The Damage Thread - Best Buy Demo, Now Thats More Like It!

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There you go, if you want to totally flatten the car, GT5 will not be your game

From Sept 2009
http://www.joystiq.com/2009/09/28/tgs-2009-interview-gran-turismo-5s-kazunori-yamauchi/


How long did it take to implement damage into Gran Turismo 5?

It took two months to get to where we're at. So it wasn't a matter of difficulty. It was just when we initiated it.

Why implement it now?

One was a technical curiosity as a developer. And the other is that if it will make for clean races, it's a good thing.

How realistic will damage be?

To end with the race with a crash, we can do that now. But I don't think we'll ever have serious crashes, in which the cars are just torn apart into bits or just flattened into a few inches high. Things like that are something I just don't think we'll ever do.

Damage is just one -- just a small aspect of a race. It's nothing that really needs to be focused on.

Will damage affect gameplay?

The level of damage that is affecting the cars -- because the demo is so short, you might not be able to damage the car that much in such a short amount of time. But it''s not a difficult thing to apply the physics of damage to handling and suspension and all that.

The Cologne version actually already had that implemented. Because it had a five minute playtime, I think you're able to see more of the damage affecting the cars' driving then. But the TGS demo is maybe two and a half minutes long, so you might not be able to see it as prominently.
 
I'm kinda skeptical about the damage. From what i see in that new Nascar damage video. The car end's up with the same amout of damage wether he was going 50 mph or 150 mph.
I just hope the damage doesn't end up being more of a nuisance than a cool new feature.
 
I'm kinda skeptical about the damage. From what i see in that new Nascar damage video. The car end's up with the same amout of damage wether he was going 50 mph or 150 mph.
I just hope the damage doesn't end up being more of a nuisance than a cool new feature.

I think as we have seen with most of the prvious GT5 demos/ Beta's that the damage is made progressive on purpose. To showcase the damage at different speeds.

As you would know in most games the first thing people do when they wanna see damage is run the car up to over 120 kph and run it into a wall.. That is fine but you dont get to see all the levels of damage in that case..

This way you see the progression of damage without just seeing the end result.
 
Damage will be exciting for me regardless of what level it ends up showing as. The nascar damage we saw was already great for me, I just really want them to turn the sensitivity higher, Running into a wall at 20km (At full game) should leave dents similiar to the ones that are being impacted at 120km (In the current code we saw)..
 
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The thing that bothers me is the effect of running into a wall at 150mph, and how it is implemented here. The car just stops, as before in Gt1, 2, 3, and 4. There is no violent collision where the car tumbles around. The graphical representation of a crash is nothing if the physics engine is not up to the task of calculating the forces of it.
 
The thing that bothers me is the effect of running into a wall at 150mph, and how it is implemented here. The car just stops, as before in Gt1, 2, 3, and 4. There is no violent collision where the car tumbles around. The graphical representation of a crash is nothing if the physics engine is not up to the task of calculating the forces of it.

And yet in other times it looks good. Puzzling

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The Time Trial was in Pro physics mode and no aids, and the collisions looked ok to me, nothing like in past GT games
 
Works for me, i don't intend to crash that hard anyway, i didn't do that in grid, nor any other racing game i play other than burnout.

hard core damage is not necessary unless it is a focus, anything else is just to feed goofing around.
 
Well after reading through a ton of posts i decided finally to make one myself...The reason is that i feel very disappointed about the direction i see GT5 going to...Before everyone unleashing the dogs of war on me just hear what i have to say...

