I want to know if I'm actually going to get a current-gen version of Laguna Seca, or if it's just going to be the GT4 model with HD lighting again.
There will be a demo (GT Academy style) on July 2nd.
http://www.gran-turismo.com/us/news/00_3812785.html
Nice.
Time to bust out the wheel again.
I haven't touched a racing game for over a year... I have a feeling my rust is going to show for the first few dozen laps.See you on the track ...
Look forward to this one. From the videos I've seen so far I couldn't really see an improvement to the car's looks except in closeups on the sides, and I'm wondering if there also have been some downsides. But I'm really interested to see the tesselation in action - it will be one of the first console titles I know of to use the technology in any significant way. I'm also hoping this will significantly increase their modelling speed and efficiency, and make it easier for them to get their older car models look better with relatively little effort. And of course the same goes for their PS4 outing.
But of course first and foremost I'm also interested in the new physics, and how they feel when I'm playing the game with my own old trusty DF Pro.
I haven't touched a racing game for over a year... I have a feeling my rust is going to show for the first few dozen laps.
Anxious to see the improvements too, but I wonder how representative this will be of the final game. I'm not expecting a big leap visually. I'm sure the physics will be great. PD have said that the sounds were placeholders at E3 so I wonder if we'll hear the same sounds on this demo.
GTP: So we will see some changes in that area?
KY: “Actually, we are doing research right now to generate the sounds in a completely different way. I’m not sure if it is actually going to make it into GT6 in time yet, but we’ll have to see.”
GTP: The artificial intelligence of the other drivers, will that see any changes or improvements in GT6?
KY: “Like the sounds, that is something that we’re rebuilding for GT6. It won’t be the same as GT5.
“In addition to the things we’ve already announced, like the new rendering engine, the new physics, suspension, and handling modeling, the AI and the sound simulation is something that we are working on.
“As with pretty much everything in the game, we are going back to the basics and rebuilding it. We don’t know when the results of all that effort will come out yet, but of course, it’s not going to be the same as GT5.
“I know there were some rumors that the sound for GT wasn’t recorded with the engine under load. That was actually true until GT4 was produced, but for GT5 all of the sounds that we’ve taken were from cars that were on a dynamometer and placed under load.
“That’s not the whole of the problem, though, and obviously that’s not good enough for GT6 and for the future. We’ve been working on a new system for generating sounds for a few years now, we just haven’t made that breakthrough yet, and we’re still working. That’s what we’re aiming for – to make that breakthrough – so that we have something of a high quality to show.
“In terms of physics we were able to show that, but for sound simulation, not yet.”
GTP: Will time-of-day changes be available on all tracks in GT6, or will this only apply to new tracks in the game?
KY: “On Silverstone and Willow Springs, you can see they have time changes. They will be compatible with weather as well. Whether or not that will be applied to all tracks in GT6 hasn’t been decided yet.
“The issue is that if you set a certain time and set certain weather conditions, and build it to those conditions, you get a better quality result.
“However, when we do weather simulations or atmospheric simulations, if we can get it right, it’s going to raise the overall quality of the actual track beyond having it in a fixed condition where things are always going to be the same.
“That’s what we are aiming for and that’s the breakthrough we want to make, but it’s something else that we still don’t know if it will make it in time for GT6.
“We still haven’t given up on that dream of making a breakthrough, and that’s why Silverstone and Willow Springs have changing weather and changing time, as you saw on the show floor.”
That type of talk would have gotten even Kazunori lynched a few years ago.The PS3 was a combination of a poor GPU with an SPU that’s really fast if you use it right. It’s not a very well-balanced machine. It’s hard to use the hardware properly. That’s one reason why it took us five years to develop GT5. Using the SPU properly, though, that in itself is really interesting. On the PS3, in the demo, we showed the adaptive tessellation. That’s the kind of technology that you normally wouldn’t be able to do unless you were on the PS4-generation of machines. When you optimize the use of the SPU properly, you can do that even on the PS3.
Some other good stuff, but I thought those 2 things were funny highlights.When the [PlayStation 2] came out, one unique characteristic of that system was that the screen fill rate was very fast. Even looking back now, it’s very fast. In some cases, it’s faster than the PS3. There, we were able to use a lot of textures. It was able to do that read-modify-write, where it reads the screen, you take the screenshot, and you modify it and send it back. It could do that very quickly.
I don’t know if anybody remembers, but when the PS2 first came out, the first thing I did on that was a demo for the announcement. I showed a demo of GT3 that showed the Seattle course at sunset with the heat rising off the ground and shimmering. You can’t re-create that heat haze effect on the PS3 because the read-modify-write just isn’t as fast as when we were using the PS2. There are things like that. Another reason is because of the transition to full HD.
1080p shots - http://minus.com/mb22hwbjiRilgG
720p shots - http://jurass.minus.com/mJu6odRgMvhvp
Shadowing system is calculated on SPUs probably, look at this
Those shadows in motion http://gyazo.com/422209879cc62eddfc6333290a41a3fd
http://i.minus.com/iIaqmA8p83gIr.gif
They've kept particles lighting, but new shadowing system produce strange artifacts
http://i.minus.com/iyiyVcdQtZ9XZ.gif