How does PD produce these graphics?

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SALADINE1
I mean it's no secret that the graphics are awesome, especially the cars and the lighting.
So how do they achieve these near photo realistic visuals?
What are the tricks of the trade?
Anyone have any info regarding the techniques used?
 
I don't think they use any special techniques, they just have capable people in this department and put a lot of manpower into it.
 
So how do they achieve these near photo realistic visuals?
What are the tricks of the trade?
Anyone have any info regarding the techniques used?
Based on what I've heard:

1) PD makes most/all of their own dev tools
2) a native resolution between 720p and 1080p is scaled up and down
3) different res layers are used to keep poly count lower, to make some parts look better than others, so that they can do more overall
4) if you look at the "edge" sparkle, you can see the graphics still need improvement here and there

Cheers,

MasterGT
 
Based on what I've heard:

1) PD makes most/all of their own dev tools
2) a native resolution between 720p and 1080p is scaled up and down
3) different res layers are used to keep poly count lower, to make some parts look better than others, so that they can do more overall
4) if you look at the "edge" sparkle, you can see the graphics still need improvement here and there

Cheers,

MasterGT
Thanks for the enlightenment.
Edge sparkle?
Are you referring to AA?
 
well when you don't have tire marks, dirt, or any other visual blemishes, it shouldn't be impossible to create amazingly beautiful realistic, utopian world graphics
 
however it's still rather cool to see that the tire walls look as if they came right from GT2
 
It's the reason why I prefer GT more than any other sim racer or arcade racer out there. Nothing can touch GT5P when it comes to car modeling and just this morning while I was racing against AI cars at Daytona Road Course, it's amazing how real the opposing cars look and motion and animation in each of the cars are simply astounding.
 
Edge sparkle?
Are you referring to AA?
I don't think so, but I don't know enough about AA to say.
The AA seems to be causing more trouble with shadow edges.

Look at the light standards at Daytona, cracks between car panels and white lines on the road in the distance. You'll see the annoying sparkle.

Cheers,

MasterGT
 
I think the cockpit view adds soo much to the visuals but lets say if you were playing in the bumper view, does it really look that much better then GT4 in HD mode?
 
I think the cockpit view adds soo much to the visuals but lets say if you were playing in the bumper view, does it really look that much better then GT4 in HD mode?
That's why i mentioned the cars and lighting in particular..lol
Yeh, the track textures and scenery can most certainly be improved but overall as a package it's great.
 
The game is using 4xAA in 720p and 2xAA IN 1080p by the way. Uncharted was 'only' using 2xAA in 720p.
The problem with 'edges' are not caused by 'missing' AA, but rather by other problems, like selfshadows that are not done with 3D polygones, like Doom3 did, or a compressed bump mapping methode which causes flickering.
All you need is a different shadow technique and a high quality compression.
But anyway, the visuals are already overkill. It doesn't need any more improvements.
What it really needs are more true life effects, like dirt, car damage models, rain and snow and more smoke and fog effects.
Currently, the game is just a great awsome picture, a photorealistic pic. But when it starts to move, then you will have the feeling that it's just computer graphics because those elements are still missing. No life in the game!
And, to be true, the series already had some of those effects, like rain and wet tarmec and sparcles.
Hope, this will already come in Spec III.
Just a nice preview: The market place with snow and wet tarmec in the main menu is wonderful, beautiful and really stunning.
 
Actually, the GT5 lighting is very nice but quite simple... there's only one light source... the sun. They don't try to add other lights anywhere...

As for the graphics, they've put about 80% of the graphical power on the cars, everything else is blend and flat. Which is a shame.
 
Actually, the GT5 lighting is very nice but quite simple... there's only one light source... the sun. They don't try to add other lights anywhere...

As for the graphics, they've put about 80% of the graphical power on the cars, everything else is blend and flat. Which is a shame.

So you would rather have more graphical power put into scenery then the cars?

I disagree, the cars are the stars here.

The tracks, outside of Suzuka, look good great in my opinion. What is so bad about Daytona, Fuji, HSR, Eiger, and London? Not enough bling?
 
Actually, the GT5 lighting is very nice but quite simple... there's only one light source... the sun. They don't try to add other lights anywhere...

As for the graphics, they've put about 80% of the graphical power on the cars, everything else is blend and flat. Which is a shame.

As it should be. But I wouldn't call the track as bland or flat. Even Suzuka, the track itself is quite amazing. I remember the first time I raced at Suzuka in a computer game, Grand Prix 3 and on GT5P, you can really sense the undulation of the track (especially approaching the Hairpin) that even Forza 2 couldn't quite emulate. At Daytona, for example, when you watch the replay and when you can the see the horizon beyond the track, it actually gives a sense of spaciousness and that the track exist within a space that is much bigger.
Of course I do agree that by adding stuff like tire marks wll make the graphics more complete but as it stands, I can live with the graphics even if this is where GT5 will be at.
 
