Why I'm very, very worried about GT5

I never put to much stock in that quote. Struck me as bluster and bravado. If he does ignore the competition then he's an idiot and he doesn't strike me as being that. A bit tunnel visioned perhaps but not an idiot.

Yeah that's kind of how I took it too... although with all that KY does (he doesn't really just build video games, he markets the entire GT experience as in marketing, gt academy, who knows what other tie ins) it's quite possible he spends most of his game related time focusing on what he wants and not as much as other companies normally spend checking out the competition.
 
I think he's creating his vision. It has worked in the past at least 4 times, chances are it will work again. That's enough speculation from me here, im off to speculate on something worth speculating on. Like the lobby screens posted earlier.
 
The exhaust flames in GT4 were indeed awesome. There used to be an entire thread of pics that people posted of the flames and some of them were so realistic. 👍
 
I would have to put GTA IV back in for a closer look, but I think GTA does use hitboxes and some rather genericed damage. It's been a while since I played (sadly GTA IV was pretty boring to me) but I do seem to recall seeing the exact same damage on different occassions (pretty much impossible if you are really deforming based on true collision and not just generic camage based on general area of impact). Also I am pretty sure they do a hitbox style collision detection becuase I have had a physical effect on something by hitting it without actually visually touching it. (watch this video around 55 seconds, the cop car turns left then deflects off a pole but never actually touches it http://www.youtube.com/watch?v=qj0yu6Rgp5k there are probably better examples but I didn't have time to dig them up)

Even if GTA did use true model collision detection, their deformation engine is pretty unrealistic and the models are so much lower poly count that it's not the same (detecting collision for every polly in 2 400k poly cars is much more intesnive than hitbox collision with the hitboxes only having say 100 polys - however in GTA the cars are probably only a few hundred polys anyway so to make a lower poly box for collision might not save as much anyway).





Which is exactly what I have been saying all along... originally damage was only meant for some cars, then at some point (pretty much between GC and TGS) it was decided to broaden this to all cars.




They have gotten something working in that short of a time (as I said I believe KY mentioned what we saw was only a few weeks worth of work and they were continuing to work on it), however I wouldn't be surprised if doing it well enough to satisfy KY takes longer than a few months. I don't know how any of us can really judge what is reasonable for devs in a certain time frame... it depends on who is doing it, how they are doing it, how well they want it done and how well they can fit it into existing code. I mean the entirety of GT5s dev time is a testimant to how you can't really guess someones dev time accuarately.



I have to disagree... I think it was a large part of why but I also said that they probably chose to do a lot of other things also which are taking some of the time. I would say it's analogous to pulling your teams car from the first race of the season to tweak the suspension. Before the second race you work on the suspension but you don't just leave the rest of your team sitting idely by so you get the aero, engine teams working on stuff too.

BTW https://www.gtplanet.net/brand-new-real-time-damage-coming-to-gran-turismo-5/ I am not the only one who thinks that damage is a large part of the push to 2010



There was a lot of negative talk after GC about no damage to production cars both from gamers and from magazines/game sites. Then shortly after damage is in for all cars, then in december KY talks about how damage is in mostly due to the demans of American gamers.

Again, you have to do a little reading between the lines and putting together of quotes, but it paints a pretty solid story I think...

I'm talking about the scrapes, not the deformation. But yeah, GTAIV does have a deformation engine and it is dynamic. About things hitting other things without visually touching, that's how it works. You have a surface that you render (and therefore can see), and another that you use to calculate collisions. Read this to have a vague idea on how it works.

Going back to the release date, I don't see it. I really don't. Your conclusion seems possible to me, but it doesn't sound likely enough for me to buy it. The software development market is notorious for it's unpredictability that leads to all sorts of crazy drawbacks. Seems a lot more likely to me that PD is simply experiencing one (probably a bunch) of these.
 
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GT4 is beautiful? Come on, what tv are you using? Old big box CRT? Old SD plasma? I use a fullHD tv and I can tell you GT4 looks absolutely crap on it.
 
I'm talking about the scrapes, not the deformation. But yeah, GTAIV does have a deformation engine and it is dynamic. About things hitting other things without visually touching, that's how it works. You have a surface that you render (and therefore can see), and another that you use to calculate collisions. Read this to have a vague idea on how it works.

