The Future of Weather and Lighting ?

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Tayeedz1
Dear Mr. Kaz,

I must say I am quite happy with the weather and lighting in Gran Turismo 6. Considering that the title is on on 7 year old Last-Gen hardware, the look of the features is simply amazing!

However, with the competition now strutting their stuff on the Current-Gen PS4 , what does Polyphony Digital have in store since the new hardware is 10x more powerful than the PS3 and can accommodate more?

Here's some examples of Current-Gen Weather and Lighting from 2 different titles:

DriveClub



Project CARS


Can we expect things like:

For Weather
  • Water on the track.
  • Actually hearing rainfall hitting the vehicle's body and hearing water splash as you go through puddles at speed. This would be really fun for rally stages.
  • While on the Rally topic from the last bullet point, having dirt turn to mud when there's rainfall and actually having it stick onto the vehicle and staying there until a wash at GT Auto is performed.
  • Having puddles and patches of water on the track which can cause aquaplaining if you're not careful.
  • Some fog and rain clouds.
  • Water staying on the vehicle's body. In some cases, maybe even leaving water spots and dulling the vehicle's paint until you wash it at GT Auto.
For Lighting
  • Actual light rays from the virtual sun shining through trees and onto the track, even coming into the vehicle's interior.
  • Night time driving having moonlight instead of pitch darkness on the track.
  • This may be hard but light being diffused from moving clouds.
  • City Circuits with the Dynamic Light Engine.
  • User Adjustable lighting for Gallery View also to react to textures like metallic paint.
I can't wait to see what you and your team have planned for our GT experience! Thanks again for reading and seeing what us players think.
 
Dear Mr. Kaz,

I must say I am quite happy with the weather and lighting in Gran Turismo 6. Considering that the title is on on 7 year old Last-Gen hardware, the look of the features is simply amazing!

However, with the competition now strutting their stuff on the Current-Gen PS4 , what does Polyphony Digital have in store since the new hardware is 10x more powerful than the PS3 and can accommodate more?

Here's some examples of Current-Gen Weather and Lighting from 2 different titles:

DriveClub



Project CARS


Can we expect things like:

For Weather
  • Water on the track.
  • Actually hearing rainfall hitting the vehicle's body and hearing water splash as you go through puddles at speed. This would be really fun for rally stages.
  • While on the Rally topic from the last bullet point, having dirt turn to mud when there's rainfall and actually having it stick onto the vehicle and staying there until a wash at GT Auto is performed.
  • Having puddles and patches of water on the track which can cause aquaplaining if you're not careful.
  • Some fog and rain clouds.
  • Water staying on the vehicle's body. In some cases, maybe even leaving water spots and dulling the vehicle's paint until you wash it at GT Auto.
For Lighting
  • Actual light rays from the virtual sun shining through trees and onto the track, even coming into the vehicle's interior.
  • Night time driving having moonlight instead of pitch darkness on the track.
  • This may be hard but light being diffused from moving clouds.
  • City Circuits with the Dynamic Light Engine.
  • User Adjustable lighting for Gallery View also to react to textures like metallic paint.
I can't wait to see what you and your team have planned for our GT experience! Thanks again for reading and seeing what us players think.

Is it not more important that time day and month conditions can change rather than just fixed.the sun riseing and setting in different places makes a big difference or even real time track conditions...other games may look better but this is a much more technical achievement than all other games...the solar system does lots more than just looking good...
 
Is it not more important that time day and month conditions can change rather than just fixed.the sun riseing and setting in different places makes a big difference or even real time track conditions...other games may look better but this is a much more technical achievement than all other games...the solar system does lots more than just looking good...

Doesn't that happen already in GT6 though? It's a good idea for a technical achievement though
 
Yes right you can adjust time now in GT6 but it's a fixed day of the year...however I'm finding the seasonal events are always different..in the grape vine I herd of foggy conditions and a 4k resolution version..so MASIVE grafical upgrades are enevitable...but before then lets have fog wind at atmaspheric changes and all adjustable with a nifty little slider...
That way we can truely compare our perphormance with real drivers in real time.
 
Yes right you can adjust time now in GT6 but it's a fixed day of the year...however I'm finding the seasonal events are always different..in the grape vine I herd of foggy conditions and a 4k resolution version..so MASIVE grafical upgrades are enevitable...but before then lets have fog wind at atmaspheric changes and all adjustable with a nifty little slider...
That way we can truely compare our perphormance with real drivers in real time.

