Quakebass
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- quakebass
This could be caused by a number of things, but it’s not a “downgrade”, it’s a bug of some sort. PD clearly modeled the car in full detail, you can see it in most places that aren’t in-race, it’s just not rendering the correct LOD (level of detail) at certain times.
This could be caused by a miscalculation in the LOD algorithm, a bug in the model itself that uses CPU inefficiently and forces lower LOD, or the car could have an error in optimization and this is what the rendering algorithm makes of it.
The game is supposed to run at a stable 60 FPS, and if every car was rendered at max polygons (which for the record, is never the case in any game anymore) the CPU/GPU couldn’t handle it. So the game will utilize lower detail models for assets that aren’t priority (I.e. far away). You don’t need 100k polygons on something if it’s only taking up 20 pixels on a screen (like when a car is far away), so games will have lower-poly models rendered for when the full detail isn’t necessary. Since GT6 PD have used a dynamic system (adaptive tessellation is what’s commonly referred to) where cars adjust their LOD on the fly. What you’re seeing is a breakdown of this process, where the game either thinks the car is far away or thinks the car is taking (or just is taking) too much CPU power.
You’re getting a little hysterical over a minor issue that can (and likely will) be fixed in a hot fix...
*Edit
And as a side note I’d be interested to see what it looks like from hood cam, as you’ve yet to post what that looks like on your screen, all you’ve shown is rear-view 3rd-person.
**Edit Edit, somehow missed hood cam in OP.
This could be caused by a miscalculation in the LOD algorithm, a bug in the model itself that uses CPU inefficiently and forces lower LOD, or the car could have an error in optimization and this is what the rendering algorithm makes of it.
The game is supposed to run at a stable 60 FPS, and if every car was rendered at max polygons (which for the record, is never the case in any game anymore) the CPU/GPU couldn’t handle it. So the game will utilize lower detail models for assets that aren’t priority (I.e. far away). You don’t need 100k polygons on something if it’s only taking up 20 pixels on a screen (like when a car is far away), so games will have lower-poly models rendered for when the full detail isn’t necessary. Since GT6 PD have used a dynamic system (adaptive tessellation is what’s commonly referred to) where cars adjust their LOD on the fly. What you’re seeing is a breakdown of this process, where the game either thinks the car is far away or thinks the car is taking (or just is taking) too much CPU power.
You’re getting a little hysterical over a minor issue that can (and likely will) be fixed in a hot fix...
*Edit
**Edit Edit, somehow missed hood cam in OP.
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