Have u seen...a new version of GT vision trailer?

NAP

Newcomer
Try here
http://s51.yousendit.com/d.aspx?id=02VWVZQK2J8AZ3S9XN5IZZ5AFM

or here
http://rapidshare.de/files/5154326/ruliweb_gt4.wmv.html

vision-gt-20050916010824429.jpg
 
DerrtyENT said:
A lot better than the last trailer but is this separate than GT5 or what?

It's just a tech demo really. I suppose a peek into Polyphony's experiments with the hardware. It's not meant to be GT5 - I mean they're reusing GT4 assets in a lot of places. But the car models at the beginning are new, and new since E3, and are probably more like the assets we'll see in GT5. The mind boggles at how long it'd take to model one of those, though..and how that might affect car numbers in the next game.
 
Last edited by a moderator:
Titanio said:
The mind boggles at how long it'd take to model one of those, though..and how that might affect car numbers in the next game.

Lol, I`m curious too. Is it possible Sony gets the CAD-Designs from Automobile-Manufacturers and just have to paint nice Textures and shaders on them?
I mean dedicated to create accurate models since the first GT.. not only optical but also the mechanics. Might be cheaper to just knock on some Doors than ripping 400 Cars into its Parts and measure their Proportions.
 
Npl said:
Lol, I`m curious too. Is it possible Sony gets the CAD-Designs from Automobile-Manufacturers and just have to paint nice Textures and shaders on them?
I mean dedicated to create accurate models since the first GT.. not only optical but also the mechanics. Might be cheaper to just knock on some Doors than ripping 400 Cars into its Parts and measure their Proportions.


then they wouldn't be known as one of the best Car racers in the gaming industry is they took the "easy way out".


-Josh378
 
easy sheamsy... if it means the cars will look and feel even better, then I'd practically EXPECT them to do so. Whether it's easy or not doesn't matter to me, it's about making a good... no AWESOME game, and if they can do that without working 80 hour weeks I'm for it. You realize that about 50% about polyphony LIVES at their studio, right? Frankly, I dwould hope this is possible, just so they can have an easier life, even if it doesn't improve the game. What's encourageing, assuming the PS3 is powerful enough, it should be completely possible to do so, thanks to COLLADA. Will it happen? Doubt it, car companies would never give away their designs that easily.
 
Npl said:
Lol, I`m curious too. Is it possible Sony gets the CAD-Designs from Automobile-Manufacturers and just have to paint nice Textures and shaders on them?
I mean dedicated to create accurate models since the first GT.. not only optical but also the mechanics. Might be cheaper to just knock on some Doors than ripping 400 Cars into its Parts and measure their Proportions.

No, that's not possible, primarily because auto-manufacturers use models built from millions of polygons. Their CAD models are used for virtual wind-tunnel testing among other things, so they have to have the entire car perfect, down to the last millimeter. There is too much geomitry for a game console to handle.
 
Powderkeg said:
No, that's not possible, primarily because auto-manufacturers use models built from millions of polygons. Their CAD models are used for virtual wind-tunnel testing among other things, so they have to have the entire car perfect, down to the last millimeter. There is too much geomitry for a game console to handle.

I don't see the link between using millions of polygons and typing in the right measurements in let's say Autocad.. I also don't see what the benefit of using millions of polygons is for wind tunnel testing, but I'm sure you can explain that for me.
 
High poly mesh interpolated to low poly mesh, much like in UE3. It's doable, but the car manufacturers would undoubtly never share their designs.
 
Powderkeg said:
No, that's not possible, primarily because auto-manufacturers use models built from millions of polygons. Their CAD models are used for virtual wind-tunnel testing among other things, so they have to have the entire car perfect, down to the last millimeter. There is too much geomitry for a game console to handle.

Doh, just thing of Doom3 - source model ~2-3 Million Polygons - ingame a few 1000.

Of course they need to be processed further, just that eating up polygons can be done automatically. In fact their designs will be likely based on splines or other HOS, but thats not a problem either and would allow better tesselating to an arbitrary Number of Polygons.

Doubt it, car companies would never give away their designs that easily.
It just costs, each GT already has licenses to use exact replications of real-world cars with their real-world name. In contrast GTA or Burnout has fictional Cars, its just a matter of paying for a name.
Its not like manufacturers would have to spare all their technical secrets, not much more than the chassis/Tires and connection is needed.
 
