Photorealistic Screens of MotoGP (X360)

3roxor said:
But that's your opinion.. Fans of realistic racing in realistic environments(what you call boring) don't agree with you.

PGR3's environments are equally 'realistic'

With that said I don't entirely aggree with acert here, while it's true that being set in a city, or other environments off the track allows for much nicer scenery detail, that doesn't mean these types of games will always look better. For example, Forza looked better than PGR2 on xbox, GT4 looked better than any other racer on PS2.

They have less scenery to draw, but they can also spend more on the poly budgets of the cars, improve on the lighting parhaps, improve on the sense of speed, the flickering/jaggies from fences, have true foliage, more realistic reflections, there's a bunch of things that could elevate a sim racer above an arcade racer in the graphics department, even if the backgrounds are not the most interesting.
 
scooby_dooby said:
PGR3's environments are equally 'realistic'

With that said I don't entirely aggree with acert here, while it's true that being set in a city, or other environments off the track allows for much nicer scenery detail, that doesn't mean these types of games will always look better. For example, Forza looked better than PGR2 on xbox, GT4 looked better than any other racer on PS2.

They have less scenery to draw, but they can also spend more on the poly budgets of the cars, improve on the lighting parhaps, improve on the sense of speed, the flickering/jaggies from fences, have true foliage, more realistic reflections, there's a bunch of things that could elevate a sim racer above an arcade racer in the graphics department, even if the backgrounds are not the most interesting.

Well about GT4 I must say that to me the most impressive looking tracks were city circuits like Tokyo, Seattle or that narrow old city, maybe italian?, whereas racetracks like Laguna Sega or Nurburing looked... well... like crap, so GT4 basically had those big sceneries to draw and maybe because of that the race tracks looked pretty bad to my eye.
 
Acert93 said:
Like I mentioned in the Forza thread, realistic sim racers are at a disadvantage because the real world destinations are bland and have little sense of scale. And if you focus on accuracy/sim you cannot really over-emphasize the surroundings. This is why a game like PGR3, which chose locations with massive bridges and large sky scrapers, will look better.

Art is a huge part of graphics, as important as technology. And when your world assets are boring and bland (as most racetracks are), it is a handicap.
I get what you are talking about here, but that is aside from what I was saying. I'm saying the game uses crappy texture filtering and has lots of edge alasing, and that it looses vsync a lot and has rather rough framerate at points, really crappy lighting in the tunnel in Tokyo, pittifully low res textures for the speedometers on the bikes seen from first person view, and just overall lacks the polish that is implied by the marketing screenshots and videos.
 
the demo was meh ... dont know why you guys focus so much on a single bike shot.. you practicly cant see them clearly ingame anyhow..
 
Well if you could pause the replay and line up the camara to get images as nice as those screenshots I'd be impressed with that alone, but the screenshots look far better than anything I saw in the demo.
 
3roxor said:
But that's your opinion.. Fans of realistic racing in realistic environments(what you call boring) don't agree with you.

Good technology does not guarantee a pretty picture (a game like PDZ proves that, along with a lot of other games), and good art direction matched well to the technology used can result in a beautiful game.

As for the boring comment, go back and read what I wrote. The contrast is not

Unrealistic vs. Realistic

The diachotomy was that some real world environments are prettier than others, thus those who choose an ugly setting are at a disadvantage. I am all for realistic environments. But it is much harder to pretty up a track in the middle of DustBowl, OK than it is a track in down town Tokyo or on Oahu simply because of the setting and source art are so much nicer and have more color and variety.

Ask 100 people (exclude inbreed Nascar freaks) if they would rather live inside a 2.4mi concrete oval track or on a cliff side peak overlooking the ocean and surrounded by a valley filled with multi-colored trees in fall, all 100 are going to choose the prettier scenery. All things even (same technical and artistic skill) the game in the prettier location will look better because the scenery is better.

Scoob said:
With that said I don't entirely aggree with acert here, while it's true that being set in a city, or other environments off the track allows for much nicer scenery detail, that doesn't mean these types of games will always look better. For example, Forza looked better than PGR2 on xbox

I never said that a game like Forza cannot surpass PGR3 (I expect it to as I said in the other thread I referenced). Nor did I say they always look worse. I said they were at a disadvantage. All things being equal a game "like PGR3" (key word being "like" i.e. in various locations with larger/variety of high detail backdrops where scale can be exaggerated/manipulated) will look better than a sim where everything is done by the books. There is a challenge to overcome in regards to locale. A typical race track is repetitive, single/bi-color bucket seats in some concrete stadium with tires and gravel around the course, etc.

They have less scenery to draw, but they can also spend more on the poly budgets of the cars, improve on the lighting parhaps, improve on the sense of speed, the flickering/jaggies from fences, have true foliage, more realistic reflections, there's a bunch of things that could elevate a sim racer above an arcade racer in the graphics department, even if the backgrounds are not the most interesting.

Having 10k seats and tens of thousands of fans in the stands will eat into a poly budget as well, especially if they are higher resolution with accurate lighting and shadowing. But so far we have not seen that--instead we get 10k PS2 level models.