I like Grape Vines though.... Maybe Wind can a contributing factor as well
 
VBR
That's in the game already, but you have to come to a complete stop to hear it properly.


👍

Truuuuuue truuuuuue. Would be nicer if it's a little louder and harder though.

Weather on the city circuits would be pretty interesting I'd say, even night time.
 
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For reference sake, Project Cars latest build notes include updated bug splat audio:cheers:

For reference sake, here's 51 things about DriveClub:

Weather
1. NASA data was used to accurately map out the night sky — so wherever you are in the world you’ll see the correct star constellations for your location.

2. If you’re lucky, you’ll get to see the northern lights — it’s possible to see the aurora borealis from the northern tracks in Norway, Scotland, and Canada.

3. All clouds are full 3D models to ensure accurate light diffusion from the sun. They’re calculated at massive distances in a fully volumetric form, so thin clouds cast lighter shadows than dense storm clouds, and their color impacts the feel of the landscapes and cars.

4. Skies are uniquely generated every time you play, so just like in real life you’ll never see the same sky twice. Unless you’re replaying somebody’s challenge, in which case it’ll replicate exactly to ensure a level playing field.

5. You can play with settings to speed up or slow down the day/night cycle. With some circuits taking over a couple of minutes per lap, at 60x accelerated speed with a judicious choice of start time, it’s possible to experience two sunrises and sunsets in one race. Both of which will be completely different to each other.

6. Clouds react dynamically to different wind speeds. This is then converted into a ground wind speed which accurately interacts with all vegetation, overhead cables and other environmental features, based on their height from the ground.

7. Waves and rippling on the surface of lakes is dynamically linked to wind speed, which affects how clear reflections are in the water.

The Environment
8. High resolution NASA data was used to accurately map landscapes and mountain formations — which were then tweaked to ‘improve’ on their natural beauty and make them perfect for high-speed racing.

9. The team spent weeks out on location and covered a minimum of 200km every day to get a feel for each country’s roads and atmosphere. They captured thousands of photos and recordings along the way, in all weather conditions and different times of day.

10. Road tarmac textures are hand-modelled rather than tiled or tessellated. Stones and bitumen are all placed and then rendered procedurally to give realistic surface detail with huge visual variety and no repeating detail on any road surface.

11. Each location has a draw distance of up to 200km to the horizon and even simulates the curvature of the earth in both skies and terrain. Distant landscapes are built out and fully modelled, instead of “painted on,” to ensure that they support the dynamic, volumetric nature of the skies and lighting.

12. All environmental light sources are independently generated with different properties. The team sampled the color and intensity of individual streetlights, house lights, and even camera flash bulbs, which you’ll see best in any of the Indian tracks at night.

Flora and Fauna
13. Some tracks boast more than 1.2 million road-side trees — and this number keeps going up as the artists try to out-do each other as development progresses.

14. There are more than 100 different varieties of trees, bushes, mosses, and flowers. The team consulted botanists at Kew Gardens to learn which plants would naturally grow in each location.

15. Wildlife is realistically tied into the day/night cycle. You’ll see flies and butterflies only during the day, and moths and bats only at night.

16. One of the India tracks features a tea plantation with a sprinkler system that turns off and on at set times during the day.

17. The Indian track Chungara Lake boasts a 19,000-strong flock of pink flamingos, all behaving independently of each other.

18. …and look out for the seagulls in Scotland, roosting crows in Norway, Canadian geese, and vultures in Chile!

19. Spectators are placed in realistic spots where they would feasibly enjoy a good view of the race. This is done by hand, by Neil Sproston, a senior track designer who’s a real life race enthusiast. Neil regularly clambers over walls and fences in pursuit of a good viewing spot for a real life race. Duly, Evo leveraged his expertise!

20. Spectators dress for the weather — if it’s a cold night, expect them to be sporting hats and gloves.

The Cars
21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game — they’re not pre-rendered CG versions.

22. Each car takes approximately seven months to create — from initial licensing, reference collation, CAD data processing, asset production, physics modelling, through to the final car in-game.

23. Evolution snapped in excess of 1,000 photos of the interior and exterior of every car as part of the reference gathering.

24. Pagani employ seamstresses to accurately match up the symmetrical carbon weave on the cars bodywork, and even add the “Pagani” name to their small screw heads. These nuances are accurately reproduced in-game.

25. The same 3D CAD (Computer Aided Design) engineering data that the manufacturer uses to factory produce each vehicle has been used by the development team to create each car.

