Question about GT3 replay mode

bbot

Regular
What's so special about Gran Turismo 3's replay mode. Isn't it like the replay mode of other racing games? Is the image quality better in the replay mode than in the in-game mode (while you're actually driving the car)?
 
bbot said:
What's so special about Gran Turismo 3's replay mode. Isn't it like the replay mode of other racing games? Is the image quality better in the replay mode than in the in-game mode (while you're actually driving the car)?
Yes, it's better..more polys.
VU's are all dedicated to push polys, no need to control AI.
Please correct me if there's something wrong.
 
more polys? Not that I was aware of... the only thing that are different to my knowledge are the actual rims (polygonal, not just textured) and the effects such as heat blaze etc. More polys would be new to me actually. :?: Are you sure or just an assumption?
 
The models have the same ammount of polygons. What makes the Replay Mode so amazing is the effects that PD applies such as heat maze, DOF abuse and even some filters if you select to apply them.

Didn't know this about the rims...
 
There is absolutely no difference in the visuals in replay mode from the gameplay mode, except for the haze effect before the start of the race, and various color and blur effects if you choose the 'music video mode' of replay. That whole notion that there's some major difference, has basically become one of the gaming urban legends, probably perpetuated by people who have never even seen the game :)
 
ShinHoshi said:
What makes the Replay Mode so amazing is the effects that PD applies such as heat maze, DOF abuse and even some filters if you select to apply them.

All stuff that Wreckless can do during actual gameplay, btw. :)
 
marconelly! said:
There is absolutely no difference in the visuals in replay mode from the gameplay mode, except for the haze effect before the start of the race, and various color and blur effects if you choose the 'music video mode' of replay. That whole notion that there's some major difference, has basically become one of the gaming urban legends, probably perpetuated by people who have never even seen the game :)
I completed the game.
In replay mode i see more polys on the cars..not only heat haze effect.
All my friends see more polys in replay mode.
Maybe we are blind.
 
bbot said:
What's so special about Gran Turismo 3's replay mode. Isn't it like the replay mode of other racing games? Is the image quality better in the replay mode than in the in-game mode (while you're actually driving the car)?

Whoever gave you THAT info on this game have lied to you.Believe me when I say this.There is absolutely NOTHING different from GT3's replay mode,opening intro,and in-game graphics.Nothing has been enhanced or dehanced.What you see in any of the three clips mention above is all in real time but with a different camera angle.
 
Murakami said:
I completed the game.
In replay mode i see more polys on the cars..not only heat haze effect.
All my friends see more polys in replay mode.
Maybe we are blind.
Yes, you most likely do see more polys in replay mode.
In replay the camera moves and you see the cars from many more other angles than when driving. Also there is more scenery visible, because of the camera positions.

When playing, you mostly see just the road and scenery ahead, and the cars from behind. It's obvious that the cars do not look as good from that angle, as they look from the angles used in replays.

Also, the LOD might render the cars with less polys during driving, as in replays you see the cars much more closer than in gameplay.

But it's still the same graphics engine during driving and replays.
 
A way to prove what he just said is to capture live footage of the game in real time in first and thrid person view.Then replay the game.I believe it's R1 or L1 that changes the camera.When you get the proper angle (third or first) in replay mode,compare them with the actual in-game footage.Everything is identical.

For backgrounds,stop your car in the middle of your game,and view its scenery for a second.You will notice how different your background looks when the car isn't racing at top speeds.This is what the camera does.Because of the distance in which it sets from your car,the picture becomes crisp due to the background no longer moving as fast anymore.

For bonuses,create skid marks or knock over cones.Pay very close attention to where you do all of this,and then replay you game.You will find that they were exactly where you put them.If you want to compare the opening intro,simply look at the rally cars.That will say enough.

Only a person who doesn't have the game,never played the game,or doesn't know the game that well will spout rumors like replay and opening intro being specially upgraded than real time play.Some may ever tell you that GT3 has FMVs.This,too,is false.It only has real-time footage except for the video taken from a real track when the intro first starts.
 
For bonuses,create skid marks or knock over cones.Pay very close attention to where you do all of this,and then replay you game.You will find that they were exactly where you put them.

And what does this have anything to do with better replay graphics? Nothing.
 
"Regardless of how far along the engine is, it's already enough to make GT4 Prologue the best looking racer on the planet. The car models used for driving in GT4 seem to be based off the replays models from GT3. The new replay models up the level of detail even further"

From http://ps2.ign.com/articles/442/442897p2.html

Well..i'm not alone.. :D
 
Murakami said:
"Regardless of how far along the engine is, it's already enough to make GT4 Prologue the best looking racer on the planet. The car models used for driving in GT4 seem to be based off the replays models from GT3. The new replay models up the level of detail even further"


You see! The replay models ARE more detailed.
 
bbot said:
Murakami said:
"Regardless of how far along the engine is, it's already enough to make GT4 Prologue the best looking racer on the planet. The car models used for driving in GT4 seem to be based off the replays models from GT3. The new replay models up the level of detail even further"


You see! The replay models ARE more detailed.

Until the creator of the game says something about this it's just a post on a webpage . Like this one:

Make use of the new zoom function in the replay mode and the smoother curves for the cars should be obvious.

A "new" Zoom function which GT3 Prologue also have.. so much for new?
 
VU's are all dedicated to push polys, no need to control AI.
Please correct me if there's something wrong.
GT3 replays are done by recording player input and then replaying the race exactly as it was played.
All AI, all physics, and everything else is Still there.

the only thing that are different to my knowledge are the actual rims (polygonal, not just textured)
All the erh... evidence, of textured rims comes from replay shots, it's actually damn hard to watch car rims during gameplay.
 
Fafalada said:
All the erh... evidence, of textured rims comes from replay shots, it's actually damn hard to watch car rims during gameplay.

Ah, now that I actually went back to play the game, I got the car showroom mixed up with the actual replays. :D Thanks for confirming anyway. 8)
 
Even before Mr Faf cleared this out, did anyone think that Polyphony would go through all the trouble and have slightly different models of the same cars just to be used in replays?
Did anyone think that maybe, just maybe, the fact that replays are viewed at different angles that normal gameplay, that when one looks at a replay can put more attention to it than during a race, that some of the effects add to the experience, all make up for this wonderful "myth" that GT3 replays use a different engine or different models or different anything than what's used in game....?
Also, about the Wreckless comment. anyone who can even mention that game in the same sentence as GT3 needs to be punished. The developers of Wreckless cut&pasted Nvidia code and put those effects in the game just so that they could tick a box in the feature list and market the game as "the game that pushes the most effects in realtime" without worrying about making a "game", or about framerates either for that matter.
 
oh whatever Wreckless is, I thought it was quite impressive from a graphical point of view though. It did suffer from lacking good IQ, but it looked more CGish than anything I have seen todate (the replays).

And it was quite fun too. :D
 
Back
Top