I am a long time gamer and simmer since the pioneering days of car and driver,nascar,indycar and yes..even the original nfs(The first and last open road sim).Then i moved in the glory days of Gpl,viper racing and sports car gt...
At that time around in 1998 gt1 came out and well the "sim" console world was never the same.Gt 1 was very rough and limited compared to its pc rivals.Grand prix legends at that time had incredible physics even by today's standards,FF support,great fully animated cockpits,Full blown damage(Tires puncture,wheels went off,suspensions broke,engine got overheated,oil pressure got lost,engines could blow,transmissions broke,cars rolled and even sometimes caught on fire...And it had online play too !! Oh and i forgot it had the ring since then...
Yet i loved the premice of gt.Drive real normal cars in tracks/city tracks.The fact you could modify them made the game even more appealing.As the fact that i owned or at least driven many of the cars in the game in real life.That made me see past the shortcommings,past the line following ai,past the no damage,no collition detection,bumper car driving and i actually enjoyed the game.I finished 100 % of Gt1 and when Gt2 came (althrough it was basically the same with more content and some better physics and a bit of mechanical damage) i fall in love of its premise again and i played it to death to complete it.
When Gt3 came i bought a ps2 with a ps only wheel just to play it..Yet it felt like a improved graphically version of the first game.I didn't bothered so much that the game had less cars(through the cars i loved the most -the old cars found in the used sections -were missing) but i was shocked that the game physics were almost the same with cars still being unable to roll,no collition physics and this time even the mechanical damage was removed.....With the abysmal ai it felt like it was a step back instead of a step forward.In any way i played it for some time and then didn't think of gt until gt4 came.I bought it as also a ps only ff wheel to play it.At that time the gtr series had started,as well as the s2 version of lfs.And for those that are also pc simmers do you remember racer ?Anyway back on gt4.It had a huge amount of content,even better main physics and decent ff,it even had a shaking/blur effect whenever a collition took place....But the fact was that it had exactly the same shortcommings of the first game without any real improvements...I probably didn't even get to 1/4 of the game when i stopped.

Since then i moved to the latest gtr evo/on games and eventually after some truly amazing tracks/cars were released for rfactor i moved on rfactor...
I do have a ps 3 and i bought prologue.I played it with a g25 and at some things its incredible like the cockpits and the car models.I even found sound quite decent (maybe because i had a surround plugged in).The major physics were decent but the fact you can not turn everything off is mind boggling...(well you can but you have to get in race and pause the game to remove that remaining 1/10 of driving aids).I know prologue is a preview of things to come so i was optimistic about the final game.I even tried the time trial and it did featured a lot of small improvements especially on physics and collition detection.

But the fact of this very very long rant is that gt 5 has stack in old times were people just wanted to race with some pretty looking cars.This simply does not cut it anymore.People that love sim games exept from a sim to be just that...a realistic sim.If its going to have a gazillion tracks and cars well even better.But the core act of simply driving is what makes people interested in simulators in the first place and gt 5 on that aspect is...well abysmal....
While driving with the slower cars on empty tracks the main physics are good enough for a nice race.But when you drive something fast and having a full grid what should have been driving nirvana somehow gets to become hell.All ai cars taking the perfect racing line at 100% is ridiculus....They rarely if even will let you pass or try to cut you-unless it has to do with the line were they always follow and will crash on you so they can follow the line...
This is simply basic pathfinding not ai for a game of this caliber...From what we have seen so far collition detection is still off and damage even for the "premium" cars is at it best laughable.If the game at least has some good mechanical damage the lame visual effects could be forgiven but we still don't no anything about mechanical damage..And what's the deal of premium only cars ? I would prefer 400,scratch that even 300 cars that looked great and had cockpits and at least that laughable damage instead of just 170 and 830 without cockpits,looking like last gen and having just some small dents(at least i guess they are real time).I can live without the eye candy like the car models but having no cockpits means i cannot use the only driving view i use in most games.And the sterile "dead" tracks do not help either.The game does look incredible as i said earlier but with the exeptions of some "cardboard" barriers there are no skidmarks,paint on side walls,crumpled side barriers,grass tire marks,decent smoke,dust etc...Everything looking shiny for 1-2 laps is ok but when having a 5 or 10 lap race you would expect some more "life" from the track.

The above is my personal opinion on the game.I hope i am mistaken and gt 5 gets to be "The real driving simulator" heheh:) But at this development phase it simply is to far to recode a lot of things and there is simply not enough time to improve them.Maybe if they push the release date to early 2011 the may find the time to perfect the game but the game has already been pushed twice back so PD has no choice but to release it in november...
 
You speak the truth mate.
They do have some decent smoke/dust effects however.
The AI is a strange one as I have seen videos with both good and bad AI examples.
Have to wait for full release I suppose.
 
Well, let me say this as simple as i can... No game, no matter how technologically advanced can simulate a real crash.Period. The amount of calculations necessary to simulate an actual car crash are somewhere near the capabilities of a supercomputer that can processes at 100 teraflops and more!

