Project Gotham Racing 4

Pre-baked lighting in GT HD might look good on screenshots, but is extremely dull and unimpressive in motion.
As for PGR4, I'm really curious what surprise announcement Bizarre is keeping from us.;)

Sigh. Again, lighting on the cars is 100% dynamic. Lighting on the track is half pre-baked, half dynamic. About as dynamic as any other game.
 
I ADMIT IT. AFTER READING THAT I AM FUCKING HYPED! Is there anything known about a DEMO before release?

I remember something about a demo being in certification and due "around PGR4 release".

Hopefully a week or two before.
 
wow, beautiful video. That might be the ad they were filming when that F430 crashed.

Btw, call me weird but I don't live in a palace so I never stay in the toilet for a long time (not being ironic, that's true), but if someone needs some toilet reading you may enjoy PGR4's manual.

http://www.xboxic.com/news/3718

http://www.xbox360leagues.net/forums/media/games/pgr4/PGR4_Manual_Final.pdf

p.s. I use to read every manual if I truely like a game, sometimes you learn basic concepts and things you didn't know
 
wow, beautiful video. That might be the ad they were filming when that F430 crashed.

Btw, call me weird but I don't live in a palace so I never stay in the toilet for a long time (not being ironic, that's true), but if someone needs some toilet reading you may enjoy PGR4's manual.

http://www.xboxic.com/news/3718

http://www.xbox360leagues.net/forums/media/games/pgr4/PGR4_Manual_Final.pdf

p.s. I use to read every manual if I truely like a game, sometimes you learn basic concepts and things you didn't know


awesome info

thanks
 
First review is out... a 9 in Edge, which is a great achievement!

Now I'm quite excited.

From the terrific new cities to the splendidly exotic and broad selection of cars, from the drama and cunning of the event design to the reinstitution of Kudos at its core, from the bike stunts to the brilliant soundtrack, PGR4 has one thing in more abundance than any of it's predecessors, or any other real-world driving game: personality. It has the potential to be the first PGR to end up misunderstood, underrated and overlooked, but it's also bound to foster an even more devoted cult, especially online. It's uncompromising and involved and may not be for everyone, but you sense it's the game Bizarre has been meaning to make for the last seven years and for that alone, it's precious.

From the infamous GAF.
 
First review is out... a 9 in Edge, which is a great achievement!

Now I'm quite excited.



From the infamous GAF.


It scored 10/10 in the latest issue of OXM UK and was GotM. For comparison's, Halo 3 had to make do with a 9.

Roll on October 12th.
 
Eurogamer: You talked a little bit about how the process of designing for 360 has been different this time. I think a lot of people find that interesting - that idea of developers getting better with hardware. Could you talk more about how that actually manifests itself?

Gareth Wilson: With PGR3, we did a lot of - I guess you could call it brute-force development, because we were like "this machine is ten times more powerful at this particular thing, so to get the fidelity we will just do 120,000 polygons". So you do it and it looks great, but when you've released it, you look back and you go "did we really need that many polygons? Actually, couldn't we just do a shader that would replicate that look and halve the polygon count?" That means that you can get the same look in a more efficient way, and if you apply that across the whole of the game, you're saving a fraction of a frame here, there and everywhere.

Reflections on the bonnet are a perfect example of that. In PGR3, we took the whole of the world, rendered it onto the car, and that took a huge amount of work - the cube-mapping. This time around - I don't know if you've seen the bonnet-cam, but the reflections are absolutely perfect. The cars are rendered in it, which they weren't in PGR3; the crowd are rendered into the reflection, which they weren't in PGR3, and it's just because the programmer was looking at it and he went "you know what? I could just do it this way and it would be fine." Because of a particular way the architecture works - I won't get technical - but it stores the last frame in a memory buffer - that's how the graphic engine works - and if we just take that frame and put it on the car, then we don't have to do the obscene amount of work we were doing before. That frees up more CPU to do the weather effects and stuff.

Eurogamer: It's all about being able to take stock.

Gareth Wilson: It is, and there's all sorts of things like that all over the game. And there'll be more to do. Although you can exploit the 360 power quicker than the PS3, without a doubt, there's still more to go on a 360. The next game we do no doubt will look better than PGR4 does.

It will be very interesting to compare there reflection method to the traditional method. A 1 frame lag... and wouldn't there be a bit of missing information? On the other hand getting the cars and people in the reflection is a plus... as well as anti-aliased reflections (?)

These guys are top notch developers, and when they say their next game will look even better than PGR4--I believe them. While I am all for multiplatform development in general, I feel MS has really made a big mistake letting these guys go. They seem to be one of the few developers really hacking away and getting great visual results on the 360. Of course the new NFS looks quite tasty as well.
 
A 1 frame lag...
It's certainly better than low-res reflections or noticable pop-up on reflections or reflections running at 1/2 framerate (or all combined).
and wouldn't there be a bit of missing information?
The reflections are definitely processed and they render new things, too... But it still sounds like an amazing idea to save a lot of resources and have incredible looking reflections on top of that.
 
Just wanna confirm one things. All the tracks do have a "sunny" variant on them correct? While it might be fun with the weather for a bit, I know I'll eventually just want dry tracks.
 
But it seems graphically there's not so much of a difference when comparing to PGR 3 according to their review:

And here I thought the general consumer was outraged at the obvious 1024x600 nature of PGR4 :LOL: Quite an ironic comment considering differences and improvements...
 
Just wanna confirm one things. All the tracks do have a "sunny" variant on them correct? While it might be fun with the weather for a bit, I know I'll eventually just want dry tracks.

Heh, this reminds me of Gears of War, in the multiplayer maps, I've come to realize I hate the maps with rain falling, and avoid them for the most part.

They're pretty, but when it comes down to it, it just gets in the way..
 
Trying to find excuses to not buy it. Afraid Bioshock and Vegas must go :(

nice!
eea923b5-54c6-4a2d-9263-f0d263f5740.jpg


At the exact moment of a lightning strike:
a87196ed-d454-4f5c-9260-1544035ff2d.jpg
 
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