Lack of details in background trees

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For those who have not witness the beauty in the environment of Dirt 2, you are going to **** your pants when you get your hands on it. Here I am playing Dirt 2 in my 50" plasma TV and my 1000w surround sound system all hooked up and everything of Dirt 2 is more than I expected to be. I really could have masterbate to this game. Less than 3 weeks to go, I can't hold on this desperation for Dirt2. It's the most beautiful racing game yet... Hopefully Gran Turismo will supprise me as much as Dirt 2 did. Until then please keep this thread alive, LMAO. I still can't believe that there's more than 1 page to this thread.

Yes, tis indeed beautiful.

And so it should be seeing as it's running half the framerate of GT5.
 
I have noticed the trees look a little 2D'ish, same with the grass when looked at really closely in replay mode.

But hey, you're supposed to be looking at the road ahead of you, not the trees! :P
 
The trees look fine in the GT5 Demo..

If you look really close you can see that behind the kerbside row of trees is a more 2D 'tree' backdrop used, but you'd have to quite anal to spot it and complain!..

The only complaint I see regarding trees are the shadows they cast, very dithered/low res or something.. I think I'd rather they didn't cast a shadow at all and not detract from the visuals.
 
This will probably come up again in GT6 on the PS4. More important things to pour resources into then trees.
 
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The trees look fine in the GT5 Demo..

If you look really close you can see that behind the kerbside row of trees is a more 2D 'tree' backdrop used, but you'd have to quite anal to spot it and complain!..

The only complaint I see regarding trees are the shadows they cast, very dithered/low res or something.. I think I'd rather they didn't cast a shadow at all and not detract from the visuals.

It's interesting that you've spotted this. It may allude to a dynamic lighting engine, which would be rather nice :D
 
When I am driving at high in the cockpit cam, I don't really see those trees. They look very nice to me, but when you watch the replay, you will see those trees aren't nice though. But remember it's a racing game and no "spot-the-tree" game. :P And I don't say the background isn't realistic. Play Eiger Nordwand and watch the Location guide in arcade mode. It looks brilliant!
859082756_6de7184f4e.jpg
 
Its still going because the GT5 demo has shown improved trees compared to GT5P :P

Imagine when people get their hands on an X number of circuits each with unique tree models. (oh goodness, what kind of conversation would Deep Forest produce!) :scared:
 
Imagine when people get their hands on an X number of circuits each with unique tree models. (oh goodness, what kind of conversation would Deep Forest produce!) :scared:

Although, to be fair, driving down deep forest for the very first time was amazing. And a lot of that was down to sunlight passing through trees.
 
And a lot of that was down to sunlight passing through trees.

Which reminds me that sunlight is not very realistic either.

I think that sunlight in Gran Turismo series should have much more photons inside visuals.

Even a blindman can see that number of photons represented in sunlight polygons is way beyond real.

For instance:

Thermal equilibrium requires that the energy density ρ(ν) of photons with frequency ν (which is proportional to their number density) is, on average, constant in time; hence, the rate at which photons of any particular frequency are emitted must equal the rate of absorbing them.[56]
Einstein began by postulating simple proportionality relations for the different reaction rates involved. In his model, the rate Rji for a system to absorb a photon of frequency ν and transition from a lower energy Ej to a higher energy Ei is proportional to the number Nj of atoms with energy Ej and to the energy density ρ(ν) of ambient photons with that frequency,

964d1069719a978b2afa7566bc827abc.png


where Bji is the rate constant for absorption. For the reverse process, there are two possibilities: spontaneous emission of a photon, and a return to the lower-energy state that is initiated by the interaction with a passing photon. Following Einstein's approach, the corresponding rate Rij for the emission of photons of frequency ν and transition from a higher energy Ei to a lower energy Ej is

51919e4b536db6bc655d2a34eb9e1e97.png



where Aij is the rate constant for emitting a photon spontaneously, and Bij is the rate constant for emitting it in response to ambient photons (induced or stimulated emission). In thermodynamic equilibrium, the number of atoms in state i and that of atoms in state j must, on average, be constant; hence, the rates Rji and Rij must be equal. Also, by arguments analogous to the derivation of Boltzmann statistics, the ratio of Ni and Nj is gi / gjexp(Ej − Ei) / kT), where gi,j are the degeneracy of the state i and that of j, respectively, Ei,j their energies, k the Boltzmann constant and T the system's temperature. From this, it is readily derived that giBij = gjBji and

17a5be881662f8704dda2fa0fc9302ca.png


The A and Bs are collectively known as the Einstein coefficients.

Somebody should really take that into concern, because I'm really intimidated how the sunlight representtion effects overall immerssion of the game.
 
Which reminds me that sunlight is not very realistic either.

I think that sunlight in Gran Turismo series should have much more photons inside visuals.

Even a blindman can see that number of photons represented in sunlight polygons is way beyond real.

:rolleyes: lol.

I wonder if the number of photos would be represented different depending on your geographical location. Here in ireland, they wouldn't need many polygons.

Somebody should really take that into concern, because I'm really intimidated how the sunlight representtion effects overall immerssion of the game.

Do you want to email PD or should i?
 
Which reminds me that sunlight is not very realistic either.

I think that sunlight in Gran Turismo series should have much more photons inside visuals.

Even a blindman can see that number of photons represented in sunlight polygons is way beyond real.

