If you must use screenshots, compare similarly lit and exposed scenes from both engines, glamor-shot for glamor-shot, as it were.
That still doesn't address the point I brought up. The pic I posted is "prerendered" according to you right? Well if it's prerendered and supposedly better looking than the realtime replays then how do you explain that pic looking so bad compared to all the other pics that someone keeps posting as evidence that it is such a huge jump from GT4? The pic I posted looks better than GT4 sure but I wouldn't say it's a huge jump. I 'd call it evidence of diminishing returns. It doesn't help when you take the crappiest GT4 shot you could find and compare it to some "prerendered" shot running at 30fps then claim it's a HUGE jump.
Anyone know the polycount these vehicles are hitting?
Curious.
I'd wonder how well they can maintain the detail when the car count bumps up to 8+..
This is what I was wondering. if the demo is "only' running @60fps, adding 8-16 high poly cars(and cities, stadiums, pits, ect...) is going to bring the framerate down to 5 or 6 fps. Or this is the 'middle of the road' poly count car, then the demo had better be running about 400fps+. They might be running a million poly demo car and maxing the effects......so GT5 will not have this level of detail and this is simply a tech demo.
Next-Gen starts when Polyphony Digital says so ?..
???
Ahm....just because its running at 60fps you think that necessarilly the detail has to be reduced in order to keep the same framerate with 8 cars on screen for example?
Or that by adding more detail like 8 cars and more detailed backrounds the framerate will get to 5-15fps??
Hmmm....Yes if the demo is locked at 60....then who knows what the true frame rate is. Could be in the thousands........or in the low hundreds. But If the demo is running @ 60-80 fps then adding 8-16 high poly cars( 20-60 million triangles, LOD, Textures,vertex data, AI, collision detect, ect.....) IS going to drop the frame rate.....bigtime.
Even if we assume PS3 can add 15 cars on screen with detailed backrounds and all the things you stated at 60fps all at the same time it doesnt necessarilly mean that GT:HD would have run at 120-400fps.
For example even some of the worst looking and most empty PS2 games may run at 60fps or even 30fps while some of the best PS2 games run at 60fps. Can you honestly remember a PS2 game even an ugly one reaching or surpassing 80fps? DOA2 run at steady 60fps. Just because the PS2 could do a lot better graphics that didnt mean DOA2 should have run at 100fps or that a better looking game than DOA2 should have suffered from a frame drop. Tekken4 and 5 raped it visually while running at 60fps.
GT:HD except from the extremely detailed cars, there are so many things missing that its guaranteed that it can get much much much better without necessarilly dropping below 60fps. Just because they are missing in GT:HD this wouldnt imply that the PS3 should have run the demo at 200fps. Its absurd
The question is more a matter of targetting. Did PD say unto themselves, 'we'll release a demo, and blow our GT5 game poly count on a few good looking cars. Of course for the real game we'll have to scale back massively,' or did they say 'let's start work on GT5. Make the car assets all ready for that, with up to 16 cars per track and moderately detailed backgrounds. Now let's create a demo with just one of those cars and some older GT4 type backdrops' ?GT:HD except from the extremely detailed cars, there are so many things missing that its guaranteed that it can get much much much better without necessarilly dropping below 60fps. Just because they are missing in GT:HD this wouldnt imply that the PS3 should have run the demo at 200fps. Its absurd
The question is more a matter of targetting. Did PD say unto themselves, 'we'll release a demo, and blow our GT5 game poly count on a few good looking cars. Of course for the real game we'll have to scale back massively,' or did they say 'let's start work on GT5. Make the car assets all ready for that, with up to 16 cars per track and moderately detailed backgrounds. Now let's create a demo with just one of those cars and some older GT4 type backdrops' ?
We don't know what target this demo's assets are - demo only and beyond the real game, like various realtime demos, or actual game assets as will feature in game.
A great many things. . .
Duuuude. Banned is banned. Take it nicely or we'll reach for sterner measures.
This is what I was wondering. if the demo is "only' running @60fps, adding 8-16 high poly cars(and cities, stadiums, pits, ect...) is going to bring the framerate down to 5 or 6 fps. Or this is the 'middle of the road' poly count car, then the demo had better be running about 400fps+. They might be running a million poly demo car and maxing the effects......so GT5 will not have this level of detail and this is simply a tech demo.
The impact of adding more cars depends on the game's frame budget. If 50% of the budget goes into rendering the single car in the demo, and there's only 10% compute headroom left, then it's going to be extremely difficult to maintain 60fps with more cars on the field. But we could also be looking at 20-25% going into the highest LOD car, 30-40% of headroom, and additional cars re-using some of the work for the 1st car (e.g. environnment maps), and only one car having the highest LOD in any one frame, etc., in which case additional cars would not degrade the framerate or graphics much at all.
Another factor that might be even more important is memory. Is there going to be enough RAM to hold the vertex and texture data at the level of detail seen in the demo for a full field of cars?