That's pretty much exactly what I thought happened. The collision detection on that cloth is a rough approximation of the actual cloth. Now that's a pretty good approximation, usually in games like GT the apporixmation is a bit more gross. That is an assumption of course, but with what's going on in GT5, at the rate it has to happen, it seems like collision detection even on on the level of the tablecloth you linked is beyond reason.

This is just a quick illustratrion of what I am talking about:

Hitbox.jpg


This is how collision detection is handled in an FPS. A colision of the bullet with a box is registered as a hit. It's not terribly accurate but it gets the job done with a lot less work than actually detecting every single poly in the visible model.

Now imagine draging that glob of hitboxes over a surface and having leave behind damage. Would it leave behind nice smooth human body looking damage? No it would look all weird and hard edged. Now imagine that other surface was a jumble of hitboxes, the result would not look right at all. With cars it's a little more simple and I assume the boxes used are less gross in accuracy, however the point remains, look at the texture damage on the cars, it's so accurate looking for damage to an nice smooth complex surface being dragged over another smooth complex surface, it just doesn't make sense it's dynamically generated by dragging to course collision detection models over each other. That's why it seems it's a premade texture, the event that is requriedin an accuracy high enough to yield a good result doesn't actually happen.

The reason I brough that up is if you really have two cars that scratch each other as you were saying (ie the texture is scratched off or a texture that looks like missing paint is painted on) and you use hitboxes (or whatever you want to call that technique) you don't ever have a real collision of the visible parts of the car so you can't calculate what a real scratch would look like.

Look at the damage to the cars, the scratches. The paint damge wraps elegantly around complex parts of the car, into crevaces etc. If you use hitboxes (or whatever you want to call it) you only know the direction and approximate area of contact, you cannot from that draw a detailed scratch or damage because all you really have is two rectangles hitting and the bodies complex shapes never even make contact with each other.

This is how it's usually done with hitboxes:

Collision is detected.
General area is calculated (front, back, which side etc) and from that a damaged texture is swapped out for a pristine texture on that part of the model.

This is why any contact on the front left fender say results in the same exact damage texture in different situations.

GTAIV has has a kind of dynamic damage however it's not very accurate. For instance when you hit another car, the correct panel deforms in a generally correct angle and level for the impact, but it's clearly not an imprint of your car on that car, it's just generalized.

For instance you hit the back right of a car, the entire back right quarter is messed up, but from the center to the far left is pristine. Also even if you hit it coming at an angle, often you see the back smashed in as if it had been hit straight on from behind.

Going back to the release date, I don't see it. I really don't. Your conclusion seems possible to me, but it doesn't sound likely enough for me to buy it. The software development market is notorious for it's unpredictability that leads to all sorts of crazy drawbacks. Seems a lot more likely to me that PD is simply experiencing one (probably a bunch) of these.

As for seeing it... we can't be absolutely sure, but as someone who follows the happenings as they are reported I am kind of surprised you don't. As it was happening it all seemed to be very much in line and even Jordan came to the same conclusion...

While I am well aware there are a lot of drawbacks in development... we are looking at a very long dev time already, it just seems like 5 years should already include a lot of leway for drawbacks. Everything from internal marketing to KY's quotes seems to point to an xmas 09 release with more or less what we saw at GC and then a sudden pushback to include the things we are now hearing about and seeing (damage to all cars, weather, night races etc). I have been on some projects where very similar things happened, we promised go live on Jan 1 and on Dec 1 we realized we were either going to have to put out a less than impressive result on Jan 1 or push back... we could get a decent product by Feb but if we took until June we could really focus on a lot of good stuff.

Choice: Delay a little to give what was originally promised which makes us just look late - or - delay a decent amount but add a noteable amount more to really justify a delay.
 
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You can have boxes divided up into smaller boxes forming some sort of tree that you can check through and the smaller boxes can each contain some of the car detail which can be tested when you get to that level. Look up stuff like octrees and bsp.
 
You can have boxes divided up into smaller boxes forming some sort of tree that you can check through and the smaller boxes can each contain some of the car detail which can be tested when you get to that level. Look up stuff like octrees and bsp.

Could be but I just can't imagine they have the resources to work with to get down to a granularity in collision detectino necessary to make some of the crisp clean paint scratches we have seen in as natural a way as we have seen. I mean it's one thign to design something Maya that's complex and accurate, then render it and show the final result, it's not the same to do it live in a game engine pushing a lot of other stuff simultaneously. The texture/paint damage just really looks like it's pre drawn and applied.
 
