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Discussion in 'Gran Turismo 6' started by VBR, Jan 23, 2014.
..........You know when it happened??
Not a clue
I'm pretty sure this was addressed, but did anyone notice the slight behavior change in the AI? All before they use to never spin out. Now, I see them making mistakes!
Bob, in a Mazda VGT did a spectacular, high speed triple overtake during the 1st lap of Nurburgring 24 min race. I'll upload a video later but damn son!
Fell in love with game again.
Played seasonal last night with g27 wheel around silverton(track i usually cant stand because i am rubbish at it)
Picked bmw m3(e90'1/2/3 or whatever it is) totally stock tune with comfort medium tyres to give realistic grip, brake balance 2/2, no abs or tc. and fbb 4 steering sensitivity 10.
Wow so fun and so intuitive to control.
This epic orchestral version of We Are One is played in the ending credits:
Also, the new GT-R LM is awesome
yes, I've noticed this too. Props to PD, you can even see them battling for position amongst eachother on corners. I even see some contact, last night on mt panorama , I was having a bit of fun in a nissan carol xD, they kept hitting eachother on the corners and it was so funny to see the tiny cars go all over the track.
I honestly love how many cars are in the game. Even if you took away all the duplicates like the mx-5's and skylines then it would still have more cars to choose from than any other. There is something for everyone. PD is also giving more and more cars better and better models. In GT6 for example, the Opel Speedster, Seat Ibiza Cupra and the Merc CLK Touring car have been slightly improved. There are many more cars that have been polished but these are just examples. They are not premium cars but all they would need is an interior and gallery view and they would just look like premium cars.
Loving these custom gauges. Full boost! More personalization would be cool but its good to keep it clean also - it would be sad to see GT end up being like a need for speed clone.
When you're using a controller you can actually "feel" the car unlike most other racing games.
Yes i must admit thats the strongest advantage over other simcades like Forza. You can feel the treshold of sliding when you have 0 ABS too. (takes a bit of practice though).
Forza feels like the car has one center wheel, no 4 at each corner and the cars behaves too ''slidy''.
So its maybe the last thing i like
I love buying cars that can be heavily customized! Like the Aventador! The only thing that I can think of that would make it better would be if you could hang an air freshener from the rear view mirror.
Photo Mode is important to me.
Just a few days back, I picked up Forza 6 and figured with the extra power of the Xbox One and the fact that the tracks in FM6 are "more recent", that GT6 would be blown away by this latest contender.
I was very wrong in this assumption.
First, FM6 doesn't support images larger than 1920x1080, while GT6 supports images up to four times that number of pixels. Nice if you want to blow them up or crop.
But look at the images below from Mount Panorama. Here you see the photographic image from Google's street view, then the same place with GT6 and FM6. The Google and GT6 images look almost identical, whereas the FM6 equivalent looks like an artist's simplified impression of the same earthen bank.
Notice the "V" lying on its side. And the swirly almost circular formation within the "V". And the shapes of moss or lichen.
Compare these with the Forza 6 photo I took today. Note the shape of the darker red/brown concrete patching in these images. The FM6 version shows some similarity to the others, but it's very approximate.
I find it strangely comforting to know that GT6's world is represented so accurately, don't you?
With actual grid starts!
Given a choice between more cars and more tracks, I'll choose "tracks" every time.
The new Track Path Editor works really well for me, enabling far better tracks than GT5.
You've gotta give it to PD; they are the masters when it comes to detail. This is great work from PD which puts Turn 10's efforts to shame. Imagine that on a PS4 in GT7!
People complain about PD's frame rates dropping and this extra detail is part of the reason. Simplified textures in Forza are easier to render, hence their much more stable frame rates. You can't have your cake and eat it too. It's no shame on Forza's part, it's a different design decision to accomplish a different goal.
The AI puts up a good fight at the course maker tracks! After 45 minutes, the 3rd car is within half a second of the winner
I am having so much fun with the Course Creator I can't even express. I may never drive a real course ever again!
A quote from @HamOnRye from the bugs and glitches thread.
After dabbling in pc racing for a year or so, I came to realize that GT was the cat's pyjama's when it came the UI for open lobby and online racing. Sure it wasn't perfect, but it was quite a bit more complete and flexible than racing in most pc sims. Seamlessly changing rules and regulations, moving from track to track, the ability to kick out misbehaving drivers, limiting tire options etc. and just the myriad of options available to hosts was a boon I didn't fully appreciate until I went over to the darkside.
Fell in love with driving my cars again in GT5/6 last night when I realized that the Smooth Motion effect on my oldest Vizio Smart 3D HDTV gets me near 60fps performance while playing. It's the post processing effect that gives movies that soap opera like appearance similiar to realtime framerate recordings. You know, the effect people complained that they hated so much since it made movies look cheap. It seems to work best in GT5 since it struggles less with framerate issues on my inferior PS3 slim model. I'm a PC gamer by nature, but I got tired of framerate issues in Fallout 4 and tried the Smoothing fix on that game with little success(flawed masterpiece). So I decided to try my console games, and to my amazement, Uncharted 3, GOW Ascension, GT5/6 all demonstrated improved framerates with this effect on. Maybe you guys should try it out if you have an older model HDTV with this type of setting, and with "game mode" off of course, since it cancels all post processing.
