Yes.Do you think that it's important for every track to be of equal quality?
K.Yes.
If GT5 is the upper track as it appears to be, the trees looked far better in the older game.Yes, we don't just wanna see re-textured tracks but we need higher poly and more detailed environments. In GT5, many tracks lacked detail such as Laguna Seca, Autumn Ring etc. But were improved in GT6.
GT5 V GT6 (Autumn Ring)
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I don't need compressed videos to tell me that the trees in the upper half of this picture look better than the trees in the lower half.Comparison
GT4 seems to have a more natural background and narrow feel, this is excluded in GT5 but brought back in 6.
Here's a recent update to a track.
I have absolutely no problem with PD saving resources with things like "trees" or far away objects like "ferris wheels". There are ways that you can model some objects in 3D that save resources, like eliminating polygons except for where edges are seen. That way you still have the sharpness, physically and visually, of the object but keep the asset at a much lower poly count. Of course true 3D trees are going to look much better. Again, there are ways to make "billboard" style trees look better with high resolution textures and alpha maps, but they still won't look as good as 3D. I don't look at the trees while I'm driving. I'm sure I do see the trees out of peripheral vision, but zero attention is given to them while my car is in motion.Looking at the difference between GT5 and GT6 with Autumn Ring alone, it should be clear that PD are well equipped to add these features to all tracks.
The limitation with the PS3 editions was the hardware, Kaz mentioned the difficulty with the way each track was different in its needs (probably to do with the real time shadows), and that some were more marginal than others.
This difficulty should disappear on PS4.
Then it's just a case of tweaking the assets to suit (mainly textures). Again, Autumn Ring is our signpost here: the pre-baked lighting was changed for the dynamic method, and yet most of the textures are the same. This implies PD kept the textures in "unbaked" (unlit) form ready for this conversion, and if the same is true of all the other tracks, then there is no issue. The tracks have tended to undergo changes in time-of-day from game to game, or between forward and reverse versions in the same game, so this is highly likely.
The new tree textures at Autumn Ring are probably 2D ("billboard") aliases of 3D versions intended for the next console; Goodwood has some "proper 3D" trees already, but just imagine them flattened to 2D and applied to a billboard, vs. a modified photograph on a billboard. Working in 3D to make 2D art has historically been full of compromises.
I don't need compressed videos to tell me that the trees in the upper half of this picture look better than the trees in the lower half.
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And of course you understand why. It's not just that these are classic tracks. Cars may be the body of a racing game, but race courses are the life blood. Having very few of them makes a game tiresome. I experienced this in Forza 2, and grew to loathe the same tracks being recycled endlessly. Along with the lack of cars, this is why I passed up Forza 5 entirely. And I'm just not in the mood to spend upwards of $800-plus (including a supported wheel) to play it.I know that thousands of people who having been playing GT since GT1 would lose their minds if tracks like Trial Mountain or Deep Forest were excluded
Funny. As I think that photo in particular looks like it has been re-textured and with uglier trees. Nothing new and fancy. Except time of day.Yes, we don't just wanna see re-textured tracks but we need higher poly and more detailed environments. In GT5, many tracks lacked detail such as Laguna Seca, Autumn Ring etc. But were improved in GT6.
GT5 V GT6 (Autumn Ring)
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