Played the GT4 E3 demo today - Impressions inside

  • Thread starter Thread starter jizzmirk
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I read a post talking about Forza and they said the game felt quite arcade like. But when the rep turned off the assists then its true sim nature showed. I'd say the most interesting thing about Forza is probably the AI. But honestly as long as xbox doesn't have a decent FF wheel then what does it matter.
 
thxs alpha. I figured it out awhile ago though. The detail is amazing! but the 1st and 2nd look like normal replays to me. But the last doesn't.
 
3D rims? Where'd you hear that? the Lancer sure doesn't look like those rims are 3D...And where did you get the idea that there's no motion blur in replays? After all, there's motion blur in that Amalfi replay video...
 
But honestly as long as xbox doesn't have a decent FF wheel then what does it matter.

We don't all own wheels, tbh owning a wheel has never really appealed to me, as long as it feels good with a pad, I'm happy. I played GTR, and that felt damn realistic, even with a pad as the cars physics are stuff stuff showed through.
 
Originally posted by Sven
3D rims? Where'd you hear that? the Lancer sure doesn't look like those rims are 3D...And where did you get the idea that there's no motion blur in replays? After all, there's motion blur in that Amalfi replay video...
Alright you caught me there, off the top of my head from the images I couldn't remember if they were 2D or 3D, and what is this Lancer - What image is this?

What I was thinking was because of when you choose a model from a showroom, eg in GTConept the wheels were noticable 3D, whilst ingame they were 2D. Much the same as I would expect in GT4:P or GT4, so why not with all this extra detail why not put those 3D wheels on.

Ok I bet I'm talking out of my bum, at least cobragt shuttup.

Lastly with the blur. Those videos would have been captured at 60fps but when saved and compressed for the web they would have been no doubt saved with less fps. Some of the frames would have been merged together to create the blur of the Ford GT as it comes by the camera and then away. Yes the background is out of focused in some views, but that isn't new.

What I was saying is that replays will not look like this: http://media.ps2.ign.com/media/489/489327/img_1954843.html simply because that is a photomode type render with a motion blur filter applied and that is all I'm saying.

Yes, I'm talking out of my arse but that is my view. I should have really backed up my facts, I'm dumb.
 
Originally posted by ALPHA
Oh and I doubt there is motion blur in replays. Those blurred pictures I bet were from the photomode with one of the filters applied. So no blurs in replays, just photomode.
Up image = Prologue replay, two blended frames (60 fps->30 fps vid)
Down image = E3 Demo replay, many more blended object frames (motion blur)

*The cars in photo mode are the same ingame models with 2D rims, look at the hires images.
 

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Originally posted by Zer0
Up image = Prologue replay, two blended frames (60 fps->30 fps vid)
Down image = E3 Demo replay, many more blended object frames (motion blur)
So what are you saying exactly?

*The cars in photo mode are the same ingame models with 2D rims, look at the hires images.
So obvious too. I'm dumb.
 
Unfortunately the link was down, but I already had that video as a .asf.

Cool, thanks for pointing out the real time motion blur. Heh, in future I'll shuttup.
 
Originally posted by ALPHA
Unfortunately the link was down, but I already had that video as a .asf.
Wait a minute or so but don't cancel, the link is a bit slow but reliable.
(It's a quicktime 640x480 hires version)
 
Cobra.

The third Pic is taken from the Sagano photo location referred to in the in the press as one of sixteen highly detailed photo locations, it is the same location as the suburu pic that been around for ages. it is not a track.

As for 3d rims maybe the 16 photo locations will show the car with 3d rims, but photos taken from the replay where only 2d rims are present will not.
 
Theres are a lot of trees, but Code's exagerating. I want this game. GT4:P oput today where I live, have I got a copy......No, I've played the Japanese version to the death at a mates and will wait until I see a second hand copy around rather than rushing into a shop, I'm off to see Troy tonight anyway and then I'm gwetting it on DVD tomorrow if I like it ;).
 
Originally posted by GTXLR
The third Pic is taken from the Sagano photo location referred to in the in the press as one of sixteen highly detailed photo locations, it is the same location as the suburu pic that been around for ages. it is not a track.

Not so fast. I believe someone here said they drove a San Marco course at this year's E3. If that is true, then some or all of the new 16 hi-res locations could have associated courses. It can't be ruled out, at this time, with the little knowledge that we have.

[edit] jizzmirk wrote "I scooted over to an adjacent demo kiosk with someone running on what I thought was the Piazza course." Maybe it was not the San Marco course... maybe it was. Can you clarify, jizzmirk?

