Gran Turismo Sport [PS4]

Gameplay-camera replays are 60fps just like during actual gameplay. The wide swooping replay camera angles with the added motion blur and DoF target 60fps on PS4Pro and 30fps on PS4. The cinematic camera angles have a pretty wide field of view and can sit high up so it is rendering more on screen, plus with the per object motion blur and depth of field effects that will be more demanding to warrant the framerate cut in half on regular PS4.

Comparing gameplay to replay of the same section of the track, there aren't really any graphical improvements in replay mode.

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It does help with the imagination a bit more than a still photo. It also helps show where the team is thinking in terms of tech for the next go around. Not critical, no. But maybe almost a preview of the next gen version.
Well, GT6's replays already had bokeh DOF and motion blur so I wouldn't expect too much from PS5's GT. Maybe dynamic shadows from environmental sources or night/day transitions or weather will come back. Maybe...
 
The only con I found in the video was this:

View attachment 2164

Ugly noticeable pattern. And nope, it won't go away no matter how much AO or beveling PD may put in their game.


maybe when PS5 comes out. Realistic night shadows is a long absent feature in car's games and to me it is one of the features I miss the most. I remember how I found night shadows odd in Forza 1 back in the day, nocturnal racing was okay then, on the original Xbox, but things like lamppost's shadows were inexistent and shadows were so static overall.

There is always something missing in night racing, that's obviously a lot about the absence of dynamic shadows, I think. Imagine a racing game with Doom 3 shadows.

Not GT related, but Lotus is going to be revived. And that's good new 'cos I am never going to be able to buy their cars, but I always liked their design.

http://www.msn.com/en-gb/money/comp...armaker/ar-AAr4nju?li=AAmiR2Z&ocid=spartanntp
 
maybe when PS5 comes out. Realistic night shadows is a long absent feature in car's games and to me it is one of the features I miss the most. I remember how I found night shadows odd in Forza 1 back in the day, nocturnal racing was okay then, on the original Xbox, but things like lamppost's shadows were inexistent and shadows were so static overall.

Well, IMO, the obvious problem here are neither the shadows nor the lighting per se, but the grass pattern. :)
 
Well, IMO, the obvious problem here are neither the shadows nor the lighting per se, but the grass pattern. :)
aaaah ok sorry, I was kinda replying to your post but also some previous posts... are you sure it is grass or an issue with the grass pattern? They could well be clods, lumps of earth..

It that's the intention it looks okay, only a bit convoluted as if a boar did his job at night. :)
 
aaaah ok sorry, I was kinda replying to your post but also some previous posts... are you sure it is grass or an issue with the grass pattern? They could well be clods, lumps of earth..

It that's the intention it looks okay, only a bit convoluted as if a boar did his job at night. :)
Hahaha! :D

Well, maybe not the grass "blades", I'm referring to that soil/grass/whatever surface, where a little texture/relief? is repeated and you can see the pattern.
 
maybe when PS5 comes out. Realistic night shadows is a long absent feature in car's games and to me it is one of the features I miss the most. I remember how I found night shadows odd in Forza 1 back in the day, nocturnal racing was okay then, on the original Xbox, but things like lamppost's shadows were inexistent and shadows were so static overall.

There is always something missing in night racing, that's obviously a lot about the absence of dynamic shadows, I think. Imagine a racing game with Doom 3 shadows.

Not GT related, but Lotus is going to be revived. And that's good new 'cos I am never going to be able to buy their cars, but I always liked their design.

http://www.msn.com/en-gb/money/comp...armaker/ar-AAr4nju?li=AAmiR2Z&ocid=spartanntp
I love lotus. Thanks for sharing.
 
I tried the game today at Comicon. They were runnning it on Pro, 4k HDR TV.
It looked much better in real life. I tried both notmal and VR. The VR was running on a standard PS4.

The VR output to spectators showed noticeable downgrade on the standard PS4. But actually wearing the VR headset and playing was a totally different experience. The brain wasnt giving much attention to the downgrade. The immersion from 3D and head tracking compensated for that in the brain. The experience was amazing, VR is how racing games should be played. It totally changed the gameplay experience.
The only awkward moment with VR was the fact that I was holding a controller and my brain was sometimes confused seeing hands holding a steering wheel and movig independently from what I was actually doing.
There were some sudden instances where I was feeling dizzy during some turns. Not sure what was causing it but overall VR was an awesome experience.

The normal mode actually looked better in real life than the youtube videos. Even the Tokyo track looked a lot better. Colors gave the impression that were a bit over saturatd with HDR during complete daylight events. Next to GTS they were running Uncharted Lost Legacy and Everyobody's Gold on SDR modes and the colors looked very unsaturated and muddy in comparision though. The lighting was in general spectacular. The other time of day events looked spectacular though as the saturation from the daylight wasnt so much in your face.

I liked what I saw and played. The game offered different control modes including motion steering etc as well as different modes for driving (i.e expert mode zero assists). I think the simulation/physics area of the game was greatly improved.
 