For instance:

Thermal equilibrium requires that the energy density ρ(ν) of photons with frequency ν (which is proportional to their number density) is, on average, constant in time; hence, the rate at which photons of any particular frequency are emitted must equal the rate of absorbing them.[56]
Einstein began by postulating simple proportionality relations for the different reaction rates involved. In his model, the rate Rji for a system to absorb a photon of frequency ν and transition from a lower energy Ej to a higher energy Ei is proportional to the number Nj of atoms with energy Ej and to the energy density ρ(ν) of ambient photons with that frequency,

964d1069719a978b2afa7566bc827abc.png


where Bji is the rate constant for absorption. For the reverse process, there are two possibilities: spontaneous emission of a photon, and a return to the lower-energy state that is initiated by the interaction with a passing photon. Following Einstein's approach, the corresponding rate Rij for the emission of photons of frequency ν and transition from a higher energy Ei to a lower energy Ej is

51919e4b536db6bc655d2a34eb9e1e97.png



where Aij is the rate constant for emitting a photon spontaneously, and Bij is the rate constant for emitting it in response to ambient photons (induced or stimulated emission). In thermodynamic equilibrium, the number of atoms in state i and that of atoms in state j must, on average, be constant; hence, the rates Rji and Rij must be equal. Also, by arguments analogous to the derivation of Boltzmann statistics, the ratio of Ni and Nj is gi / gjexp(Ej − Ei) / kT), where gi,j are the degeneracy of the state i and that of j, respectively, Ei,j their energies, k the Boltzmann constant and T the system's temperature. From this, it is readily derived that giBij = gjBji and

17a5be881662f8704dda2fa0fc9302ca.png


The A and Bs are collectively known as the Einstein coefficients.

Somebody should really take that into concern, because I'm really intimidated how the sunlight representtion effects overall immerssion of the game.

In University we call that plagiarism :P

Anyway, why do you insist on taking a valid thread off topic? Yeesh. :P

EDIT: Also, what you copied off Wiki is stimulated emission, I dont think that's how sunlight works. ;)
 
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So it's confirmed that London track, GT5 Tokyo track, and all new tracks have better detail in tree.. lets give up on this post please?

Kaz mention he wants to see how far people want to go with damage.. So lets go to the DAMAGE threads and write your opinions about damage and not some trees that look really good in GT5 already!
 
EDIT: Also, what you copied off Wiki is stimulated emission, I dont think that's how sunlight works. ;)

As long as it works good for sarcasam purposes it is fine. This flood of 100% useless debates needs a new way of combating.
 
As long as it works good for sarcasam purposes it is fine. This flood of 100% useless debates needs a new way of combating.

Why is it useless? trees are a big background filler, and in a game that has such breathtaking photo-realistic cars, some things that are not so well done will be more easily noticed.

Is it only valid to talk about the cars? I don't understand the 'rules' on this one?

I know some people like to say it's just about 'racing' and when your driving you are looking at the road, but I don't see people complaining about the detail in headlights threads when you can't see those when racing either..

Maybe I'm having a bad afternoon, but I do see what the OP was saying, I immediately noticed some nice trees in the Demo, and yes, having overhanging trees on the road (they make up a lot of the scenery on this track) does make for a better visual experience IMO...
 
The problem with this "debate" is that the trees look fine, not perfect, but they fit.
Theyre not completely out of place, theyre not 2D splines (i hate that) and the trees directly at the track (London, Toyko) look better than in most other racing games.

So, before we discuss something like that, which works/looks good enough, we should concentrate more on the important stuff.
 
As long as it works good for sarcasam purposes it is fine. This flood of 100% useless debates needs a new way of combating.

Your right, it does. It needs combating with a large does of ignoring, unless of course, you like banging your head against a wall.

The thread's legitimate so the mods can't lock it, by responding all your doing is bumping it up to the top of the page. Hypocrtically, I am doing just that with this post. :)
 
Your right, it does. It needs combating with a large does of ignoring, unless of course, you like banging your head against a wall.

The thread's legitimate so the mods can't lock it, by responding all your doing is bumping it up to the top of the page. Hypocrtically, I am doing just that with this post. :)


surely if everyone keeps bumping it, and nobody actually says anything of any use then it will have to be locked? Either that or it'll have to go way off topic.
 
surely if everyone keeps bumping it, and nobody actually says anything of any use then it will have to be locked? Either that or it'll have to go way off topic.

You mean troll a thread so much that it gets closed?

I'm sure the mods would love that.
 
I think trees should look similarly like real ones and then they wouldn't distract your look from the track. When they are obviously a very simple cartoon, they just break that good realistic feeling from a track. But they are somewhat upgraded in Gamescom demo, so we'll see in the final game.
 
I've yet to see a racing game on consoles with better trees than the ones in the GT5 Gamescom demo, so I don't really see what the OP is getting at to be honest. DiRT's greenery just cannot compare and the trees in games such as Forza 3 just look outright laughable in comparison.
 
So it's confirmed that London track, GT5 Tokyo track, and all new tracks have better detail in tree.. lets give up on this post please?

Kaz mention he wants to see how far people want to go with damage.. So lets go to the DAMAGE threads and write your opinions about damage and not some trees that look really good in GT5 already!

Ok this is what I got to say about the bloody damage in the GameCon demo. It's look stupid, but very interesting to have one in the game...About time. See the part where that evo IV hit the Sti from the back? In real situation that both cars would be "Totalled," already. With that amount of speed like that. Like I said before, most of you guys who love this GT series so much you don't even see the different between the real thing and a blood-y video games anymore mate. Now with the crash from the back like that it should look something like this, but from the back instead of the front of the Sti...
1153663-L.jpg
 
But the Evo has no damage.

And I kinda want to strangle the driver of that STI.
 
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