I would choose the photorealistic building textures in PGR3 over the fans in NBA Live/NBA 2K. Of course a sim could cheat, remove the fans, remove all the individual seats, etc. but then you are removing the most colorful, dynamic part of the tracks. As Dr Evil said:

Dr Evil said:
Well about GT4 I must say that to me the most impressive looking tracks were city circuits like Tokyo, Seattle or that narrow old city, maybe italian?, whereas racetracks like Laguna Sega or Nurburing looked... well... like crap, so GT4 basically had those big sceneries to draw and maybe because of that the race tracks looked pretty bad to my eye.

Having seen a number of race tracks in real life, they are just ugly to begin with. Now they should strive for realism and accuracy, but the tracks in real life are just not very pretty. And IMO a realistic building looks a whole lot better than a realistic tire. Both wizz by at over 120mph, but most people would agree that a tire (as in the tire stacks they use around courses for accidents) is pretty boring compared to a diverse and colorful street front.

Its not impossible to make Forza 2 or MotoGP look better than PGR3, but they are at a disadvantage as I said.
 
They're at a minor disadvantage but nothing that should have alot of impact.

I think it's important to realize there's different target audiences for these games, while an arcade fan might be super impresed by pretty buildings and nice motion blur, a sim racer fan might be more impressed by the accurate suspension travel as he hits bumps, or the way the calipres of the car get red-hot while racing, just like in real life.

GT4 got a 10/10 for gfx from gamespot, so Dr Evil's comments aside, teh game as a whole was considered best of breed for PS2, it is not 'ugly'. Forza got a 9/10 on xbox, PGR2 just 8/10. These are of course just subjective reviews, but it does show that this advantage doesn't really translate into better graphics for the non-sim, non-racetrack games.

In short, i think it comes down to personal taste I guess, history has shown that a sim game with fairly plain tracks can still be considered to be one of the most graphically impressive titles on the platform.
 
kyleb said:
Well if you could pause the replay and line up the camara to get images as nice as those screenshots I'd be impressed with that alone, but the screenshots look far better than anything I saw in the demo.

I obviously don't have the eye that you do, but didn't you think that the cinematic in-game camera, which is similar to that angle, looked pretty danged close to those photos? I did.
 
In-game caps

I felt it when I saw NFS:MW too, the motorcycle driver looks like a child. Maybe the ground texture material was captured too close from the camera.
 
Tap In said:
I obviously don't have the eye that you do, but didn't you think that the cinematic in-game camera, which is similar to that angle, looked pretty danged close to those photos? I did.
Close as in the same quality of lighting, textures and models and stuff; yeah the screenshots and the demo look the same in that regard. But in the sense of fidelity I can't even put them in the same ballpark.
 
I'm liking the animation on the rider as the player shifts from left to right. It's very fluid.
 
one said:
In-game caps

I felt it when I saw NFS:MW too, the motorcycle driver looks like a child. Maybe the ground texture material was captured too close from the camera.

i do hope those grabs are from a veeery old version. circa '02-old.

somebody needs to tell those guys about the various anistropy-enhancing techniqes if they really cannot afford true AF. lemans on the dc has better road graphics, for pete's sake ..ok, those are through AF, but still.
 
Man, brutal lack of AF on the road there.

I don't know what's up with these devs. R300 could enable 16xAF in racing games at 1600x1200 back in 2002. Half the clock rate, half the texture units, twice the resolution. Just enable it on the road base and road marking textures only, and everyone's happy. I really do think it's a matter of devs not caring. Even in PC games, it was years after AF started appearing in various reviews' benchmarks that a game actually put the option in the game.

You can also pre-stetch the texture beforehand to reduce the AF cost in a racing game, because most of the anisotropy is in one direction. Geometry for the road lines, as per nAo's suggestion, is also good.
 
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one said:
In-game caps

I felt it when I saw NFS:MW too, the motorcycle driver looks like a child. Maybe the ground texture material was captured too close from the camera.


that's just one camera angle to allow you to see less of the rider on your screen (not the default iirc).

The closer views appear more realistic and natural. Although it should scale better than that; it may be just a road vision choice.
 
Mintmaster said:
Man, brutal lack of AF on the road there.
Too right!

664_0006.jpg


Seems odd to me that they'll get everything else so right, but 'skimp out' on the AF. They way things currently look, the difference between this gen (XB360/PS3) and next-gen (PS4 etc) will be seen in the grounds!
 
whatever. why would you want to draw your road right - you're focused on it only what, some ~90% percent of the time. the roadside shacks, OTH, and the true-to-life reproduction of the producer's favourite dinery on this course are sooo much more important for the realism of the experience!
 
Shifty Geezer said:
Too right!

Seems odd to me that they'll get everything else so right, but 'skimp out' on the AF. They way things currently look, the difference between this gen (XB360/PS3) and next-gen (PS4 etc) will be seen in the grounds!

This drives me nuts. Implement AF goddamnit! It's worse, imo of course, not to have AF than AA. Maybe because in real life I've never rode on my yamaha down the road and seen blurry bilinear filtering all over the ground, and a mess 3-4 feet out. But that's just me. I heard that the developers of MotoGP experience that horrendous blur each and every day, poor fellas.
 
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