First of all I don't want to hijack this thread with this tree topic - after all certainly not my or our biggest problem.
I also don't think that PD should try to reach tree perfection - I just don't want to look the trees right next to the track like this :
A little more 3-dimensional and like in Shift animated ( wind etc ). Organic, lifelike, not looking like a 2-bitmap-cross from 1998 in highdef.
Smooth shadows is just not possible in a game right now. You need real time ray tracing to do it!
I think that's just due to the shadows being in motion. If you look at the environment and the shadows on the track it's not sharp either, but that's because it's all in motion. PD has put so much effort into the graphics, I highly doubt anything will be jagged when the final product will be released.
I don't know why people expect the PS3 to do everthing it simply can't. Despite Sony saying it only does everything, their lying.
As long as we get a good amount of Nurburgring 24hr/VLN series cars to go with these tracks, decent day/night changes and pit stops etc. I'll be happy. I personally couldn't give a damn about the quality of trees, if your racing at the Nurburgring (particularly a 24hr race) the last thing you should be looking are the trees anyway.
Exactly, people shouldn't take that 'slogan' literally, the PS3 cannot make tea for example and was never intended to be able to.![]()
I'm confused, you're complainng about lower detail cardboard cut out trees and then saying they should be more like Forza 3's lower detail cardboard cut out trees. And you can clearly tell in Forza 3 that's all they are. The trees in the TDU pic look best but TDU uses far less graphical effects, the car models are only 10k polys as opposed to 300-400k. The trees in GT5 look good enough, they might spoil the occasion photomode shot, but they do in Forza 3 too. It's really not a big deal and if that's your benchmark for immersion then go and find another game. I can't compare to Shifts, but again Shift is an all together lower detail and poly game, so it might well have better looking trees. But Forza 3's arn't very good, they don't bother me but I always have to alter my camera angles if I'm taking a photo to minimise how visually obviouse they're cardboard cross overs. It's no big deal though and I don't see why it will be in GT5. The environment as a whole looks fantastic.First of all I don't want to hijack this thread with this tree topic - after all certainly not my or our biggest problem.
I also don't think that PD should try to reach tree perfection - I just don't want to look the trees right next to the track like this :
But a little bit like this :
A little more 3-dimensional and like in Shift animated ( wind etc ). Organic, lifelike, not looking like a 2-bitmap-cross from 1998 in highdef.
Ray tracing is for hard shadows only
The resolution of the shadow maps has to become higher, or other techniques should be used.
Im just a bit dissapointed about the smooth track syndrome.
Have you played the demo then? what did you think of it? Were the physics changed from the Time Trial?
To the guy who posted the pics of Forza and TDU iI think? You have just responded to your own point, look what those other games had to sacrafice in order to have nice trees, is that what you really want GT5 to be like?
God hep us all when a screen shot or video of Spa is released ! It'll be Tree-mendous in here![]()
New vid