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The big problem I have with it is that the trees, columns, etc. don't cast a shadow on the car. The road is practically black from the shadow but the car magically passes through it, unfazed. Even though the some of the spectators move a little, they still appear to be cardboard cut-outs. Certainly don't add anything to the scene. The colors and contrast of everything however is spot on. It could also stand to get some dust or particle effects when the car comes off the pavement, and leave tracks in the sand / skid marks on the road.
 
The big problem I have with it is that the trees, columns, etc. don't cast a shadow on the car. The road is practically black from the shadow but the car magically passes through it, unfazed. Even though the some of the spectators move a little, they still appear to be cardboard cut-outs. Certainly don't add anything to the scene. The colors and contrast of everything however is spot on. It could also stand to get some dust or particle effects when the car comes off the pavement, and leave tracks in the sand / skid marks on the road.

You know, it is just GT4 with a spit-shine. It's not meant to be GT5.
 
The big problem I have with it is that the trees, columns, etc. don't cast a shadow on the car. The road is practically black from the shadow but the car magically passes through it, unfazed. Even though the some of the spectators move a little, they still appear to be cardboard cut-outs. Certainly don't add anything to the scene. The colors and contrast of everything however is spot on. It could also stand to get some dust or particle effects when the car comes off the pavement, and leave tracks in the sand / skid marks on the road.

Yeah, well.. I somehow believe PD is aware of all of that. And somehow I think they are going to add all of that and a whole lot more before the game ships.;)
 
While it looks good now (and amazing in replay mode), it still has some ways to go according to PD. The lighting still isnt done if you can see when he goes under the tunnel...no shadows are layed on the car, damage isnt in, weather effects have yet to be seen, still placeholders etc. It looks good now, but I can't wait to see how it looks next summer, and more importantly in GT5.

That said, the amount of detail in the cars right now is pretty crazy. Ditto on the flags on the course as well.
 
The environment and environment shadows are obviously "in work" but the car detail is really nice. Worth watching twice just to enjoy the car :cool:
 
The environment and environment shadows are obviously "in work" but the car detail is really nice. Worth watching twice just to enjoy the car :cool:

Yeah pretty much, for what it's worth I'm pretty sure they added self shadowing on the car since TGS IIRC, so its proof they are still improving on the lighting. Check the TGS videos, and look at the current video and you can really see a difference.
 
Interesting. So the environments have pre-baked lighting like the PS2 days again? And they're still using highres 2D bitmaps for the backgrounds? Looks pretty decent although there appears to be some nasty aliasing going on which I would've hoped 1080p would help to alleviate.
 
Interesting. So the environments have pre-baked lighting like the PS2 days again? And they're still using highres 2D bitmaps for the backgrounds?
I'd say they're the best solutions. If you environment lighting isn't dynamic, there's no point calculating it per frame and you can just 'burn it on' when creating the environments. Similarly the best way to get detailed backdrops at a virtual infinite distance away is to use photo backdrops. The amount of resources you'd need to model and light and shader realistic mountains is plenty that you could spend on the nearer detail (cars!) and wouldn't look as good as the real thing either.

In a GT track racer I think these are the right choices to make on the whole.
 
True, but then again having dynamic effects, moving cloudes with shades, wind in the trees and so on, could also give a very dramatic effect. I think GT isn't ready for it yet - they always start doing stuff as soon as they can do it realistically.

I'm still not convinced that photo backdrops are used here anywhere, though!
 
It's disgusting how PD is making the same game with new graphics for ten years now.:devilish: At least they shouldn't say "true driving simulator" about this game (like presenter did in teh video above).

Thank god there's something like GTR2.:rolleyes:

BTW why trees don't cast shadows on cars? DOn't tell that shadows they cast on the road is a modified road texture.
 
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Those mountains are definitely 2D.
They're limited 3D. It's possible to make out jaggie edges of overlapping polys what wouldn't be present in a straight photo. They're simple models with a photo mapped onto them

I'm still not convinced that photo backdrops are used here anywhere, though!
It's what I called a 3D photo backdrop. The detail is a photo painted on, rather than modelled into the mesh, lit, and shaded.
 
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