Heres a Forza example and a real example. The Forza 3 one shows the guy doing nearly 200 mph when he does a head on collision while the next video shows one at 45 mph
Forza crash: http://www.youtube.com/watch?v=nJV8WfSrd6M&feature=related
real: http://www.metacafe.com/watch/510378/a_real_crash_test_by_professionals/
 
Hi there..Well for those that read my quite long rant you probably have understand why i am so disappointed with gt 5.Its not just a matter of having good damage shown on cars...It goes much deeper than this to the relative relations and threading of the various features a simulator must have.I am talking how the damage works with the collitions and how these work with the physics and how all the above work with the behavior of the AI cars...I hear posts here from people saying they don't care about rollovers,or the ai,or if there is no damage or if the damage is a is with the excuse that this is a sim and good drivers don't crash.....Or that this a serious sim so there is no need anything of the above as only bad drivers crash.....:sick:

When you bump another car sides,corners or real end it you expect a realistic responce to the collision not just a slowing down....As cars just follow blindly the race line they don't care about letting you pass or block you or simply slowing down before a corner so they don't smash each other or on you.It really feels like bumper cars....And when you have a slide at 200 miles you expect that the car might rollover or literary become airborne...As you expect a crash to seriously damage or completely wreck or make undrivable your car.This is what makes sim driving,or flying for the matter so tense and thrilling.The risk of loosing completely for the chance of getting the 1st place is what racing is about.Being able to even finish is a prize itself in a sim game.
Being able to bump cars at 100 miles is NOT.

And why you all keep mentioning Forza 3 ? It's a great game for what it is and i feel the devs behind turn 10 really hear what their fans say and actually have a grasp of what needs improving and what needs fixing.You can find a trillion examples of bugs and bad physics,but all the core aspects are there and when they happen to work together the game truly feels special.Still don't forget the game is on a inferior console compared to ps3 and to truly shine you need a Very expensive Fanatec 911 Turbo wheel.

If you honestly want to give some good examples take some of the best mods for rfactor and gtr evo/race on.Those games have great mechanical damage,incredible collisions and fantastic physics.
 
And why you all keep mentioning Forza 3 ? It's a great game for what it is and i feel the devs behind turn 10 really hear what their fans say and actually have a grasp of what needs improving and what needs fixing.You can find a trillion examples of bugs and bad physics,but all the core aspects are there and when they happen to work together the game truly feels special.Still don't forget the game is on a inferior console compared to ps3 and to truly shine you need a Very expensive Fanatec 911 Turbo wheel.

Ok then...You should pass on GT5 and wait for the brilliant minds at T10 to deliver the next Forza.
 
Well, let me say this as simple as i can... No game, no matter how technologically advanced can simulate a real crash.Period. The amount of calculations necessary to simulate an actual car crash are somewhere near the capabilities of a supercomputer that can processes at 100 teraflops and more!

Heres a Forza example and a real example. The Forza 3 one shows the guy doing nearly 200 mph when he does a head on collision while the next video shows one at 45 mph
Forza crash: http://www.youtube.com/watch?v=nJV8WfSrd6M&feature=related
real: http://www.metacafe.com/watch/510378/a_real_crash_test_by_professionals/
If that supercomputer ran a game, then yes it could simulate a real crash in that game.

Anyway, I find your YouTube comparison rather flawed. For a start, the real crash is not at 45mph at all. Secondly, the reason why the car in Forza does not disintegrate is because manufacturers do not want their cars to be shown in such a manner in game, and they insist that they still remain drivable no matter what.
 
To be honest.
I don't really know why everybody is hung up on the damage.

I did not really miss it in GT1, 2, 3, 4 or GT5 prologue.
I wouldn't want to be racing for 23,5 hours and than by one little misstake total my car.

If I want to crash a car I'll play Burnout.


But that is my opinion.
And in the DTM series I loved the damage.
But in Gran Turismo..... it doesn't seem right ;)
 
I wouldn't want to be racing for 23,5 hours and than by one little misstake total my car.

But thats part of the excitement that is a 24hour race, its the need for constant attention be it 1 lap in or 200 laps in.

With that said if your playing a 24hr race against AI on rails who don't make mistakes(at least major un-scripted mistakes) then its understandable that you wouldnt want damage,

but then again why have mechaincal damage, why have visual damge, why have tire wear, etc...
Sure we dont play GT to crash but it would be nice when we do crash not to be jarred so suddenly out of the reality that GT is a simulator back in to the reality that GT is just a game.
Its being sold as a simulator so then it is to be expected to carry the weight of expectation its fans have of 'damage done right', especially for those of us who aren't gods of driving and occasionaly get our braking wrong or clip a barrier.
 
