GT4 VS REALITY

McFly

Veteran
Have a look at this scans:

gt4-8.jpg

gt4-9.jpg

gt4-10.jpg


Damn impressive! The light and colors are so well selected, it's amazing.

Fredi
 
Wooohoo! The track/environment got a slice of the poly budget! That alone puts it above PGR2 is my book!
 
yeah, ive seen this, but the best improvement are real-time reflections and animated hi-poly spectators and crew pits.
 
i think that polyphony are using Nurbs because the cars have only 4,000 polys while cars in wrc2 have 20,000 polys and look worse.
 
friedsnake said:
i think that polyphony are using Nurbs because the cars have only 4,000 polys while cars in wrc2 have 20,000 polys and look worse.

they could be but beyond a certain point which you stop noticeing. oh and good designa nd art implementation have a hand in this as well 8)
 
notAFanB said:
friedsnake said:
i think that polyphony are using Nurbs because the cars have only 4,000 polys while cars in wrc2 have 20,000 polys and look worse.

they could be but beyond a certain point which you stop noticeing. oh and good designa nd art implementation have a hand in this as well 8)

yeah, cars are incredible, but from what ive seen, pgr2 has better looking enviroments...although pgr2 doesnt look realistic.
 
I'm especially impressed by the very smooth turns (Look at the LagunaSeca pic as an example)

Just imagine what this team will do with the PS3. :oops:

Fredi
 
McFly said:
I'm especially impressed by the very smooth turns (Look at the LagunaSeca pic as an example)

Just imagine what this team will do with the PS3. :oops:

Fredi

I don't have to imagine, I just take a walk outside :p
 
marconelly! said:
The really funny thing is:

Sky in GT4 screens > sky in real photos

sky is not real-time, there are only flat 2d photos, look at grand canyon screens, there is no way any console could render the enviroment that is far behind.
 
friedsnake said:
marconelly! said:
The really funny thing is:

Sky in GT4 screens > sky in real photos

sky is not real-time, there are only flat 2d photos, look at grand canyon screens, there is no way any console could render the enviroment that is far behind.

to be fair that's how most cgi systems reder the skyline.
 
many games have sky in real-time(+weather changes)...dont get me wrong..but i dont think this aspect must be in a simulator.
 
friedsnake said:
many games have sky in real-time(+weather changes)...dont get me wrong..but i dont think this aspect must be in a simulator.

real time as in procedural clouds? not sure what you mean here, if it's changing weather you are talking about then it's really a varition on texture anitmation among others.

I'm especially impressed by the very smooth turns (Look at the LagunaSeca pic as an example)

I am kinda hoping this trend will continue. no more flat road side objects pls
 
real time as in procedural clouds? not sure what you mean here, if it's changing weather you are talking about then it's really a varition on texture anitmation among others.

only moving clouds, sun, moon, sunrise/day/night changes.
 
friedsnake said:
real time as in procedural clouds? not sure what you mean here, if it's changing weather you are talking about then it's really a varition on texture anitmation among others.

only moving clouds, sun, moon, sunrise/day/night changes.

you're right these are design decisions since the above are rather trivial to implement from a technical perspective.
 
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