GT4 is beautiful? Come on, what tv are you using? Old big box CRT? Old SD plasma? I use a fullHD tv and I can tell you GT4 looks absolutely crap on it.

Beauty is in the eye of the beholder. I personally find GT4 to be beautiful, as many other racing games that people find to be "horrible and unrealistic".
 
That's pretty much exactly what I thought happened. The collision detection on that cloth is a rough approximation of the actual cloth. Now that's a pretty good approximation, usually in games like GT the apporixmation is a bit more gross. That is an assumption of course, but with what's going on in GT5, at the rate it has to happen, it seems like collision detection even on on the level of the tablecloth you linked is beyond reason.

This is just a quick illustratrion of what I am talking about:

Hitbox.jpg


This is how collision detection is handled in an FPS. A colision of the bullet with a box is registered as a hit. It's not terribly accurate but it gets the job done with a lot less work than actually detecting every single poly in the visible model.

Now imagine draging that glob of hitboxes over a surface and having leave behind damage. Would it leave behind nice smooth human body looking damage? No it would look all weird and hard edged. Now imagine that other surface was a jumble of hitboxes, the result would not look right at all. With cars it's a little more simple and I assume the boxes used are less gross in accuracy, however the point remains, look at the texture damage on the cars, it's so accurate looking for damage to an nice smooth complex surface being dragged over another smooth complex surface, it just doesn't make sense it's dynamically generated by dragging to course collision detection models over each other. That's why it seems it's a premade texture, the event that is requriedin an accuracy high enough to yield a good result doesn't actually happen.

The reason I brough that up is if you really have two cars that scratch each other as you were saying (ie the texture is scratched off or a texture that looks like missing paint is painted on) and you use hitboxes (or whatever you want to call that technique) you don't ever have a real collision of the visible parts of the car so you can't calculate what a real scratch would look like.

Look at the damage to the cars, the scratches. The paint damge wraps elegantly around complex parts of the car, into crevaces etc. If you use hitboxes (or whatever you want to call it) you only know the direction and approximate area of contact, you cannot from that draw a detailed scratch or damage because all you really have is two rectangles hitting and the bodies complex shapes never even make contact with each other.

This is how it's usually done with hitboxes:

Collision is detected.
General area is calculated (front, back, which side etc) and from that a damaged texture is swapped out for a pristine texture on that part of the model.

This is why any contact on the front left fender say results in the same exact damage texture in different situations.

GTAIV has has a kind of dynamic damage however it's not very accurate. For instance when you hit another car, the correct panel deforms in a generally correct angle and level for the impact, but it's clearly not an imprint of your car on that car, it's just generalized.

For instance you hit the back right of a car, the entire back right quarter is messed up, but from the center to the far left is pristine. Also even if you hit it coming at an angle, often you see the back smashed in as if it had been hit straight on from behind.



As for seeing it... we can't be absolutely sure, but as someone who follows the happenings as they are reported I am kind of surprised you don't. As it was happening it all seemed to be very much in line and even Jordan came to the same conclusion...

While I am well aware there are a lot of drawbacks in development... we are looking at a very long dev time already, it just seems like 5 years should already include a lot of leway for drawbacks. Everything from internal marketing to KY's quotes seems to point to an xmas 09 release with more or less what we saw at GC and then a sudden pushback to include the things we are now hearing about and seeing (damage to all cars, weather, night races etc). I have been on some projects where very similar things happened, we promised go live on Jan 1 and on Dec 1 we realized we were either going to have to put out a less than impressive result on Jan 1 or push back... we could get a decent product by Feb but if we took until June we could really focus on a lot of good stuff.

Choice: Delay a little to give what was originally promised which makes us just look late - or - delay a decent amount but add a noteable amount more to really justify a delay.

You're expecting too much precision from it. You just need a general area to apply a somewhat random texture to. You only use a crude collision mask with probably 500 polygons so you can have a general idea where to apply the texture, then you generate the texture using the contact points as reference along with some randomness to it, and apply it to the car with a surprisingly convincing result. It depends on how you want to do it, if you want you can use pre-made textures, but they are not necessary and will only slow you down.

Anyway, about the release date. It's not like we will ever know for certain what happened.
 
You're expecting too much precision from it. You just need a general area to apply a somewhat random texture to.