I remember reading GT4 had a couple of months spent on each car. Presumably that's one man at 2 months. Including cars direct from manufacturers makes more sense, and I imagine the manufacturers would be up for it. After all you don't won't you lovingly design Porsche 911 licensed to a game only for the dimensions to be out and the thing look more like a beetle!
 
3roxor said:
I don't see the link between using millions of polygons and typing in the right measurements in let's say Autocad.. I also don't see what the benefit of using millions of polygons is for wind tunnel testing, but I'm sure you can explain that for me.

The link between millions of polygons and getting the right measurements is the measurements are based on the polygon positioning. (or the polygons are located based on the measurements) You can't have one without the other.

Auto-manufacturers don't have some simple 3D model used just for basic measurements. Each part is modeled seperately (Doors are modeled seperate from the fenders) because the models are what is used to actually manufacture the parts. They have to be absolutely precise.

And as for wind-testing models, every little bump, notch, crack, or wrinkle creates drag. Something as minor as a 1/4" bend in a windshield wiper can make it snap off in a 100MPH wind.

Cars are so carefully aerodynamically crafted that something as simple as cracking open your sun roof can change the handling and gas milage.
 
Powderkeg said:
The link between millions of polygons and getting the right measurements is the measurements are based on the polygon positioning. (or the polygons are located based on the measurements) You can't have one without the other.

Auto-manufacturers don't have some simple 3D model used just for basic measurements. Each part is modeled seperately (Doors are modeled seperate from the fenders) because the models are what is used to actually manufacture the parts. They have to be absolutely precise.

And as for wind-testing models, every little bump, notch, crack, or wrinkle creates drag. Something as minor as a 1/4" bend in a windshield wiper can make it snap off in a 100MPH wind.

Cars are so carefully aerodynamically crafted that something as simple as cracking open your sun roof can change the handling and gas milage.

We understand that, but worry that Polyphony couldn't use the information from the car dealers is the point. Using it on the PS3 shouldn't be a problem.
 
Powderkeg said:
The link between millions of polygons and getting the right measurements is the measurements are based on the polygon positioning. (or the polygons are located based on the measurements) You can't have one without the other.

Auto-manufacturers don't have some simple 3D model used just for basic measurements. Each part is modeled seperately (Doors are modeled seperate from the fenders) because the models are what is used to actually manufacture the parts. They have to be absolutely precise.

And as for wind-testing models, every little bump, notch, crack, or wrinkle creates drag. Something as minor as a 1/4" bend in a windshield wiper can make it snap off in a 100MPH wind.

Cars are so carefully aerodynamically crafted that something as simple as cracking open your sun roof can change the handling and gas milage.
Mod CAD programs I've used let you export an entire assembly. Even if each part is individually modeled, you could take the assembly, cut out the excess parts you don't need and work with the shell that's left.

As for the aerodynamics, I don't really agree with that either. So much changes in a car design just from localization, that I find it hard to believe they spend a great deal of time on aerodynamics. The drag coeff on most cars isn't anything to write home about. The exception is with high-end sports cars and convertibles. My Spyder is great in that my gas mileage isn't completely terrible with the top down, and when it rains, I can't feel a drop as long as I'm doing 30+mph. But a 1/4" bend in a wiper won't have much of an effect. Matter of fact, most aerodynamics don't make much of a difference until you get to 75mph, and then you're talking about minor effects. You want to keep drag coeff to a minimum, but you don't need to be an F1 aerodynamicist to know to design a car. The main things they handle for the consumer market are airflow around specific parts like the engine and whatnot.

The real aerodynamics work is in the racing and aerospace industry. PEACE.

EDIT: Not sure if you meant the consumer market or the racing market.
 
http://www.watch.impress.co.jp/game/docs/20050917/ps3.htm
This page for the new PS3 PR shots has a message from Kazunori Yamauchi about the new trailer.
Kazunori Yamauchi said:
This video "Vision Gran Turismo" is a concept movie as a progress report for the GT series making headway to PS3. The Lanser Evolution and the RX-7 in Tokyo International Forum in the first scene are full-spec high-detailed models created for PS3.

The following scene with cars running is a kind of "hybrid" movie in which the modeling data used in GT4 are decorated with PS3 rendering. It's an experiment with the theme of how far lightweight data for PS2 can reach in terms of image quality with rich rendering.
 
Back
Top