26. More than 500 different material types are available to designers to apply to the vehicles.

27. The cars have realistic layered paint materials — base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. — which can all be stripped away individually as part of the damage system.

28. A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.

29. As you race, dirt and dust gradually builds up on the car, subtly altering its appearance.

30. Screen space reflections (SSR) are being used together with real time dynamic light probes to render vehicle lighting and reflections more accurately, as opposed to using outdated pre-baked cubes.

31. The car dashboard reflects onto the windscreen in bright light; and the car exterior reflects onto carbon interior panels.

32. Anisotropic lighting is used to simulate the effect of each individual thread in carbon fibre weave. The pattern of the carbon alters realistically with the lighting angle and surface curvature.

33. Headlights are modelled using multiple layers of reflectors and lenses that realistically reflect and refract the bulbs shining beneath.

34. Rainbow specular highlight effects can be seen in headlight lenses because thin film interference is utilized.

35. Animated active aero flaps are rigged up accurately and coupled with the physics system to operate exactly as they would in real life. The Pagani Huayra is one of the best examples of this.

36. Conversion of kinetic energy to heat is physically modelled to accurately render the temperature and glow color of brake discs.

37. The speedometer displays have been accurately reproduced for every car in terms of visuals, technical display output, and behavior (again, all hooked up to the in-game physics).

Audio
38. Each reference car was fitted with at least 16 separate microphones to authentically capture the sounds of the engine from 360 degrees, inside and outside of the car. Some had four mics on the exhaust alone.

39. In-game, the engine sound reacts to your perspective. Pan around a stationary car gunning its engine and the sound shifts with the camera position (relative to where the engine is).

40. When you race, the engine sounds are different based on which of the six camera views you choose — inside or outside of the car. You’re not hearing the same engine audio with a filter — it’s all recorded separately.

41. The recordings were so accurate that BMW and Mercedes-Benz AMG requested copies to replace their existing library.

42. In many cases, Evolution’s audio captures are the most high definition recordings of these cars in existence.

43. Bespoke sound effects were recorded for every action in the game. You won’t hear a single stock sample.

Handling and Physics
44. Although not a sim, Driveclub’s handling model is based on real world physics, using technical data about performance provided directly by the manufacturers.

45. To fine-tune the performance of every vehicle, a virtual “rolling road” test is used to check acceleration, top speed, weight distribution, and braking performance.

46. Aerodynamics are physically modelled. For example, activating DRS on the McLaren P1 affects the levels of downforce to increase top speed and acceleration.

47. Evolution worked closely with Thrustmaster to get the best possible feel on all their wheels. When using a supported wheel you get 1:1 movement between the steering wheel in your hands and the steering wheel in-game.

Artificial Intelligence
48. The AI drivers adapt their racing tactics and braking strategy based on pressure from players or other drivers. When alongside them, they will try to brake deeper into the corner.

49. AI drivers always try to predict overtaking opportunities based on the track, the performance of their car relative to opponents, and also how opponents are driving at any given moment.

50. When an AI driver has a car with KERS (Kinetic Energy Recovery System) fitted, they will use the energy strategically at opportune moments to pass or block opponents on the track.

Load times
51. Despite all of the above, once selected a track will take no more than 15 seconds to load.
 
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Well, that's a very impressive list. However, I'll believe it when I play it because my mind just can't wrap around what that will be like! ;)
 
Well, that's a very impressive list. However, I'll believe it when I play it because my mind just can't wrap around what that will be like! ;)
If you think that's impressive how about this? Project cars has full weather and time change on all tracks (best track list in history IMO btw) and that weather is both real-time and historical. If you want to race in the same conditions they did at LeMans this year, or the German GP or the Indy 500 (officially licensed btw) or a local saloon race you can. Not exact to the square metre and cloud of course but the general conditions in the area will be duplicated. See this post below:

The Madness Engine (nee Gallileo Engine) maps the full ambient situations based on the position on the globe of the circuit. So for example, if you were to choose a pattern of Saturday, 14 June 2014, with four weather slots of light cloud, heavy, rain, overcast, it would accurately generate the temperature, humidity, air pressure, track temperature and star map for that date, based on thousands of data entries gained from the internet. All of this data is used in game and does affect the car's performance, not just handling, but also power. You cannot directly affect the humdity/temperatures, but the date and weather conditions would ensure that the atmospheric conditions are correct for the options chosen.

From here.

The game is moving up several notches on the next generation.
 
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