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Discussion in 'Gran Turismo Sport' started by BrunusCL82, Jan 4, 2018.
A kodo-design Mazda is a welcome addition for me.
Ah yes, the same thread that shows up in every game, regardless of region, company size, or genre. So, maybe it's not just Polyphony that's not meeting the arbitrary production goals the community sets?
Before asking these questions and posting your topic, did you do any research or even just googling to find some answers?
It's a discussion forum, so we encourage members to start and engage in discussions.
As such please don't try an tell members not to do so.
Other developers have produced more content in less time than PD, so how can they be behind schedule? And I haven't seen any thread regarding this issue in other games.
So what about this then?:
It sounds like if we don't agree with this thread, we don't understand, we are GT S fanatics or angry:
I don't know if this reply was for me but it was posted after i posted this:
So i find it a bit odd when @Sander 001 asked if @BrunusCL82 had done any research himself or just found it in a google search would be that bad and @Sander 001 didn't tell him to do anyting.
But i'm done with this discussing anyway, because it seems that this is just a whining thread where other opinions isn't welcome.
Maybe they want to make sure the content released is as good as possible?
In previous GTP articles Kaz were saying they have Deep Forest raceway track currently in development. I suspect it is a port from PS3 version but due to different software/tools the straight data import is not working as expected so they have to do a lot of retouches. Well, this is just a 1 content (track). Not sure about the cars but I believe they are in works to port other GT5/6 premium cars/new cars to GT Sport.
The best solution is you to apply at PD: http://www.polyphony.co.jp/recruit/english/
What about it?
No, it sounds like a discussion.
Like any of us bums can afford to travel to Japan. How absurd.
Real solution is to be kind and hope for the best. Maybe play another simulator to satisfy the needs and or wants.
Or just take whatever extra money you can afford to save and work on a real project car.
So you can take it to real tracks to get the best experience of a real driving simulator, in real life, where 4K graphics and force feedback are frivolous.
I didn't try to do so. You made the wrong assumption.
Then you may want to think about how you word posts in further, as that's how it comes across.
I think his post was fine. You do this a lot Scaff and sometimes I think you need to step off the horse. Calm down dude.
Wrong, wrong, wrong. You don't need to be able to model vehicles or tracks to notice a slow production rate, the same as you not needing to know how to govern before you vote.
Good to see them advertising for positions but I also note that they're not advertising for managerial positions on their website. Maybe that is a cultural thing but I wouldn't be looking at the designers when they've had significant delays on every release since 2004. That is a management issue.
Edit: Since we are proposing solutions I would be redirecting all staff working on scapes to tracks, or vehicles if they overlap. I would also look at hiring business process experts or team leads from other established game developers. There are a few areas like AI that could do with PD scalping someone from a competitor.
A bold design, yes. A car that very few would ever want to use other than in races where it is dictated that you have to......why?
Sorry what I mean is if OP can do track/car modeling/know how to deliver content then OP (or someone else here) can help PD by applying a position. Pipeline Tool Development Engineer is the closest position for this.
But well there is a previous post were saying we all bums and not possible to apply there, lol.
Telling people to do some research on Google and through the search function before they post creates an environment that isn't welcoming to people who wish to encourage discussion. The FAQ of GTP specifically addresses this:
The inference is clearly towards being helpful with actual information rather than a dismissive response that discourages posters from making threads. The answer is always the same. If you think there's an issue with the OP in any way hit the report button. Calling out the OP and engaging in subtle harassment isn't our job and discourages others from posting and making threads, especially those who don't use english as their first language I'd imagine.
As has been pointed out, you may wish to re-read the FAQ's on this very area.
Its not an acceptable way to address other members and as such should be pointed out.
No, I still think it's fine. I know the AUP and I see no overstepping. It's mostly just interpretation, I see how you saw it but I view it more as a bit of a genuine question albeit with a slight negative tone.
For what it's worth I think they shouldve kept the group 3 and group 4 variants of the Atenza, however ditch the base model and save themselves modelling time spent with the interior.
Asking a legitimate, honest question is "not an acceptable way to address other members"?
Read the FAQ quoted and take it on board please.
It's not open for debate or discussion.
I will give my 2 cents on the topic:
Everything regarding production of content was fine in the PSOne/PS2 era. Then the PS3 came and with it, the problems, as Kaz already explained. In that era they were able to produce about 40 cars per year (GT5 came 5 years after GT4, with 200 new cars; GT6 came 3 years after, with 120 new cars).
When the PS4 was announced, Kaz said it was like a "blank canvas", meaning it was much easier to use than the PS3. But GT Sport came out with the same production rate: 4 years later, with 160 new cars. So if the problem wasn't in the hardware, where could it be? I think that 3 things could have made production slower than expected: optimization, consistency and Scapes.
Optimization is about framerate and resolution, 2 things that were problematic in the PS3 era and were solved with the new game.
What I mean with consistency is that not all cars and tracks had the same level of detail in the PS3. There were standard and premium cars; there were premium cars with interior and without interior (although we still have it); there were cars with tesselation in some parts, some more than others, some without any tesselation at all; there were tracks with dynamic time or weather, or both, or none; there were tracks more detailed than others. I think that Kaz wasn't happy with it and made sure that every track and car in the new game had the same level of detail, and that took time on the production.
I think Scapes were a priority. And I also think they have taken a lot of time. After all there are more than a thousand different photos with lots of information about lighting, reflection etc.
These 3 items must've been the responsible for all of those problems regarding game content. Now that the game is optimized, they've reached the consistency they wanted and the Scapes are finished, I think things will come back to normal. That's why we have 50 cars promised until March, which is a production rate much faster than before.
Are there actually 1000 unique scapes?
I don't know, but that's what has been advertised since the announcement.
I'm actually impressed how fast PDI work. I wouldn't be surprised if they are right up there in the industry in terms of development efficiency. I think it will be tough for some of the others to catch up unless there are major advancements in capture technology.
Exciting times ahead, the next 20 years might be one of the major defining periods for the automobile and also computing technology even for many centuries later, the progress by the end of next decade looks like it already will be substantial.
Next-generation consoles hopefully release before the end of this decade, home and handheld look like to me will be a more enjoyable one compared to the last two IMO. PSP, PS Vita, PS3 and PS4 era needed developers to compromise too much which had quite a negative impact in overall experience. Should finally have a generation to see how good the top big budget developers really are at being creative rather than being held back a lot by hardware, will be a much needed sizeable CPU leap. The generation after might potentially be the last one or very close to it as far as affordable gaming consoles go, then it might be deep pocket generations.
PDI seem in best shape moving forwards.
The game currently has 1,036 different scapes scenes
That is an obscene waste of resources. Yamauchi should be ashamed.
What would said resources go to? It's not like it's the same people making everything.
Also taking pictures is fun and loads of people love it, sorry it doesn't please you.
Not worried about content as much as I am about a regulation update. I don't feel what's so significantly different about this game in comparison to any other Gran Turismo when it comes to the rules. As it stands, the grades mean nothing. They don't include or exclude me from anything.
Agreed they are seperate and unique teams. The scapes have a dedicated team of c12 people from memory unlike the 50+ car modellers and 38 track modellers.
(data source - about the game under options and team credits).
So its not to my mind an obscene waste of resources especially as scapes is there to interest the younger generation share in twitter etc and people interested in photography...
Its clear that for this PS4 generation PD have a very structured team organisation and a very good platform to expand on - will be very interesting to see how they build on this in next few years...