PGR4: New Snow on the Ring trailer

Oops, my bad.

So you mean all those screenshots were made with data that shipped with the game? Holy crap! That means there's a good chance we'll see that sort of detail in game eventually. Photo-mode can't work miracles. If they chop up their index buffers and do some finer object based frustum culling, we could see 4xAA easily. The more I see comparisons like this, the more I think RAM is the biggest factor in creating photorealism, not huge pixel shaders or Teraflop raytracers.

Does photomode really have a different lighting model? What would some of those screens look like just before you take the pic?
The great thing about the photomode in PGR3 is that it could be defined as "what you see is what you get", or real-time graphics by gaming standards.

Whenever you want to take a photo you just pause the game and voila, no loading times, no hassle, nothing.

The only difference is the fact that you don't pay much attention to detail while you are racing, but the amazing detail is there every single second! Well, that and some added AA, I guess. afaik, it's 2xAA ingame, 4xAA in photomode.

Here is a video made time ago by someone whose nick is DanteNeverDies_ which perfectly shows what this game can do in real time (everything is awesome, specially the red building towards the end of the video):

http://www.youtube.com/watch?v=EjhhpcxrW6U

Bizarre made an unique game but they didn't think of such a talented idea --maybe because the game was a bit rushed I guess, and it seems like they *squandered* all their talent getting the game done and finished in time, while keeping it as great as possible (which they did, although, gameplay-wise it's not close to PGR2).

They congratulated the guy and they told him in the official forums they were really impressed, it was a great idea that came unnoticed to most people.

One of your previous posts aroused my curiosity. What do you mean by memory playing a more important role than a superior pixel shaders performance? I mean, the more detail the more pixel shaders you need to draw it as fast as possible, isn't that right?

My knowledge is VERY limited given the fact that I am not a tech guy but that's exactly my logic.

Cheers m8
 
Here is a video made time ago by someone whose nick is DanteNeverDies_ which perfectly shows what this game can do in real time (everything is awesome, specially the red building towards the end of the video):

http://www.youtube.com/watch?v=EjhhpcxrW6U

Bizarre made an unique game but they didn't think of such a talented idea --maybe because the game was a bit rushed I guess, and it seems like they *squandered* all their talent getting the game done and finished in time, while keeping it as great as possible (which they did, although, gameplay-wise it's not close to PGR2).

They congratulated the guy and they told him in the official forums they were really impressed, it was a great idea that came unnoticed to most people.

hi cyan!
since that "pgr3 ciudades" video is one of my favorites, could I bother you to provide a link to this story in the bizarre forums?

t.y.
 
hi cyan!
since that "pgr3 ciudades" video is one of my favorites, could I bother you to provide a link to this story in the bizarre forums?

t.y.
Hi. How are you doing? I remember reading the thread in the official forums but I don't have the link at the moment though (sry!). I will see what I can do to help you.

See you later
 
X360 is unable to render higher than 4x AA, photmode or no photomode. Hardware limitation

As others have said below me, u should play the game and see for yourself. The reason then that the photomode is so damn slow must be mainly from the rediculous SSAA being used. Maybe 4xAA + 4xSSAA? More? I mean it looks very very clean at 1024, so I'm guessing the target buffer is even higher res. 8xSSAA + 4xMSAA? What I would love to see is the photo mode light engine being used in PGR4. It was subtle but made the cars seem significantly more life like.
 
It was a long time since I played it but I think I remember that when you paused and went into photomode after you were going 140 mph, the texture resolution of the buildings would remain the same so it would be quite blurry or have pop-up.
 
P3teRan, sorry, I PM'ed the guy but he told me that he didn't save the link, so he is still searching for that elusive thread.

In these days when we talk about GT's cockpit cameras, which is a great improvement to the series, I'd like to pay homage to PGR3 dashboard view.

This game was awesome for a 2005 game. PGR3 dashboard view photos (amateur pics -no developers involved ;-)- I must add, it's quite an achievement they still look great):

http://img.photobucket.com/albums/v217/antd/Skyline1small.jpg

http://img.photobucket.com/albums/v217/antd/nismo7.jpg (amazing but too big taking into account B3D standards)

http://i109.photobucket.com/albums/n65/Cyaneyes/vanwallnightmx5.jpg
http://i109.photobucket.com/albums/n65/Cyaneyes/vanwalldayls7.jpg
http://i109.photobucket.com/albums/n65/Cyaneyes/image90or.jpg
http://img.photobucket.com/albums/v64/iceburns288/IMG_5101small.jpg
 
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God, I wish they could achieve something close to the photomode for PGR4 graphics !

Is that not how the game looks in reality?

I'm ashamed to say that I actually own PGR3 and since I bought it in March, I haven't even taken it out the case.. :cry:

(I was kinda put off by PGR2, I thought it was just too hard.. :cry: )
 
PGR3 was too easy, unlike PGR2, as you could buy your first class A supercar at the beginning of your career.
The game looked quite good as a launch game, but it had way too much aliasing during gameplay, and the photomode was known to look way better than the actual gameplay (better textures, incredible AA...).
The game is still quite fun though.
 
The thing I really liked about PGR3's graphics was the use of tone mapping and bloom. It wasn't overdone, but when it kicked in, I thought it looked freaking awesome. Driving out from under the bridges in NY short courses looked just amazing.
I can't personally think of another game to have done it so well. Worst offender is R6:Vegas, get bright objects in certain places on screen, and the mapping goes haywire...
 
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Is that not how the game looks in reality?

I'm ashamed to say that I actually own PGR3 and since I bought it in March, I haven't even taken it out the case.. :cry:

(I was kinda put off by PGR2, I thought it was just too hard.. :cry: )

PGR3 is awesome. I'd open it :smile:

And yeah it didn't seem too hard.

I'm so glad PGR4 went with 30FPS for more effects btw. It's going to look so good because of that decision.

It's no stretch to say 30 FPS allows roughly TWICE the level of graphics..and PGR4 already show it.
 
Funny, graham, bloom is maybe what I hate the most in PGR3. It's fun when you exit a tunnel, but most of the time, your car is way too dark, just as in FM2...
Too bad it was rushed for launch.
I'm looking forward to playing PGR4.
 
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