A lot has been said about damage, and why manufacturers don't alow this or that kind of damage, but this just caught my eye:

Interview from Criterion Games on the latest NFS Hot Pursuit, they said this about asking manufacturers what could be represented on the game:

"Is it OK if we smash the cars up a bit? Is it cool to create cop versions of these cars? They're like, 'Yeah it's fine. As long as the car comes across as looking and feeling really good, do what you want.'

*blinks in amusement*
 
I do agree at the no damage portion for GT5, simulate damage is difficult to replicate, in reality almost impossible. I love cars and racing, my reasson to get into the series was the love of the developer for the sense of track motion and racing pedegree.

I do think that damage should be done by wrong rpm matching, tires waring off, and cosmetic minor effect causing vibration or wind passing quota problems.

If you crash to hard the engine should stop working !
 
Damages on the car should occur also on the transmission / suspension / exhaust / engine bay compartment

Also if the outsides are damaged the aerodynamics of the car should be at least be reduced or removed depending on how badly the car is damaged and should be and can be replaced at the pit stop

Having damage on just the outside of the car without even having any speed reductions seemed pointless to me and the damage didn't go easily either you had to crash it so many times before some serious graphics happen

How about the damage physics

like the Formula 1

if you crash badly on a tire or wing on front or back then it should be taken off and you can go to the pit stop to replace it but obviously for a longer stop.
And the damage on Formula 1 car should decrease the aerodynamic setup or again if the front wing is taken off then the whole front aerodynamic is automatically set to 0 or if the back wing comes off then the back aerodynamic is set to 0

Because look http://www.youtube.com/watch?v=ba5SCNrVjxw
couldn't find any video with better quality on when Vettel hit Button on Belgium GP then Vettel went straight for pits to replace his front wing but button was hit to hard on where the radiator was so he was out

And look schumacher on 3 wheels after crashing on coulthard
http://www.youtube.com/watch?v=TeAuQ2Xem4Q
I saw a lot more videos in youtube on F1 cars still racing with 3 wheels after crashing hard.

Also are there any weather physics for GT5 like raining or just the roads wet or oily??

Ive seen the cars in GT5 get damaged but only the bumpers and the outside gets damaged and it doesn't even come off on a hard crash or hit...
 
my thoughts on damage.. :odd:



Part 1: Speed it up Jr.!

Part 2: Burger fries analogy is bad... good fries make the burger experience. I love me some in n out but their fries are crap and bring down the overall experience.

And if I had to wait 5 years for fries and they were in n out fries? Well then I wouldn't be too stoked even if the burger was great (which the burger should be great after 5 years).

Oh and I always eat all my fries.
 
To be honest.
I don't really know why everybody is hung up on the damage.

I did not really miss it in GT1, 2, 3, 4 or GT5 prologue.
I wouldn't want to be racing for 23,5 hours and than by one little misstake total my car.

If I want to crash a car I'll play Burnout.


But that is my opinion.
And in the DTM series I loved the damage.
But in Gran Turismo..... it doesn't seem right ;)

For me it's very important. A racegame without damage just feels wrong. With damage you have to be alot more careful, it adds so much immersion. I'm really pleased that PD finally realised that this is a major part of a racegame, especially for a sim. I'm pretty sure that once you are used to GT having damage it won't feel right without it anymore. :)

I have to say that I am a bit disappointed with the deformation that I have seen so far. But it's a step in the right direction, it's still alot better than no damage at all imo. The mechanical damage alone will already add alot of immersion to the GT series.
 
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my thoughts on damage.. :odd:



The most that PD show us was VISUAL damage, they only show a bit of mechanical damage where cars were not driving straight and limited to some speed..

Kaz mentioned they can tune that more to only ONE HIT KILL where car can slow down so much that you wont win a race (FM3 style, where you can almost kill it)

So i think once full game is out, you will be able to tune internal damage to your likings I think 0-10 scale, and get that one hit to slow down just like in Fm3.
 
Well some time back Kazunori said that they are still working on the damage physics engine and that it wasn't yet implemented in the demos.
 
PD says that "Of cource we want it to be fun, not kill car in first corner".It scares me a bit...At least I want to damage be scalable between races (and # of credits earned depended on it).
 
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