That's the thing though... look at the texture damage pictures we have seen... the damage is very exact and looks too "right" to be done by roughly drawing damge in a general area. As I said before, it wraps the contours propery and traverses edges in a way real damage would occur. If you were just dragging rough representations of the cars shape over each other, the result would be far more crude.

I don't expect much precsision (due to the amount of processor power needed to pull off such precision) however the results we have already seen are not possible with very low precision. In fact they would be hard to pull off even with high precision collision models and they show a definite style that makes it pretty much impossible that they are the result of what you suggest is happening.

I think you are looking at it entirely from a programing perspective and ignoring or overlooking a lot of empiracal evidence on the subjects at hand.


Anyway, about the release date. It's not like we will ever know for certain what happened.

It would be interesting to see a video documentary on the production of GT5 but we probably never will have something like that...
 
That's the thing though... look at the texture damage pictures we have seen... the damage is very exact and looks too "right" to be done by roughly drawing damge in a general area. As I said before, it wraps the contours propery and traverses edges in a way real damage would occur. If you were just dragging rough representations of the cars shape over each other, the result would be far more crude.

I don't expect much precsision (due to the amount of processor power needed to pull off such precision) however the results we have already seen are not possible with very low precision. In fact they would be hard to pull off even with high precision collision models and they show a definite style that makes it pretty much impossible that they are the result of what you suggest is happening.

I think you are looking at it entirely from a programing perspective and ignoring or overlooking a lot of empiracal evidence on the subjects at hand.




It would be interesting to see a video documentary on the production of GT5 but we probably never will have something like that...

Oh you mean how the texture is accurately on the surface of the car? How it wraps around the car perfectly? That's easily done by computers nowadays. It's not a problem at all. You only need the collision engine to know where and how you'll create the texture. From there, you can apply it to the car surface with little effort.
 
Oh you mean how the texture is accurately on the surface of the car? How it wraps around the car perfectly? That's easily done by computers nowadays. It's not a problem at all. You only need the collision engine to know where and how you'll create the texture. From there, you can apply it to the car surface with little effort.

I am not talking about the fact that it does, I am talking about how realistically it does. Not in that it sticks to the countours, but that it portrays what contact damage would look like in a real collision.

This would eithr require VERY complex and accurate collision models or pregenerated damage textures for general areas of the car.

Imagine that table cloth from your previous link. Now imagine a real table cloth was drenched in paint and dragged across a real table maybe with some plates, silverwear, a few boxes etc on it.

Now imagine an artist painting that. He would probably get it very accurate, the way the surfaces react and drag over each other.

Now reproduce it with that Autodesk model. You would get weird patches where the collision model didn't work like a real tabecloth would, areas a real table cloth would drape onto would be left strangely covered in the generated version. It just wouldn't look natural.

That's what I am talking about... the paint damage looks too natural and "right" to be done with rough models dragging over each other dynamically creating a trail of damage texture.
 
These are procedural scratch maps were talking about here. A procedural textures impact on cpu/memory is small. I wouldnt worry about it
 
These are procedural scratch maps were talking about here. A procedural textures impact on cpu/memory is small. I wouldnt worry about it

I am not sure what you are saying... a procedurally created texture takes just as much space to hold as any other texture, it only has the benefit of being created on demand rather than having to load every potentially needed texture into memory ahead of time.

Not really sure what a scratch map is...

And the point is that if you look at them they appear to natural to be procedurally created when the only data the system has to go by to create them is a rough collision detection model...

When you rub two low poly models together and draw something where they connect you get very unnatural looking results. What we are seeing does not look like it could be created by anything but a very highly detailed collision model or a predrawn texture.
 
That's the thing though... look at the texture damage pictures we have seen... the damage is very exact and looks too "right" to be done by roughly drawing damge in a general area. As I said before, it wraps the contours propery and traverses edges in a way real damage would occur. If you were just dragging rough representations of the cars shape over each other, the result would be far more crude.

I don't expect much precsision (due to the amount of processor power needed to pull off such precision) however the results we have already seen are not possible with very low precision. In fact they would be hard to pull off even with high precision collision models and they show a definite style that makes it pretty much impossible that they are the result of what you suggest is happening.

I think you are looking at it entirely from a programing perspective and ignoring or overlooking a lot of empiracal evidence on the subjects at hand.




It would be interesting to see a video documentary on the production of GT5 but we probably never will have something like that...

