Wow, this is a whole new low. It's a dynamic lighting system, meaning that the shadow is from a MOVING ray-traced system, which is NOT easy. It's a BIG step in the right direction, and it can only get better with time.
Sometimes the shadows look positively awful, but on other occasions, they look great, dont ask me why, because I don't know.
brently300, please don't triple or even double post, if you have to, edit your first one.
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sorry didnt realize i could do that. i know now
Yet the headlight covers on my FD look like they were modelled out of Lego.
Really, PD?
The graphical leap between GT2 on the PSone to GT3 on the PS2 was absolutely astonishing. That was the first time I saw a video game and thought "this looks real." I expected the same graphical jump from the PS2 to PS3. I hate to say it but this graphical jump isn't going to happen this generation.
So far GT5's shadows, jaggies, and weird pixilation in distant trees almost ruin the game for me. This is by no means a deal breaker as the physics and game play are awesome but back in 1998 I was drawn into Gran Turismo by it's realism. It's hard to appreciate the attention to detail when your car is covered in a jaggy craptastic shadow.
Question: What gives?? PD had 6 years to get it right!
Answer: PS2's used CRT TVs and PS3's use HDTVs.
I've come to the conclusion that the largest factor in diminishing visual quality is in our HDTV's. When I bought component cables for my PS2 and upscaled GT4 to 1080i I noticed strange pixilation in background trees and certain textures. GT4 was a beautiful game but it sucked in HD. The same disappointing effects are found in GT5 in 1080p.
PD rebuilt the Physics Engine for GT5 but not the Graphical Engine. I believe they are using the same graphical engine base on GT3 / GT4 which was optimized for the PS2 and CRT TV's. I bet GT5 is gorgeous on a big CRT! Part of me doesn't want to blame PD because I respect them and everything they have done in the automotive world. They have worked very hard over the last few years downscaling GT4 for the PSP and upscaling GT4 to the PS3.
It's hard to admit but the overall the visual quality in GT5 is not up to my expectations. If the series can make it to GT7 on a PS4 then maybe we'll get back to the "this is real" feeling.
Really Duke? This game took so long because there are over 20 tracks with 70 variations, over 1000 cars (which they shouldve taken out premiums and slow cars that wouldve saved time, no wants wants to drive a Honda civic), track creator (not anything special but...), weather development, time changes, physics, graphics...etc., STOP COMPLAINING
Remove Kaz from the development team? Are you crazy? No one can do it better. How would you like it if Dan Greenwalt took over?
Well since the physics are already pretty well worked out, I'd *love it* if he took over. He'd communicate with fans, develop the online aspect, outsource modeling when needed, and generally have us a new game to buy by this time next year. He'd probably call it GT5v2.0 to be mean, but that's just how he is.
Really dude, you're pretending that these things were a massive effort? You know "over 20 tracks" is fewer than were in Forza 3, and all of Forza 3's were either created during the mere two years after Forza 2 or (in the case of older courses) at least updated since FM2 (unlike GT5 which didn't really do anything to the old courses). They didn't create over 1000 cars for GT5 either, but rather only 221, while the other 810 were recycled from older iterations of the game. The track creator only took them like an afternoon to add to the game, the weather is some of the crudest in recent gaming history, time changes have been basic since at least N64, et cetera.
It took 2.5 times longer to do half of what Turn 10 did in just two years, since Turn 10 produced more tracks (and upgraded all old track models to varying degrees), created over 400 premium cars (that doesn't count DLC that followed) versus just 221 for GT5, and created a game that generally looks a bit better. There is no such thing as a Standard car in FM3, as all of them are up to GT5/FM3 standards complete with full cockpits for all 400+.
Here, let me show you the difference. These are both from Laguna Seca, one from each game.
