/h without pushing the brakes has got to be the most realistic stuff I've ever seen in any driving simulator whatsoever. Wait...
 
Double-post and uuh... Language is in consideration somethin', somethin'... (?)
 
Double-post and uuh... Language is in consideration somethin', somethin'... (?)

I apologize but I don't quite get what you mean, can you be more specific?
 
It's not aloud to double-post, and the way you wright your posts is quite, uuh... I don't know how to put it... Hard to read? (Even though it's quite interesting reading)
 
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