Gran Turismo Sport [PS4]

Mhh, can't edit my post. Better example shots:

GT-Sport-TokyoExpressway_East_1455.jpg

GT-Sport-TokyoExpressway_Center_1650_02.jpg

GT-Sport-TokyoExpressway_Center_1650_01.jpg


Yep, Blinn-Phong.
 
...
In the same thread; from best graphics ever, can't tell from real to complete garbage.

It's hard to take the console forum seriously when we do this.
 
Even when compared to an overcast picture the shading manages to look flatter.
Looks great to me considering what it should be on that environment.
Sometimes what we think its ugly graphics, it is a dull setting, and there isn't much the dev can do about it, unless he starts adding unnecessary stylistic effects (like lens flares), hues, filters, post processing effects etd that dont really fit into the game's realistic art direction.

The again another look into that particular picture makes me wonder if it is the lack of AO and self shadows on the buildings (although some at the very far back do have self shadowing).
Yes some AO and shadows would have helped.
Perhaps they are trying to sve resources or forgot to add that in
 
This has nothing to do with the setting. Those buildings would look bad even on a an early PS3 game. Extremely low poly and no occlusion for direct nor ambient lighting. Not even baked AO. As good as the cars and the HDR lighting look, those environments are mediocre at best.
 
Price to pay for a 60 fps game, if you're hoping to see buildings as detailed as DriveClub's or NFS's in a 60 fps racer then wait for next gen.
 
This has nothing to do with the setting. Those buildings would look bad even on a an early PS3 game. Extremely low poly and no occlusion for direct nor ambient lighting. Not even baked AO. As good as the cars and the HDR lighting look, those environments are mediocre at best.
Although I would agree about AO and such, your comment about "low poly" doesnt make sense. Buildings are simple shapes. Why waste polygon budget that wont make a difference?
 
I'd say one content area where GT Sport is > Other racing games that don't focus on a particular Motor sport are the rally circuits?

they are longer than typical rallycross and seem unique. Also I always respected the fantasy circuits PD does.
 
Price to pay for a 60 fps game, if you're hoping to see buildings as detailed as DriveClub's or NFS's in a 60 fps racer then wait for next gen.
This game doesn't have a dynamic TOD or weather. Simple occlusion can be easily baked. This is just the developers doing their bare minimum with the environments.

Although I would agree about AO and such, your comment about "low poly" doesnt make sense. Buildings are simple shapes. Why waste polygon budget that wont make a difference?
Since their low polygonal level makes them look totally fake I think it would be worth to improve on them. Basic beveling would go a long way in enhancing their realism.
 
This game doesn't have a dynamic TOD or weather. Simple occlusion can be easily baked. This is just the developers doing their bare minimum with the environments.
Dynamic TOD or weather could be easily added via a patch and then some. Racing games theses days are all about ongoing patches.
 
Since their low polygonal level makes them look totally fake I think it would be worth to improve on them. Basic beveling would go a long way in enhancing their realism.
It is not the polys that make them fake. Buildings have simple geometry. Adding more polygons would barely do any difference.
 
Perfect hard edges don't exist in the real world. Simple beveling eliminates them, massively enhancing realism:

lOQbkjB.png


Add basic AO on top of that and the problem is solved.

https://blender.stackexchange.com/q...sharp-geometric-3d-models-look-more-realistic
That suggestion would barely make a difference to even consider it.
You are talking about buildings far away that are constantly in motion and barely have the same importance as the cars, road and nearby objects. AO and shadows are a better resource investment.
 
That suggestion would barely make a difference to even consider it.
You are talking about buildings far away that are constantly in motion and barely have the same importance as the cars, road and nearby objects. AO and shadows are a better resource investment.
There's this thing called LOD...
 
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