Cheers,

MasterGT
 
No one drove the San Marco Course at e3!
It is just a Photo location.

If they said they did they LIED.

You can however place your car in various locations around the square.
 
If you look at Skunk's new video above you'll see that this course is not selectable. It has been reported many times that there were 8 tracks selectable at E3: the 5 Prologue tracks, Hong Kong, Amalfi, and Nurburgring.
 
That was probably my mistake - sorry for the confusion. Since most of my attention was drawn to the Ring, I didn't pay close attention to fact that it was Amalfi - which I have completely forgotten its full name.

As for your question, cobra - the only time that forced motion blur was present was during any wall impact. There's a thread about wall impacts called "Impact Effects." I replied in that thread describing how the screen shakes a back and forth a bit and is coupled with a very subtle motion blur.
 
Just an opinion, but the wall impact effect isn't impressive... in fact, it makes me feel more cheated that there is no damage modelling. Oh well, maybe it's different if you're the one playing, as opposed to watching a video.
 
I know what you mean, but it goes 2 ways. That there isn't any damage suxx and the 'blur' cannot take that feeling away. But on the other hand, you have to take notice of how much work the damage is for PD... And with no damage you can really focus on good laptimes in stead of e.g. you're wheel pulling to the right.

I think it's the best workaround so far... But hey, that's just my opinion...
 
I don't mind the fact that the game lacks any damage modeling or damaged components physics. There are games out there, the GT series included, that I appreciated for what they have given me - not what they failed to include.

Now, I'm not knocking people who are unhappy with KY's decision to exclude damage - everyone is entitled to their own opinions. I just hope everyone remembers that GT4 can't be everything to everyone.

As far as driving the game - I'm a little odd in that when I drive with the Dual Shock 2, I need to drive with the "chase cam view." But when I drive with my Driving Force Pro, I prefer to drive in-car (but it has to be from a driver's perspective - I can't stand driving when the camera is situated at bumper height). When you drive chase cam, you don't see the impact effect and that's when one would miss the lack of car damage. But when I drive in-car, the impact effect is great. It gives you the harsh image/representation of poor driving - you can't see your car's damage anyway, so I don't think it's too bad.

All in all, from what I've played of the game at this early stage - I can tell that I'm going to be enjoying this game for a long time.

P.S. I've got a couple of pictures from E3 that I'll post on this thread (that have to do with Gran Turismo) that I'll post once I've got some webserver issues worked out.
 
I can understand the reason for not including damage, when you think about trying to write code so things will realistically deform and break, shatter, it's really complex stuff, it would take a LOT of doing. There are some games out there that give you a great damage model, and kudos to them for doing so, but I'd wager none do so on the scale GT offers.

I personally appreciate not having car damage. I know it adds to the realism but sometimes being overtly realistic can detract from the fun of the game. In games with damage I generally play with it on for a bit but when I'm after fun, I turn it off. I like to be able to push to the very limit and not be penalised if I overstep the mark.

The impact effect looks sort of neat from the video we had posted, I'll still be try to make sure I don't see it though :)
 
I didn't want to create a new thread just to post a few pics, but I wanted to share some of the things I did and saw at E3. I originally tried to post this message when the forums were being slow last week - I had a long-ish post typed out and when I tried to post it, the forums were temporarily unavailable (then lost desire to type it all back up till now).

I first found GT4 at the Sony floor. Because it was fairly easy to find (just about the center of the Sony floorspace), it became the meeting point if my wife and I parted ways to play different games. It was fairly easy to get playtime on Wednesday, but by Thursday, the wait was getting fairly long - especially with people all wanting to try the Ring, all 9 mintues per lap of it.

On Thursday, I found this little gem - my dirty little secret. The Logitech booth had a couple of Hanaho GTO racing cabinet. I kept coming back to these cabinets as I never had to wait longer than a few minutes to play.

Anyway, it's the basis of the cabinet I want to build for my racing games - built for multiple consoles and a PC. I was in the stages of designing one, but current circumstances are preventing me from starting the project.

Anyway, here's the first of 3 pictures:

HanahoGTO.jpg
 
I really have no words to describe how fun this was. It was downstairs in Kentia Hall and they were using the Sega go-kart racing game as a demo. I ended up picking the hardest track (which guaranteed the longest playtime) and sucked to high heaven.

I hit the walls several times and this thing is brutal when that happens - very jarring impacts.

My mistake was not talking to the rep about their product, but I might be able to track it down - no price was put out, but they said that it was so versatile that it could work with just about anything...

MotionSimCab.jpg
 
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