Funny post at Gaf, summarizing many people disillusionment with the T10 PR.
http://www.neogaf.com/forum/showpost.php?p=17763670&postcount=2305
It may not be the better looking racing game, but it definitly looks really good, and i'm happy with what i'm seeing, plus a great gameplay, can't wiat to get the final game.
http://img264.imageshack.us/img264/9142/dscf3625j.jpg
http://img97.imageshack.us/img97/8940/dscf3626.jpg
http://img97.imageshack.us/img97/9688/dscf3627b.jpg
http://img178.imageshack.us/img178/2086/dscf3628.jpg
http://img136.imageshack.us/img136/5592/dscf3629.jpg
http://img98.imageshack.us/img98/3302/dscf3630.jpg
http://img136.imageshack.us/img136/417/dscf3631.jpg
http://img98.imageshack.us/img98/3651/dscf3632.jpg
http://img264.imageshack.us/img264/1664/dscf3633h.jpg
http://img16.imageshack.us/img16/7785/dscf3623d.jpg
http://img59.imageshack.us/img59/479/dscf3624.jpg
Yea, I definitely noted the lack of reflections in certain lighting conditions that make the cars look like plastic.
But there is still the issue of the low poly models they're using for replays/ gameplay. The fact that the showroom/pre race models are so good only highlights the disparity betweem the two sets of models.
Btw does anyone think the mountains in the demo track use tesselation? They are really detailed, possibly the best looking element of the demo.
mountains geometry might be simple, but the great textures make them look really good.
in game car models must be lower poly than replay ones(or at least for AI controlled cars), if not, then why would the replay be 30fps ?
i haven't got the slightest clue why it's 30 fps without the cars receiving any sort of increase.....makes no sense. if the cars aren't double in replays then it should be playing 60 fps.
Motion blur and depth of field. They're expensive, particularly on the 360.
Motion blur and depth of field. They're expensive, particularly on the 360.
"The E3 batch was taken back in early May, and given how the development process works, the game is improving just about daily, so the bottomline is that these screenshots are from a work-in-progress. Naturally, the game will actually look better by the time it comes out later this fall. The reason why you might have mistaken these screenshots as faked, touched-up, or embellished art is because Forza 3 is an exceedingly gorgeous game."
a key comment that i hope will play an essential roll in the cars receiving an increase in polys for the final build........i hope it's true, and i hope someone talked to turn10 about that.:smile:
Maybe also increased FOV, no?
any know if Need for speed shift has similar polygon scaling in it's modes?
Same in all modes on PC.
got any pics to confirm it?
I'm surprised no one else has mentioned this, imo the game does feel a little more 'arcade' even with all the driving aids off. You can floor the GT3 in 1st from a stand still and it won't spin!?
Nope but rims and curves are same on car selection screen and ingame. I assume "hidden" detail is same to (tire flexing mesh, deformation and loose car parts). I'll look into it more when I can test it.
Btw didn't think of it before but if damage is dynamic in Forza 3 then that would up poly count as the parts needs more polygons for parts that are going to deform. But if it swaps then no. AFAIK Shift and GRID has dynamic deformation.
EDIT: GRID has higher LOD car for selection screen and replays, about 2-2.5x polygon amount IIRC. First thing I fixed with the game for myself (highest LOD car in all places)!
Ok i checked out GRID......it's been a while for me.:smile:
the cockpit mode in GRID is without a shadow of a doubt lesser than Forza3's.
and the reflections on the car that i was driving (nissan 350z) the reflection in grid's cars seem pretty lowrez and they had a lot more bends in it which means the polys are pretty low.
car damage in GRID still seems better though, and GRID seem to have a little bit better glare on the paint jobs. (NPC cars in GRID are lesser polygons than yours in both ingame and replays)
Motion blur and depth of field. They're expensive, particularly on the 360.
Maybe also increased FOV, no?
Yep and your car skips a LOD "lod_cap_0" but it is avaiblable for short range in replay. Originally it has a value of 99 hence it is skipped. Well I cant comment much as I have it modded so all cars highest LOD and no LODing.
I have some screenshots I took some time ago for Shift and GRID. Cars are on both. Both still suffer from visible edges upclose and such like F3 and GT5 but the degree varies. About damage i think it boils down to GRID being arcady and like arcady games it seems they have more freedom regarding damages. Atleast it is funny to know Shift is built on a heavy duty sim engine (PGR2+).
Shift
http://img80.imageshack.us/img80/1033/shiftpc8.jpg
http://img406.imageshack.us/img406/4679/shiftpc7.jpg
http://img117.imageshack.us/img117/8625/shiftpc4.jpg
GRID highest LOD.
http://img32.imageshack.us/img32/8497/gridpc2.jpg
http://img87.imageshack.us/img87/7333/gridpc1.jpg
http://img35.imageshack.us/img35/7333/gridpc1.jpg
I'll take some GRID wheels shots, wait a moment. Btw what car?
yeah GRID's arcady, but i love it's action packed Replay mode, all i did was crash into a wall and it looked so unbelievably dramatic. frankly i have to say i'm impressed with NF shift, those shots looked interesting.
nissan 350z.