This is the same nonsense with the texture filtering issue on console : "but it's so cheap". Yet, most of the time console games don't have great texture filtering.
That typically shows more on one side than the other.
This is the same nonsense with the texture filtering issue on console : "but it's so cheap". Yet, most of the time console games don't have great texture filtering.
That typically shows more on one side than the other.
Clearly not... but it's not the subject of this thread.
Right, because the current pissing contest of image quality in car games shouldn't actually bother with talking about AF.
Lightmaps are cheap on everything, even on years-old mobile hardware.This is the same nonsense with the texture filtering issue on console : "but it's so cheap". Yet, most of the time console games don't have great texture filtering.
The obvious anwser is that nothing is cheap on console, everything is a matter of compromises.
You're not a developer, you only have an opinion based on nothing.
Dat "garbage" lighting
So I'm revising my assessment of the urban environment lighting, from "garbage" to "last-gen" with some garbage parts.
Super low-res lightmapping and even per-vertex lighting (wow) on main sections of the track
1. No argument, just denial. Ok.No, you don't know of what you are talking about as pointed out by Milk...
Yeah, much better in the competition... :
No but in GTS lighting clearly works better in every other surface including the light emited from those lights on the car.1. No argument, just denial. Ok.
2. I don't see per-vertex lighting in main areas of those tracks, do you? If so, please point them out.
I don't see per-vertex lighting in main areas of those tracks, do you? If so, please point them out.
Yes, that per-vertex lighting case was weird. Maybe some kind of bug or provisional thing... If this were the rule, we would have seen it more than just once.Also curiously per-vertex lighting doesnt seem to exist in this video
IndeedYes, that per-vertex lighting case was weird. Maybe some kind of bug or provisional thing... If this were the rule, we would have seen it more than just once.
Clearly not all tracks have this problem but it is there nonetheless. Other than that the track lighting doesn't seem fundamentally better than GT6's (and it's completely static) hence "last-gen".No but in GTS lighting clearly works better in every other surface including the light emited from those lights on the car.
And another peculiar thing is that in the image that shows the per-vertex lighting the right side of the walls exhibit smoother light emission on the wall. I have no idea what PD is doing with their rendering,
Also curiously per-vertex lighting doesnt seem to exist in this video
As previously stated, Forza's lighting sucks.Perhaps, but the overall rendering is still much better in Gran Turismo as explained by Nesh.
In other racing sims, the light doesn't even illuminate the tunnel and the reflections on cars are pretty bad.
(credit to Vspectra)
What is "fundamentally better"?Clearly not all tracks have this problem but it is there nonetheless. Other than that the track lighting doesn't seem fundamentally better than GT6's (and it's completely static) hence "last-gen".