For those wondering why PD didn't introduce million polygon trees yet, they should understand what we have now is already pushing the limits of today's technology for home entertainment, as simple as that.
 
I think that it also has something to do with the fact that PD doesn't model the entire car, only the visible parts => chassis, bodywork, wheels and interior. While other games have fully modelled cars, even the things that aren't visible. GRID models the engine, GTR and GTL models the engine and the entire suspension etc... .

A while ago while I was watching the replay of the Corvette Z06 Tuned on Daytona speedway, I could clearly see the red seat and parts of the interior through the front fender. This can only mean that PD doesn't model the suspension, engine, the inner chassis etc... Less calculations the PS3 has to make, hence more power for creating better car graphics.

I don't have a capture card and this is the best I can do, sowwy.




Watch a replay on Daytona with the Z06 tuned and watch carefully at the fenders, rear and front, and you will notice that you can see straight through into the interior. There is no engine, no suspension etc...

I personally think that this is one of the things PD uses to create nearly photo realistic graphics.
 
You get all pissed up because your car has no suspension... You wouldn't wanted to be in my shoes since my car has no car at all LOL

IMG_0012-1.jpg


BTW. Look back when riding a flashy F430. You'll see a nice power house there.
 
I think that it also has something to do with the fact that PD doesn't model the entire car, only the visible parts => chassis, bodywork, wheels and interior. While other games have fully modelled cars, even the things that aren't visible. GRID models the engine, GTR and GTL models the engine and the entire suspension etc... .
So the question arises.
Will the graphics suffer when damage is implemented!?
If your saying that the suspension, engine and other parts are not modeled, then surely this discrepancy will show through.
Does it mean more work, a delay perhaps?
Maybe they'll just include damage without the bonnet or fenders coming off.
Hmmm...interesting times ahead.
 
So the question arises.
Will the graphics suffer when damage is implemented!?

I read somewhere that Yamauchi said something like "when damage gets implemented, the number of cars on track may be reduced".

You can see how graphics get downgraded when in the starting grid of an online race. That tells you where are the limits of the PS3.
 
Just to think how much more the PS3 could have been if they put in as good of a graphics card as they did in 360's. :indiff:

So that PS3 will be plagued with BGROD (Blue Green Ring of Death)- I don't think so.
 
Just to think how much more the PS3 could have been if they put in as good of a graphics card as they did in 360's. :indiff:

So that PS3 will be plagued with BGROD (Blue Green Ring of Death)- I don't think so :)
 
Just to think how much more the PS3 could have been if they put in as good of a graphics card as they did in 360's. :indiff:

you saying 360 has better graphics then PS3 does?? 360 might have good graphic card but it really does suffer on creating decent sized and graphic games like the PS3 does with GT5, Metal Gear, Final Fantasy (yet to be released), etc.
I believe 360 is still in DVD mode while PS3 is already in the future with Blue-Ray.
...BTW PS3 is still just improving, RSX graphic chip is still on the way!
 
you saying 360 has better graphics then PS3 does?? 360 might have good graphic card but it really does suffer on creating decent sized and graphic games like the PS3 does with GT5, Metal Gear, Final Fantasy (yet to be released), etc.
I believe 360 is still in DVD mode while PS3 is already in the future with Blue-Ray.
...BTW PS3 is still just improving, RSX graphic chip is still on the way!

YOU GOT RIGHT RSX AND CELL IS BIG MYSTERY FOR GAME DEWELOPERS,BECAUSE THEY ARE FAR AWAY AHEAD OF TIME AND WE WIIL SEE FOR TWO UP TO THREE YEAR TRUTH POWER OF CELL PROCESSOR
 
Mystery? RSX is just a regular 7800 nVidia card with some minor tweaks.

Do really you see a big difference in graphics between GT3 and GT4? Because by the time GT3 was released, the PS2 was still "a mystery". Yeah right.
 
The prototype Cell processor ran at 4GHz, and according to IBM, is capable of a theoretical maximum of 256Gflops, thus placing it instantly at the forefront of potential multi-chip supercomputer designs of the future. The chip is built on a 90nm process and contains 234 million transistors. The Cell is allegedly capable of dynamic power management (perhaps a variant of Transmeta'a Long Run power management technology?), throttling itself to suit the current processing load. Internal temperature sensors are also present as you would anticipate.
 
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