The sillyness of these discussions drive me nuts. For instance, those arrows pointing at 'low quality 2D backdrop' in the GT shot, with arrows pointing to mountains that actually are 3D with some very good textures on them. Lots of similar nonsense going on - I think we can do better than that.
And yeah, the trees on Nurburgring are 2D. But at least there are so many of them there (and they seem quite varied too), that I think it was a good decision.
We now have various track and car combos in both games though, so I'm expecting we'll be able to get some really neat comparison shots.
It would make more sense to compare same track imo.
They are clearly fanboy creations and the labels should be ignored.Yes, I never said those comparisons were technically accurate, got them from GAF.
The GT5 2D mountains are distant mountains AFAIK, that you'll never get close to. The nearer mountains like those in your Forza pics will be modelled geometry to some degree, even if only a collection or rather abrupt, flat surfaces with simple textures slapped on.If they're not 2D mountains (and that includes simple textured geometry), then are these also 2D or 3D? Certainly the ones in Forza look more convincing - the geometry might be simple but it looks like they're using bump mapping or something:
Another absolutely atrocious screen from GT5. I really don't believe that a AAA title can have such bad looking scenery - they should have budgeted for some level of track detail - even if it was mediocre. It hardly seems sensible to have photorealistic cars paired with environments from two generations ago, I mean look at NFS:HP2 the cars look fantastic, amazing shaders, come quite close to matching GT5 in gameplay and the draw distance is 15 km - now surely GT5 will not be able to compete since it's running at 60fps but it shouldn't have so big a disparity in visuals.
And in this screen, the Eiger Nordland track looks exactly like it did back in GT HD, replete with pathethic 2D mountains, nothing like the bump mapped mountains you get in Forza :
http://farm6.static.flickr.com/5001/5194363017_e1f78c5fee_o.jpg
http://cdn.forzamotorsport.net/uplo...Screenshots/FM3_E3_Montserrat_2(2).jpg?n=6962
What is exactly the difference between how car lighting and shadowing (and reflections) is done in GT5 vs Forza 3? Is it primarily due to better tech better or artistry? IIRC GT5 Prologue did environment reflections by projecting the road surface texture on the car's exterior, does GT5 still do this?
IMy "problem" with your post is mostly that you say "hey, racing games cheat much more than FPS", which is simply not true, at least not always. Plus, GT5 actually has mostly stable 60Hz, compared to CODBLOPS' 40Hz or less. Looking at NFS:HP for example, as a 30Hz game, it has much more elaborate environments. But why not, it simply has twice the time to render all that stuff, and it's open world to boot.
So are you guys comparing two game like FM 3 (max 8 car on track and 720p MSAA2x) with GT 5 (with 16 car on track 1280x1080 MSAA 2x...)? Are you mad or what? I'd like to see FM 3 run at the same resolution of GT5, with the same ammount of car on screen and aiming to 60fps >.> It's obvious that resolution, number of car on screen and the framerate can impact some aspect of the gfx department.
You can clearly see that the biggest difference is down to lighting.
I agree, but I'm giving it a little more chance for people to make something worthwhile of the discussion, before I give up and erradicate the whole racing game comparison. Comparisons are generally not allowed, and this is the reason why, with lots of noise yet weak discussion.Personally, I'd like to see this thread culled, or simply brought out back and shot to death.
So are you guys comparing two game like FM 3 (max 8 car on track and 720p MSAA2x) with GT 5 (with 16 car on track 1280x1080 MSAA 2x...)? Are you mad or what? I'd like to see FM 3 run at the same resolution of GT5, with the same ammount of car on screen and aiming to 60fps >.> It's obvious that resolution, number of car on screen and the framerate can impact some aspect of the gfx department.
With Prologue definately, but GT 5 is really pushing a genre forward with enormous B-spec mode [almost new game] , online customization, GTAnywhere and mixing many types of racing like SuperGT, WRC, Nascar, Karting in one games, course creator for random WRC events and personal tracks, and quite big push of 24H events with probably [still not confirmed] changeable drivers in online mode within racing teams/clubs You can create.the reviews is where Turn 10 could be vindicated for their approach and focus on gameplay innovations.
Yes it is, and overall, the biggest difference between the two, is that GT5P looks more clean and way more realistic than FM3, but I applaud your effort to try to convince us otherwise.
What kind of shadow filtering (if any) does GT5 use? Shadow edges can be pretty horrific in some places.
What kind of shadow filtering (if any) does GT5 use? Shadow edges can be pretty horrific in some places.
With Prologue definately, but GT 5 is really pushing a genre forward with enormous B-spec mode [almost new game] , online customization, GTAnywhere and mixing many types of racing like SuperGT, WRC, Nascar, Karting in one games, course creator for random WRC events and personal tracks, and quite big push of 24H events with probably [still not confirmed] changeable drivers in online mode within racing teams/clubs You can create.
I'm just saying the 360 could probably match GT5 in things like amount of cars and transparencies, however the artists and priorities of those who create racing games for it hold the console back. I think even though some claim PD is at a disadvantage for arguably doing more it remains the console racing game to beat visually because of those factors. In any case, reviews probably will appreciate Turn 10's more even distribution of resources.
And the environments, especially the city tracks are simply stunning - even compared to what I've seen of GT5: