The small touches in this game are remarkable.

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-When going over the expansion joints on the highways of SSR5/CLUBMAN the car acts & sounds like it is actually going over an expansion joint 👍

-The reflective directional signs on Toscana Tarmac Rally Challange's and how they react to flashing your brights 👍

-How realistically the cones, tires & other "loose" obstacles move/fly when hit. Tires rolling etc, very spot on. 👍
 
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As the saying goes 'the devil is in the detail'.

At times GT5 looks and feels like a hand crafted masterpiece with incredible detail that just suddenly hits you in its awesomeness - a recent example was one of the foam bricks in the Ring GP circuit chicane that I dislodged, over the next few laps it moved as others cars hit it until finally settling off circuit at the final corner a few laps later.

But then again there are some real amateurish things that stand out and you think, you would not have got something this poor in a PS2 game, just what is going on ?

When it is good it is beautiful, but sadly it is also ugly.
 
as the saying goes 'the devil is in the detail'.

At times gt5 looks and feels like a hand crafted masterpiece with incredible detail that just suddenly hits you in its awesomeness - a recent example was one of the foam bricks in the ring gp circuit chicane that i dislodged, over the next few laps it moved as others cars hit it until finally settling off circuit at the final corner a few laps later.

But then again there are some real amateurish things that stand out and you think, you would not have got something this poor in a ps2 game, just what is going on ?

When it is good it is beautiful, but sadly it is also ugly.

+1
 
When you hit the grass, pieces of the grass will thrown around from the back of your tires.

You can see it during replay, or while driving behind someone doing grass-cutting action.

I really enjoy that because I see it a lot.
 
As the saying goes 'the devil is in the detail'.

At times GT5 looks and feels like a hand crafted masterpiece with incredible detail that just suddenly hits you in its awesomeness - a recent example was one of the foam bricks in the Ring GP circuit chicane that I dislodged, over the next few laps it moved as others cars hit it until finally settling off circuit at the final corner a few laps later.

But then again there are some real amateurish things that stand out and you think, you would not have got something this poor in a PS2 game, just what is going on ?

When it is good it is beautiful, but sadly it is also ugly.

+1.

It sounds bad but it almost hurts to point out the beautiful details knowing how bad other aspects of the game are. I'm certainly not going to complain about the detail but is it really worth spending a month modelling high/low beam and detailed windscreen wipers instead of spending that time refining the AI system or smoothing some of the standard models?

The discrepancy between different aspects of GT5 pains me because it gives me a glimpse of what the game could have been
 
Are you seriously comparing programming AI and modeling 200k polys to a simple program that runs windscreen wipers and low-hi beams?

The scale of each of these is enormously different. You can't really fit modeling a new car or some AI programming to the time it would take to program turning on/off hi beams.
 
I got to say this:
166351_105736659501796_100001963879903_43859_5052216_n.jpg

My other weakness besides cars and videogames are dogs. Seeing a dog in a car videogame was simply to die for. The dog is Standard, as you can see, but its ok for me...

For me, it's the way you can see miles into the distance. I was watching a video of one of the Eiger Nordward rally stages on YouTube - the long one - and at some points, you can see the opposite end of the circuit. Polyphony clearly put a lot of work into this stage.

That blew me away also. I made a huge track on the editor, and I always remember seeing a road in the far distance, then I realized it was the track itself. But no kidding, you can see it far... far away. Just like in Nordward.
 
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not exactly life changing but I was surprised, if you hit the wall on the turn in the widest area of the track on route 246 the red and white concrete barriers actually fall onto the road and can be moved around, as with the massive white blocks at the end of the final hair pin turn.
 
And the fact that in my rear view mirror at night you can see the brake lights on the side barriers......

I love this thread and I don't want to break the momentum, but I do hate how other cars headlights all bit disappear in the rear mirror - would be useful if it were vice versa.
 
Another thing will be the stick shifter in some cars. For the ones with a Tremec T56 like the Viper or the Corvette, when you hit reverse, you can acctually see that the guy puts the shifter in the correct possition, next to fifth. In other cars, it mimics the correct reverse possition as well. Also, for the F40, the possitioning of the gears are correct, just like a ZF gearbox, with first where second is ussually possitioned in regular gearboxes.
 
I like how your tire get dirty when you drive off the track and the grim slowly goes away after you get back on the track. Also when you do a night race your cars cabin will be illuminated by the headlights of the cars behind you when they come up on your bumper.
 
Maybe it's already mentioned somewhere but I noticed when driving my '69 Camaro around the Nürburgring 24 hour lay-out in free practice that the clock on the dashboard moves much faster than normal, makes sense as the day/night cycle is speeded up in free practice but an amazing and quite funny aspect to implement (feels a bit like driving a time machine).
 
In photo mode, I managed to get to such an angle where I could zoom in on the dash, which I did.... noticed the numbers on the spedometer weren't a texture, but actually modeled

Pic or it didn't happen.

I don't know about the numbers (knowing what car PirateThom is referring to would help), but there is some truth tho what he's saying:

Siena-PiazzadelCampo_62.jpg


My favorite touches at the moment are some of the small details that you can only see in photomode, like the thicker rubber in the corner of the window:
SanGimignano-TownSquare_7.jpg


Most of the lamps & reflectors are rendered in 3D as opposed to merely a texture, so the lighting in them changes with the relative position of the camera. The upper reflector here is 3D, the lower one is a texture:

Lucerne - Chapel Bridge_8 by lonestranger_ryan, on Flickr

Each one of those little diamonds in the upper reflector twinkles differently as you move. I can't imagine how many hours it took to create this taillight:
SanGimignano-TownSquare_10.jpg
 
I've been running around the ring in "hypertime" recently just to watch the day-night cycle. Try this in some of the open-top cars (my personal choice would be the classic ferrari and jag race cars). At night, with the HUD off in cockpit mode the whole experience is so damn realistic that my senses are fooled into creating phantom sensations: suddenly it is as if I can feel the cool night air and smell the pines. I actually get chilly and goose-bumpy, and then start feeling warm again as daytime comes back around. Wild and just amazing.
How/where can you do this?
 
I've just noticed that the Nurburgring has little signs that tell you the names of the sections. I've never noticed these before, even though I've done the 4-hr enduro and loads of other races on it!
 
Yes, the little touches are great. Still wish they would have concentrated on some of the broader strokes.

It's almost like they focused on the tree and lost sight of the forest.
 
It's the little things that make it a GT game.
There is no doubt that this game was released before Kaz was finished, yes I know that he was REALLY taking his time but I now expect sony to put him to work on GT6 and that GT6 will be the GT5 he wanted to release.
GT5 is nothing more that GT5 prologue2.
 
I was racing on the suzuka circuit and the sky was just white. No clouds, no nothing, even the road seemed over-exposed by light. So I thought that it might have something to do with my screen settings and started to tweak colours and such. No positive result.

Well, then I noticed, when I came to the opposite side of the track, the sky was blue. I always drive in cockpit view, so I couldn't really see the entire sky and changed to the outside view.
There I saw the sun on the right side, shine onto what looked like an huge incomming rain cloud, which made the lighting on the track split in two.

Sun and blue sky on the right side, big grey cloud on the left side illuminated by the sun. I was amazed by the lighting. And happy that it wasn't my tv that had a problem.

There are so many small suttle details that just makes your jaw drop. I love it....
 
I was racing on the suzuka circuit and the sky was just white. No clouds, no nothing, even the road seemed over-exposed by light. So I thought that it might have something to do with my screen settings and started to tweak colours and such. No positive result.

Well, then I noticed, when I came to the opposite side of the track, the sky was blue. I always drive in cockpit view, so I couldn't really see the entire sky and changed to the outside view.
There I saw the sun on the right side, shine onto what looked like an huge incomming rain cloud, which made the lighting on the track split in two.

Sun and blue sky on the right side, big grey cloud on the left side illuminated by the sun. I was amazed by the lighting. And happy that it wasn't my tv that had a problem.

There are so many small suttle details that just makes your jaw drop. I love it....

👍👍👍👍
THIS!

I experienced the same the other day, running the long-ass 1000km Enduro in my SuperGT car. Except for one lap, I had noticed that the shadows being cast onto the track by nearby trees, poles, fences, etc. had subtly disappeared. About 20 seconds after that, I had realized a huge blanket of clouds had rolled over the sky, encompassing the sun, creating an overcast-effect. I am BEYOND amazed at the weather engine, that PD has developed. However, I kinda wish that the same applied to ALL tracks, not just the few that they have on there... lol, NO gripes though!!! :D 👍
 
THIS..... is another reason why the game, STILL continues to blow me away. I just took this last night, and almost shat myself....

Bern%20-%20Market%20Street.jpg
 
I mean, even look at the tiny writing on the city light, wiring (red/black ones at the bottom, wrapped in heatshrink)....

:holyeffing****: <LMAO
 
The detail goes farther than what you can see... I´m amazed.

They even modeled the door mechanism from the SLS, for crying out loud!!
180706_106280172780778_100001963879903_48401_7069104_n.jpg

165122_106280089447453_100001963879903_48399_4197962_n.jpg


Even if the picture is not clear, the brake calipers even have a modeled brake pad and pistons (or pots)!
164026_106280272780768_100001963879903_48403_7846990_n.jpg

If you dont get the picture, try and take a car with huge brakes and zoom in through the brake calipers.
 
I don't know about the numbers (knowing what car PirateThom is referring to would help), but there is some truth tho what he's saying:

Siena-PiazzadelCampo_62.jpg


My favorite touches at the moment are some of the small details that you can only see in photomode, like the thicker rubber in the corner of the window:
SanGimignano-TownSquare_7.jpg


Most of the lamps & reflectors are rendered in 3D as opposed to merely a texture, so the lighting in them changes with the relative position of the camera. The upper reflector here is 3D, the lower one is a texture:

Lucerne - Chapel Bridge_8 by lonestranger_ryan, on Flickr

Each one of those little diamonds in the upper reflector twinkles differently as you move. I can't imagine how many hours it took to create this taillight:
SanGimignano-TownSquare_10.jpg

Easy. Bump and normal mapping.
 

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