You are not making sense, that bit in bold does not go along with your idea that the scratches are pre drawn and actaully goes against it completely.
 
That's the thing though... look at the texture damage pictures we have seen... the damage is very exact and looks too "right" to be done by roughly drawing damge in a general area. As I said before, it wraps the contours propery and traverses edges in a way real damage would occur. If you were just dragging rough representations of the cars shape over each other, the result would be far more crude.

The only damage we've seen is from trailers. With teh WRX and I think focus cars being damaged. Problem with that is, those were not in-game screens. So we haven't really seen any real damage.
 
You are not making sense, that bit in bold does not go along with your idea that the scratches are pre drawn and actaully goes against it completely.

Well then it's not being clear.

We have all seen games where maybe tires leave ruts in mud or something drags along some wood or dirt and leaves a trail of damage right? And those are often pretty crude. You can tell that it's not the exact shape of what you are dragggin that was used to calculate what was left behind. Dragging over complex terrain leaves even more evidence of this as weird angles holidays are left.

Now look at a predrawn texture of damage to a surface. Everything is accounted for, it's drawn in good detail and nuances are maintained.

That's what I mean by the damage looks too "right". It looks drawn, details that are beyond the ability of calculations off rough collision boxes are present.

Look at this shot:

damage-2.JPG


You can tell the damage wasn't really done by truly procedural means, it was drawn on or applied by saying "something hit this area of the car, apply some damage". The scratches are too accurate to the body to be done by draggin some rough collision detectino boxes over each other and leaving a trail. It's not the best artwork but you can tell they are pre made textures to fit the countour of the car properly. Had that been done by dragging some rough collision detection boxes around it wouldn't have that artist rendition sort of look or style to it...

I don't know how to explain it...
 
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Well then it's not being clear.

We have all seen games where maybe tires leave ruts in mud or something drags along some wood or dirt and leaves a trail of damage right? And those are often pretty crude. You can tell that it's not the exact shape of what you are dragggin that was used to calculate what was left behind. Dragging over complex terrain leaves even more evidence of this as weird angles holidays are left.

Now look at a predrawn texture of damage to a surface. Everything is accounted for, it's drawn in good detail and nuances are maintained.

That's what I mean by the damage looks too "right". It looks drawn, details that are beyond the ability of calculations off rough collision boxes are present.

Look at this shot:

damage-2.JPG


You can tell the damage wasn't really done by truly procedural means, it was drawn on or applied by saying "something hit this area of the car, apply some damage". The scratches are too accurate to the body to be done by draggin some rough collision detectino boxes over each other and leaving a trail. It's not the best artwork but you can tell they are pre made textures to fit the countour of the car properly. Had that been done by dragging some rough collision detection boxes around it wouldn't have that artist rendition sort of look or style to it...

I don't know how to explain it...

You seem to be completely against the idea that collision detection can be accurate enough and I really don't understand your issue with scatches following the contours of the cars.
 
You seem to be completely against the idea that collision detection can be accurate enough and I really don't understand your issue with scatches following the contours of the cars.

Not that it can't be but that it is unfeasable to expect a level of collision detection accurate enough in this environment... you need collisino detection models of very high accuracy and poly count deforming along with the visible model. In a game with 16 high poly high detail vehicles on track at once pushing gobs of other advanced graphics tricks at 60fps (hoepfully) in 1080p... I just can't believe we can get anywhere near the level of complexity in the collision models calculating a every poly for every othre poly collision at once.

I am trying to think of games where you can go around deforming stuff live (I can see it in my head but can't nail down a game) and the result is always a rough approximation that doesn't have the level of refinement and accuracy you achieve by drawing a texture of the exact damage you want...

I know I am not helping my cause, but it's one of those things you know and understand in your head but how do you explain it to people who are seeing the problem from a different viewpoint (ie trying to explain to your boss why a certain method of coding won't produce the results he wants)...
 
Ummm just a guess but what about a punch in the face, not really I mean fight night 4 has some sort of detection regarding full on blows and glancing blows.

Don't know if I helped or hindered the cause.
 
It doesn't need to be a high poly collision model at all, you could have a very low poly collision model with some sort of scratch (could include other stuff like dirt) texture (initially blank) wrapped around both the collision model and the graphics model, in a collision find the low poly/polys involved and use barycentric coordinates to find what area of the scratch texture is affected and use some sort of algorithm possibly involving some transformed vector describing the direction the surfaces were travelling to apply some sort of visible scratch detail to the scratch texture which is already wrapped around the high poly graphics model.