FM3:
![]()
GT5:
![]()
FM3:
![]()
GT5:
![]()
It's fine to love GT5. I do. That doesn't mean it's okay to defend shortcomings and flaws and pretend that the game is sheer perfection. We have to be honest with ourselves, and FM3/Turn 10 also deserves some due credit. Has Turn 10 set the bar too high?
I love how you decide to Use a standard model car for Gran Turismo's comparison shots. Why not put up more fair comparison photos of a premium model instead?
Did you even read what he wrote?
The problem is that this game renders at 60FPS and it's pushing the PS3's hardware capabilities to the limit. Real time shadows are hard to achieve, especially on the poor old PS3 graphics pipeline.
You don't get decent shadows even on PC without DirectX 11 capable hardware (shader model 5), and the hardware in a PS3 is still around DirectX 9 level (shader model 3).
Basically, we need new hardware.
Games in general have bad shadows. I'm not a developer, but it must have something to do with the in game engine and the way it cast shadows. Lots of games have pixelated real-time shadows. Another PS3 visual tour de force, Metal Gear Solid 4, had craptastic shadows as well.
Obviously I didn't mean what you thought, or my post would have not made much sense.If by communicate with fans you mean...
If by develop the online aspect you mean...
I love how you decide to Use a standard model car for Gran Turismo's comparison shots. Why not put up more fair comparison photos of a premium model instead?
Really dude, you're pretending that these things were a massive effort? You know "over 20 tracks" is fewer than were in Forza 3, and all of Forza 3's were either created during the mere two years after Forza 2 or (in the case of older courses) at least updated since FM2 (unlike GT5 which didn't really do anything to the old courses). They didn't create over 1000 cars for GT5 either, but rather only 221, while the other 810 were recycled from older iterations of the game. The track creator only took them like an afternoon to add to the game, the weather is some of the crudest in recent gaming history, time changes have been basic since at least N64, et cetera.
It took 2.5 times longer to do half of what Turn 10 did in just two years, since Turn 10 produced more tracks (and upgraded all old track models to varying degrees), created over 400 premium cars (that doesn't count DLC that followed) versus just 221 for GT5, and created a game that generally looks a bit better. There is no such thing as a Standard car in FM3, as all of them are up to GT5/FM3 standards complete with full cockpits for all 400+.
Here, let me show you the difference. These are both from Laguna Seca, one from each game.
FM3:
photomode
GT5:
standard
FM3:
photomode
GT5:
standard
It's fine to love GT5. I do. That doesn't mean it's okay to defend shortcomings and flaws and pretend that the game is sheer perfection. We have to be honest with ourselves, and FM3/Turn 10 also deserves some due credit. Has Turn 10 set the bar too high?
What I'm saying here is that they wasted time on some completely irrelevant things and completely blew off other things that are quite important.
I'll take jagged shadows over a fake simulation like Forza.
Forza is no more "fake" than gt5. At times it is almost absurd what kind of statements people are ready to make to feel better about the game they bought compared "to the other" game on the market.
Almost half of the in-game content of Forza 3 is recicled from Forza 2 with no or little changes and they outsourced most of the game modeling having a total of more than the double of people working than Polyphony had with GT5.
http://neogaf.net/forum/showpost.php?p=24881189&postcount=426
http://i52.tinypic.com/wipzbk.jpg
http://www.gamereactor.se/artiklar/19586/Grafikduell:+Forza+2+vs+Forza+3/
The track creator in one afternoon and the basic features since N64 are not present in Forza so think about how lazy were in T10 by your standards.
Forza looks a bit better?.. compare Nurburgring 24h with day/night cycle, weather and 16 premium cars at 1080p to Forza Nurburgring ingame graphics. Car details are not even close and aside of the car swaping even the other cars interiors become blacked. Cockpit views are not comparable with no rear or side views modeled and no textures, the cars has no moving aero parts plus the overall less realistic lighting. The smoke effects are almost non existant, particles effects are poor, no backfire, no light beams, etc..
What bar you mean? photomode graphics?