I tried the game today at Comicon. They were runnning it on Pro, 4k HDR TV.
It looked much better in real life. I tried both notmal and VR. The VR was running on a standard PS4.
The normal mode actually looked better in real life than the youtube videos. Even the Tokyo track looked a lot better. Colors gave the impression that were a bit over saturatd with HDR during complete daylight events. Next to GTS they were running Uncharted Lost Legacy and Everyobody's Gold on SDR modes and the colors looked very unsaturated and muddy in comparision though. The lighting was in general spectacular. The other time of day events looked spectacular though as the saturation from the daylight wasnt so much in your face.
Could be a combination of Wide Color Gamut and HDR that gives you those saturated colors:), last time I saw that HDR demo at my local store I was blown away and thought it's ridiculously better than all the YT footage.
 
I tried the game today at Comicon. They were runnning it on Pro, 4k HDR TV.
It looked much better in real life. I tried both notmal and VR. The VR was running on a standard PS4.

The VR output to spectators showed noticeable downgrade on the standard PS4. But actually wearing the VR headset and playing was a totally different experience. The brain wasnt giving much attention to the downgrade. The immersion from 3D and head tracking compensated for that in the brain. The experience was amazing, VR is how racing games should be played.
I can understand your amazement for something you've experienced for the first time. But I'm against people who are trying to make "laws" like that.(Blame me if i'm misunderstanding ya) Why should it be played in VR?
Thats like people who say racing games should be played with wheels. Well they may not be wrong if your goal is to become a real race driver but we're still talking about videogames here. I have no interest in a wheel or VR because while it may help to be a step ClosER to reality it'll never be the actual thing, no matter how accurate the ingame physics are. There are no G forces, no accurate vibrations (other than the ones on the controller) no sun that you should not ever look into. And such a setup will not be in the average living room.
I view videogames for what they are just because I do it, doesn't mean others should.
 
^I get your point and I somehow agree. However, I don't think @Nesh was trying to make a law out of that. I only think he was amazed at that new experience, so to speak, so he was speaking out of his emotions. :D
 
I can understand your amazement for something you've experienced for the first time. But I'm against people who are trying to make "laws" like that.(Blame me if i'm misunderstanding ya) Why should it be played in VR?
Thats like people who say racing games should be played with wheels. Well they may not be wrong if your goal is to become a real race driver but we're still talking about videogames here. I have no interest in a wheel or VR because while it may help to be a step ClosER to reality it'll never be the actual thing, no matter how accurate the ingame physics are. There are no G forces, no accurate vibrations (other than the ones on the controller) no sun that you should not ever look into. And such a setup will not be in the average living room.
I view videogames for what they are just because I do it, doesn't mean others should.
some real life pretty decent drivers started using Gran Turismo and then their finely honed skills translated into the real life well.

People usually play games like GT to stay as close as possible to real life, whether the game delivers or not is an entirely different matter, and if you feel it is more realistic, as if you are there using VR..
 
^I get your point and I somehow agree. However, I don't think @Nesh was trying to make a law out of that. I only think he was amazed at that new experience, so to speak, so he was speaking out of his emotions. :D
I had the decision to take it as a law or not. I did it but that doesn't mean that this was the meaning of his post.
It just reminded me of people who keep bringing up the "controllers aren't for racing games" arguments. These people are serious about it. sad but true. To each his own, most games are meant to be enjoyed in different ways.
 
Could be a combination of Wide Color Gamut and HDR that gives you those saturated colors:), last time I saw that HDR demo at my local store I was blown away and thought it's ridiculously better than all the YT footage.
Most likely. The image overall was vibrant and more alive compared to SDR. In general it did work awesome most of the time.
I can understand your amazement for something you've experienced for the first time. But I'm against people who are trying to make "laws" like that.(Blame me if i'm misunderstanding ya) Why should it be played in VR?
Thats like people who say racing games should be played with wheels. Well they may not be wrong if your goal is to become a real race driver but we're still talking about videogames here. I have no interest in a wheel or VR because while it may help to be a step ClosER to reality it'll never be the actual thing, no matter how accurate the ingame physics are. There are no G forces, no accurate vibrations (other than the ones on the controller) no sun that you should not ever look into. And such a setup will not be in the average living room.
I view videogames for what they are just because I do it, doesn't mean others should.
I wasnt implying it as a law. But it does add greately to the experience. If you are looking for a the highest immersion, VR+Wheel is a great combination. Yes you cant reach reality but it is the closest you can get. It also helps the gameplay/fun factor too.
 
maybe when PS5 comes out. Realistic night shadows is a long absent feature in car's games and to me it is one of the features I miss the most. I remember how I found night shadows odd in Forza 1 back in the day, nocturnal racing was okay then, on the original Xbox, but things like lamppost's shadows were inexistent and shadows were so static overall.

There is always something missing in night racing, that's obviously a lot about the absence of dynamic shadows, I think. Imagine a racing game with Doom 3 shadows.
But the PS3 games had them. It's not really about console power but the trade-offs the developers choose to make.
 
I'll concede that GTS can look more realistic in some scenes than DC probably due to using photoscanned textures and captured IBL probes plus a better HDR model. Still technologically I think it's a dissapointment. HDR-wise GT6 was already there except for doing things in gamma space instead of linear, plus lower res buffers for the post-processing. On the other hand a major regression in GTS is the complete lack of dynamic shadows from environmental lights other than the sun. In GT5 and 6 cars casted shadows from all lamp posts and tunnel lights. In GTS there's nothing which results in very flat interior lighting:


They've implemented the dynamic cascading car shadows from lamp posts and tunnel lights in a recent build.

 
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