That's only one thought but there are countless other possibilities.
 
It doesn't need to be a high poly collision model at all, you could have a very low poly collision model with some sort of scratch (could include other stuff like dirt) texture (initially blank) wrapped around both the collision model and the graphics model, in a collision find the low poly/polys involved and use barycentric coordinates to find what area of the scratch texture is affected and use some sort of algorithm possibly involving some transformed vector describing the direction the surfaces were travelling to apply some sort of visible scratch detail to the scratch texture which is already wrapped around the high poly graphics model.

That's only one thought but there are countless other possibilities.

Do you have any examples where this solution has been implimented? I am curious to see what the results would be like. Also am I understanding correctly that this essentially involves two layers of textures for the whole model, one pristine and one damaged, revealing the damaged as collisions occur?
 
Do you have any examples where this solution has been implimented? I am curious to see what the results would be like. Also am I understanding correctly that this essentially involves two layers of textures for the whole model, one pristine and one damaged, revealing the damaged as collisions occur?

Sorry, no examples.

Having a pristine and a damaged texture is one way but not really the best. It could be done with a completely blank texture over the usual texture of the car. Anything drawn onto that blank texture would then show up and that could be dirt and scratches or anything else you could think of and you could also give particular pixels of the texture certain properties that could be taken into account by the shaders so different materials like metals or plastics or glass could be affected in different ways.

I'm not saying that's how it's done but I don't see why it couldn't be done that way.

If you look near the end of this video, the car has a scrape along the door where it's gone along the barrier:

http://www.youtube.com/watch?v=TVTGAhnHviA

But in this clip the scrape on the car (or is it meant to look like a dent?) is quite different

http://www.youtube.com/watch?v=tZPj2fWO8mE
 
I am not talking about the fact that it does, I am talking about how realistically it does. Not in that it sticks to the countours, but that it portrays what contact damage would look like in a real collision.

This would eithr require VERY complex and accurate collision models or pregenerated damage textures for general areas of the car.

Imagine that table cloth from your previous link. Now imagine a real table cloth was drenched in paint and dragged across a real table maybe with some plates, silverwear, a few boxes etc on it.

Now imagine an artist painting that. He would probably get it very accurate, the way the surfaces react and drag over each other.

Now reproduce it with that Autodesk model. You would get weird patches where the collision model didn't work like a real tabecloth would, areas a real table cloth would drape onto would be left strangely covered in the generated version. It just wouldn't look natural.

That's what I am talking about... the paint damage looks too natural and "right" to be done with rough models dragging over each other dynamically creating a trail of damage texture.

You're overestimating the quality. It's looks good and convincing but not that good. Don't over-think it. These kinds of scrapes are used for years. They are not that impressive nor hard to pull off.
 
I've been playing a lot of GT4 lately in the last few days...6 lappers on numerous circuits including Nurburgring, Le Mans and Motegi Full Circuit using the Aston Martin DB9 and the old skool Alfa 155 TI '93. Love the feeling of those cars around those tracks...but I'm not worried about the handling.

It's the little things that pop-out, the fine details that make GT4 so good, many of which are more noticeable in replay mode. In my opinion GT4's replays are still absolutely best in class...so gracious, made with loving care and attention.

So, on to the point of this thread!

Playing the last few days made me realise many of those little things have yet to be confirmed or even seen. A little list below, reasons why GT4 is still an absolutely brilliant game to play and see:

- the topography of Nurburgring and Le Mans is immense in GT4...seeing the cars skitter over undulations is marvellous
- the colouration pops-out...the sunkissed green grass at Nurburgring and the sunset clear blue sky of Motegi looks amazing
- exhaust flames
- camera angles of replays...you can go three whole laps on any circuit without any repetition of replay angles

I find all this adds to the majesty of a GT4 replay. The fact all this pops-out when watching a replay makes viewing them pretty exciting but worryingly I've yet to see any evidence of any of this in GT5. Recent Nurburgring gameplay videos seem flat in comparison.

Topography is the most important aspect I'm worried about, though.

Am I being overly anxious about how GT5 may change the experience?

Dude, you haven´t even seen GT5..

Stop analyzing **** all the time and just sit back, relax and wait for the best driving game ever played on a console.
 
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