Amazing.
The game has practically no A-spec content, almost none of the best Tracks, no car setup saves, no wheels for 80% of the cars, that also look inferior, the worst progession system I've ever seen in a game, and he's pointing out the lack of naturalization of trees, birds, grass and spectators.
Buddy, thats the least of this games problems.
No offense intended, but these fanboy comments get really old. You do realize that there are other games out on the PS3 that don't have the majority of issues that GT5 does...right? So how is it that other devs can get around these issues, but PD can't?
Everyone brings up several games that all add up to having the same features as GT5. The thing is none of those games have all the features that GT5 has.
If you are on this site there is a 99% you think GT5 is great, and it is. However, it is not extraordinary. It has flaws. What a shock. Most of these are actually not all that critical, they are just spotted everywhere. Some have been fixed with a couple megabytes of patches. The most obvious are the blocky shadows and smoke aliasing. Its pretty hard not to notice sitting next what is a stunning game. But in the end they do not ruin the experience.
While observing the game yesterday I found a flaw that I do not think anyone has mentioned or at least in the detail I am about to. Also, I am in no way saying that I expected any of what I am about to say to be in GT5. That would be crazy.
GT5 implemented new smoke effects. They are very nice. If you kick up smoke it has a weight that has been missing for years in the series. It even blows in the wind. And this has lead me to what I think to be one of the biggest visual and immersive flaws in GT5.
Besides the smoke and a few bits of grass, nothing else in the game's environments reacts and acts naturally. And besides the time of day the environmental effects are more on/off. All grass moves. It is not a flat texture. Trees sway in the wind and are more than just two pieces of cardboard stuck together. Snow whips up from the ground and builds up as time passes. Rain is more than a blotch on the windshield and pools where there are changes of surface. Also snow and rain are simply filters put over a screen with added volumetric effects. This may seem like a trivial matter but it is not.
The cars in GT5 are near flawless. But the environments and their lack of effects do not hold up. I feel like the world I am in is static, lifeless. There is no life. There are no birds flying across the sky. No sun glare off of the car in front of me. The 24hr layout of The Ring is the most convincing track because it has life to it. I can't believe I am saying this but it is the smoke from people grilling outside their tents. Like Kaz said, you can almost smell the BBQ. This brings me into the moment.
For the next GT, PD need to think real hard what they want to accomplish. They have a tremendous opportunity to work with the next hardware and create something that is truly extraordinary. Imagine a world where the crowd changed as the race when on. People moved about in the off track area. The clouds, sun, shadows all changed. Bugs hit your windshield and your car got dirty over the course of the race. Imagine racing up Spa and suddenly a plume of fog engulfed the track. Or experiencing a white out at Chamonix. Small waves hitting the port at Monaco. I miss things like the moving crowd on the Gran Canyon track in GT4. Things like this make me feel like I am experiencing something real.
This is what takes out of the world you are in and fools your mind into thinking what you are doing is real. GT5 offers moments of this. In fact it does it better than almost any other game. NFS Shift was not bad, but overdone. It is the essence of what GT is and it is what the next game needs to improve.
If you read all that give yourself a pat on the back.
Comments such as these get old.Day/night transitions, damage, etc. The answer is none. Your not even going to get that with a pc game with out significant mods.
Console will have always these limits... step forward would be GT for PC
Silver
No offense intended, but these fanboy comments get really old. You do realize that there are other games out on the PS3 that don't have the majority of issues that GT5 does...right? So how is it that other devs can get around these issues, but PD can't?
Check out the moving plant life, water, and other environmental details in Dirt 2 (along with the sounds of gravel and crap hitting the underside of the car). Or how about the close racing and shear intensity of Grid, and the incredible detail of the suspensions and engines...not to mention the damage modeling.
GT5 has, by far, the BEST physics of all those games.
How much processing power do you need to make 1000 cars feel totally different in every corner on the 'ring?
Yeah dirt rocks in damage and surroundings, but the physics are freakin' horrible. Why GT is missing out on surroundings and crashing beauty? It's because the PS3 lacks power, and realism is NUMBER ONE for GT games. All other less important beauty features are left out, or kept to a minimum. It's beauty, or great physics. You simply can't have both on the ps3.
Cars are defined by a data file for each car; so it doesn't take any more "physics" for 1000 cars than it does 1,000,000. The same math gets run no matter what data is fed into the equations.
Non-tarmac forces and interactions are some of the hardest there are to model, and Dirt 2's gravel and loose particle physics are far superior to GT5's.
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Non-tarmac forces and interactions are some of the hardest there are to model, and Dirt 2's gravel and loose particle physics are far superior to GT5's.
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yeah dirt is the real deal man. Took me 1 day to complete, got bored after day 2 and never looked back at it again.
LOL
It's like you people all have blinders on or have never played anything but GT...much less actually driven a real car at it's limits.
Please explain why GT5's physics engine is so superior. I see countless threads that say things like "GT5 has the best physics!"...but I have yet to see even a single post explaining why. The FFB system is third rate at best compared to other games; there is no linear progression of grip loss whatsoever. It's simply a centering spring algorithm with some canned effects thrown on top. Only on rare occasions do you feel any grip loss at the rear, and when you do you are way past the slip angle and point of correction. The collision modelling is no better, and drafting is either too much or too little. Want to talk about tires? Check out my thread or one of several others that contain objective testing on the subject.
So I ask again...WHY are GT5's physics so uber?
I'm so glad somebody finally said this.
I'm so glad somebody finally said this.
I agree, the physics are not that good.
In addition to your points, when I can out-corner some of the tire/sportcar combos in this game with my pickup truck, I know they've missed the mark.
Agreed, but the better issue to fix is the very crappy aliasing on at the cars edges when smoke, snow or dirt is near...
But they don't stay dirty. I want to take my Subaru to the car wash in the game caked in mud and dirt. This is not something required, but certainly would be cool.
You know what would be even better? If my real life car became instantly clean when I parked it in the garage. I think this time GT has it right. LOL
In addition to your points, when I can out-corner some of the tire/sportcar combos in this game with my pickup truck, I know they've missed the mark.
It's like you people all have blinders on or have never played anything but GT...much less actually driven a real car at it's limits.
Please explain why GT5's physics engine is so superior.
Examples/specifics?
I'd be very happy to keep the graphics where they are...
There are always some types of compromises made when designing video-games. If you add detail in one area, you might have to sacrifice in another area. GT5 has some absolutely stunning graphics in certain regards. But when you take it and compare it to Dirt 2, you can see where each developer put their effort. This makes an excellent comparison because both GT5 and Dirt 2 look very good, especially for PS3 games, and yet they do it in very different ways. The most obvious example is that the GT5 world is much more "static" than the Dirt 2 world, but is also crisper and more detailed. The Dirt 2 world, on the other hand, is more more alive and dynamic, but the overall detail levels are less. In the end, IMHO, they look "about the same" in terms of their overall impact, but they achieve that impact differently.
But, in many ways the physics of GT5 are excellent.