Looking forward to GT Sport and finally having a reason to buy a PS4. To me GT's physics are the best and the best is yet to come. We all know that certain tracks suffer framerate issues more than others, but I find Trial Mountain to be the most forgiving, thus yielding my best results using Smooth Motion. I also use bonnet cam. As I'm sure all of you know, interior view, tire smoke and replay closeups suffer frame drops a lot, but this gimmick helps.
The point of game mode is that it removes all post processing and reduces input lag, creating more accurate inputs. I used to think this was meaningless in games myself until I started playing without Vertical Sync for a while and then tried to put it back on and found myself actually spinning out or missing apexes consistently because my inputs were delayed through the use of VSync, just as yours are delayed through post processing. PP or VSync is fine if you get used to it I suppose, but for me I'd rather have the more direct feel of my inputs without post processing.
Having just posted the following review of FM6 on Amazon, I got to realize once again just how good GT6 is in many ways. The devil is in the details, and FM6 attracted many Devils.
Defined by what's missing! This review is mainly for players who are experienced with the Xbox 360 versions of Forza. Others have commented on the positives and some of the obvious negatives, this review dives into details which you should know about before you buy.
I bought the Forza Motorsport version of the Xbox One with an FM6 code bundled into the deal. I also bought the Logitech G920 wheel. I have a history of obsession with all the prior Forza games, 1, 2, 3 and 4, having bought three copies of each, one for each of my consoles in a triple screen setup.
Removing "good stuff" is a tradition in Forza.
Forza 2 dropped the beloved Fujimi Kaido mountain track from Forza 1.
Forza 3 dropped "System Link", which allowed multiple players to compete on a LAN without requiring an Internet connection and Xbox Live subscription.
Forza 4 dropped local leaderboards which allowed us to keep a history of our prior lap times.
Forza 5 was so rushed it dropped most tracks including the Nordschleife initially and a whole bunch of stuff, so it can be safely regarded as "FM6 Prologue", and its content failures might as well be ignored.
Now to what's missing, or plain silly, with Forza 6 (compared with Forza 4 and earlier Forzas). This is not anything like a complete list, it's just the stuff which I find annoying.
1. Multi-screen support, which was provided in Forzas 1 through 4. When FM6 is demoed at trade shows, they set up three monitors, but the retail version doesn't support any form of multi screen.
2. The option to hold previous and best lap times on-screen continuously rather than just for ten seconds. It's gone before it can be read on many tracks, making it very difficult to work on skill improvement.
3. A real time indication of a "dirty lap" in career races. You have no idea if you're taking an "illegal" path until you look at your "best lap time" after the race is over. Of course, if it's "dirty", you have no idea of what you did wrong.
4. Decent HUD element contrast. My workaround is to "paint" my hood black and race in "hood view".
5. Ability to store more than ten replay saves. Yes, it's limited to 10 even on a 1TB Xbox One! You can't even save one replay for every track, let alone one for each track variant. I had hundreds of replays in FM4. Over a thousand in GT6. Ten is a joke.
6. FM6 needs an option to hide cosmetic damage, since the AI drivers are stupidly brutal and by the end of the first lap, the cars look like something out of a Mad Max, post apocalyptic suicide derby in photos and replays.
7. The in-game camera has been reduced from a max of 8.3 megapixels to a max of 2.1 megapixels.
8. Fujimi Kaido has been removed (again).
9. Mugello is gone.
10. So is Suzuka.
11. And Maple Valley has disappeared.
12. There is no longer an ability to create video files from replays.
Some silly things:-
1. The time of day for many tracks has been set to very early morning, so you're dealing with sun glare. Since the sun never moves as it does in Forza Horizon or GT5 and GT6, you're stuck with it.
2. Many replay cameras point directly into the sun
3. They have added distracting low flying kamikaze helicopters
4. "Mods". These are like magic potions which make your car better when applied, while not incrementing the Performance Index. They also don't tell you this, but, quite rightly, a car with a "mod" can never get a clean lap.
5. The "Help" system is a token effort, and can safely be ignored. Unless you enjoy feelings of frustration.
I've just now copied the review to the correct thread, in the correct section. I'm not sure why a review of another game is in the GT6 Reviews area, so a reason would be nice.
Guess what? I was missing apexes all night last night trying to drive at near 60fps. Whenever I gamed on my HDTV "game mode" was a must, but when I discovered that smooth motion improved the framerates in GT I was like, forget game mode, 60fps is gonna be awesome, WOOT! But to my dismay, I found there is no way to have the effect/gimmick active without lag, so I agree with you. At least it's good for watching GT5/6 replays in real time which I spent hours doing last night, But at least all my Ratchet and Clank games are playable with smooth motion on, and the lag is negligible. If you have this effect try it out and see how your driving game replays look.
Free run lobbies at the Nürburgring are part of the best that GT has to offer; sharing the track with such variety of cars and players has been a great experience most of the time.
People go to these lobbies to relax and that is shown on track with cruisers and drifters leaving space for the guys doing touge/tt/joyride. And don't forget the mini car show at the end of the pit lane. It shows something you can't really see in any other kind of public lobbies.
Arcade mode race on a custom track. After 45 laps I won by less than half a second! It was a constant battle throughout the race, the 350z was faster on the straights, but slower in the corner and it turned out to be a perfect performance balance!