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#51 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Oooh if only PR had to eat my shoe whenever they said something silly.
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#52 |
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Regular
Join Date: Jun 2004
Posts: 6,935
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#53 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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No one said the shoe had to start out as new.
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The bigger concern I would think would be RAM.
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#54 | |
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Regular
Join Date: Jun 2004
Posts: 6,935
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Quote:
Or they could just use Lionhead's Mega Mesh, because it lets you display billions of polygons in-game Disclaimer: Mega Mesh does not allow you to display billions of polygons in-game. |
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#55 | |
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Senior Member
Join Date: Dec 2009
Location: netherlands
Posts: 1,458
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Turn10 and Lionhead are sharing tech, forza4 to render a billion polygons a car all in realtime. |
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#56 |
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Member
Join Date: Jun 2008
Posts: 735
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Who knows, maybe they learnt a thing or two from Bungie's impostor tech.
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#57 |
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Member
Join Date: Jul 2007
Location: Thornaby
Posts: 876
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#58 |
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Member
Join Date: Jun 2008
Posts: 735
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#59 | |
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Senior Member
Join Date: Sep 2005
Posts: 1,181
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Quote:
In 3D video rendering a lighting system has to work across a range of situations. The specific contrast/saturation choices you made for this particular image may not work for another image. In fact, you can try this experiment. 1. Record all changes (steps, variables and parameters) you made to this image. 2. Publish what exact steps you made. 3. Select 3 other images from Forza 3 with different setting (location, lighting, objects, etc) 4. Apply the changes to those images using exact same steps, variables and parameters. 5. Publish before and after for all images for us to see. |
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#60 |
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Senior Member
Join Date: Sep 2005
Posts: 1,181
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#61 | ||
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Senior Member
Join Date: Sep 2009
Posts: 1,958
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Quote:
RAM is an issue, but if GT5 can fit 16 cars in memory along with a 1080plite 2xMSAA framebuffer, keeping in mind the memory advantage the 360 has Forza should have no problem doing the same at 720p 2xMSAA Quote:
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#62 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Perhaps, but one problem is that we don't know what the memory layout was for Forza 3 or how streaming factored into the buffers for level loading. Blindly comparing one game to another on a different system isn't going to help. You haven't even considered the differences in environment detail or impacts on streaming, both of which will have been approached quite differently between platforms, not to mention being different developers altogether. Car asset quality is another variable that just muddies the comparison further and needlessly. Have you considered different RAM allocations for individual car textures, models and LODs? There's obviously a difference between Forza and GT assets. Custom textures/decals? Differences in sound files?
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#63 | |
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Senior Member
Join Date: Sep 2009
Posts: 1,958
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Quote:
With car asset quality, GT5s gameplay LOD models are higher poly that F3s (40-50k from the polygon thread). They already are using 6 LOD models per car for F3 ranging from 2500 - 170,000+ (for the showroom/photomode models). And even LOD0 is loaded in RAM for the pre race animation. So it would seem that GT5 is using more memory for car models. But perhaps the decals even out the memory usage?. But it does seem that GT5 would have a harder time running with 16 cars, with less available RAM and higher polycounts per car. However, perhaps tiling causes problems for 360 racers as essentially you have to process any geometry bisected by a tile twice, correct? Which would happen quite often in a racing game Last edited by (((interference))); 08-Apr-2011 at 10:09. |
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#64 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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So why exactly are we comparing the two? There's clearly already a difference in art focus, so just comparing # of cars & memory becomes dubious.
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#65 | |
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Senior Member
Join Date: Sep 2009
Posts: 1,958
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Quote:
I'm just saying that if GT5 can have 16 cars in game with more triangles per car and running at higher resolutions then Forza should be able to do the same given the memory and geometry processing advantages of the 360. Does that not make sense? |
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#66 | |
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Regular
Join Date: Oct 2005
Posts: 6,673
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Quote:
What does PS3 have or GT do that prevent the 360 from rendering 16 cars in F4? Especially when GT5 also targeted higher resolution, AA and other effetcs which made 16 cars on track even harder to implement than a 720p 2xMSAA racing game?? |
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#67 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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The point is that you folks don't know what Turn 10's RAM budget was for Forza 3. You're basically saying that they left around free RAM for 8 extra cars. So of course they can just add double the number of cars because some other game could do it on a different system, right? It's a leap in logic with no true correlation even if the individual arguments are logically sound given what we know about the PS3.
Yes, the PS3 has an inherent memory disadvantage. Yes, the PS3 doesn't have the edram framebuffer memory savings. Yes, the cars in Forza 3 aren't as high poly as the premium cars in GT5. Yes, the environments in Forza 3 are higher fidelity than those in GT5. Engine differences? That doesn't mean much if Turn10 was already close to using all the memory in Forza 3 for other aspects of the engine. Just simply saying, well, GT5 could be done with 16 cars, IF you ignore all the other differences in the engine and features, then they are DIRECTLY comparable and thus Turn10 should be able to jack up the number of cars very easily! Is any of that making sense to you? What point is there again in bringing up GT5? :s Quote:
Focusing on environments vs car fidelity. ------------- Anyways, I'm done trying to argue why it's a bit of a naive comparison. The only decent comparison ought to be FM3 -> FM4 evolution, if only because it's the same developers and the same system.
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Last edited by AlStrong; 08-Apr-2011 at 15:18. Reason: language... |
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#68 |
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Regular
Join Date: Oct 2005
Posts: 6,673
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Dont kill me!!!!
Well you may know better. You ve got a point |
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#69 |
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Member
Join Date: Dec 2006
Location: France
Posts: 671
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If I'm remember well, 16 cars in GT5 it's on some tracks and with a few premiums cars? At least on launch, don't retouch it after.
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#70 |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,659
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Well remember that F3 was a consistently 60fps game, GT5 is "sort of" a 60fps game, it tears and drops frame rate frequently even when it's just standard cars on screen. So comparing the two isn't so simple. If F4 wants to go with variable frame rate like GT5 does then it's much easier to do what you are asking for, but if their priority is to have F4 be consistently at 60fps like F3 was then it will be more of a challenge.
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#71 | |
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Member
Join Date: Aug 2009
Posts: 837
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Quote:
I dont get hate for GT 5 tracks. Yup some are ugly [Deep Forest or Laguna Seca], but Nurburgring, Madrit, London or Suzuka are just beautiful, especially 24h version of Nurburgring with all tents, people, flags and cars. |
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#72 | |
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Senior Member
Join Date: Sep 2002
Posts: 3,919
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Quote:
Maybe itīs got nothing todo with just memory limits but also simple CPU power? GT5 was obviously created 100% with the PS3 as target so it should be able to get the best out of itīs architecture (and of course not be able to get around itīs weakness)
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#73 | |
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Foo Fighter
Join Date: Dec 2004
Posts: 1,493
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Quote:
I really hope that they are making sure to put as much focus in improving the quality of their simulation as they are to adding features and polishing the graphics. If they are class-leading in their real physics/fake physics ratio I can forgive deficiencies in other areas. Edit: And they need more wheel options, too. I actually don't mind the MS wheel itself, but the pedals are horrible.
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#74 | |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,341
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Quote:
Lessons learned, new techniques implemented, changes in the pipeline, etc. give a far more interesting view of how a series evolves. |
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#75 | |
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Member
Join Date: Jun 2008
Posts: 735
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Quote:
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