The GT5 expectation thread (including preview titles)*

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Not that interesting though - as far as I am concerned, they should either do a proper comparison, or nothing. In this case, I think it would have been better had the article stuck to Forza 3 ... the comments now seemed to superficial.

Yeah, it´s a little bit strange comparing those games as GT5 Prologue is almost two years old, comparing more contemporary games is obviously more interesting. I guess PD should be flattered that it still holds strong in the graphics department.

Right from the off, a few things need to be made abundantly clear. There is quite obviously a huge difference in the developmental focus of both firms: the Forza men ship games and don't have the leeway to decide when they actually finish a project in the way that Polyphony seemingly does.
Didn´t PD just ship GT PSP or am I living in a prallel universe? :???:
What other games have T10 shipped since FM2?
 
u mean this game wich was in development since psp was announced??
since gt4 they realsed gt:psp turn10 since forza 1 realsed forza 2 and 3. They better hurry up with gt5 otherwise we get forza 4 before it.
 
u mean this game wich was in development since psp was announced??
since gt4 they realsed gt:psp turn10 since forza 1 realsed forza 2 and 3. They better hurry up with gt5 otherwise we get forza 4 before it.

Since Forza 1 was released PD has shipped:
  • Tourist Trophy
  • GT-HD
  • GT5 Prologue
  • GT PSP

T10 has shipped:
  • Forza 2
  • Forza 3

You could argue about the size of GT-HD and GT5P, (still GT5P is larger than many other full-size driving games) but please also take into account that the list includes 3 very different target platforms, includes both mc and car games, GT PSP having 800 cars etc.

Do you seriously really think PD is less productive than T10? I personally think this is just fan boy drivel.
 
Since Forza 1 was released PD has shipped:
  • Tourist Trophy
  • GT-HD
  • GT5 Prologue
  • GT PSP

T10 has shipped:
  • Forza 2
  • Forza 3

You could argue about the size of GT-HD and GT5P, (still GT5P is larger than many other full-size driving games) but please also take into account that the list includes 3 very different target platforms, includes both mc and car games, GT PSP having 800 cars etc.

Do you seriously really think PD is less productive than T10? I personally think this is just fan boy drivel.

gt hd :LOL: and turist trophy :rolleyes:, no i dont think they are less productive, no need to bring fanboism to this, if they need to make gt:psp 4-5 years is ok with me (strange if they are porting it from ps2 and they already had like what 400-500 cars?) same goes for gt5 wich is alone longer in development then both forza 2 and 3. I respect ur point of view but no need to shout fanboy alert if i simply dont agree.
 
Forgetting about raw numbers (that may favor Polyphony Digital creation), to my naked eye, Forza 2 and the Forza 3 demo seem outperformed compared with GT5 Prologue in the graphic department. Nevertheless, there´re some aspects of GT5 Prologue that could be improved, mainly tearing in high load situations (tiny turns with several cars on screen).

If framerate dips (somewhat exceptional, but still present) and tearing are removed from the game, I can´t imagine better IQ in this generation, with so high framerate and the insane resolution PD is targeting.

That quality is so good to me that I cant´believe any significant improvement in the complexity of the graphic engine of GT5 could be done. Some people say "dynamic weather" but, seriously, with what resources? Each clock cicle in PS3 seems to be in use already with this game. A rainy race would be just magic, not engineering...

But who knows. Maybe to implement dynamic weather conditions is a possibility, paying some tradeoffs, discarting things... Then Yamauchi speaks about quality and you realise that experimental features wont´be there.

It´s sad. I would like some kind of meteorology built-in, even in rally courses, where only one car is displayed on screen at a given time...

The track editor is other thing that I can´t imagine. The courses seems too "packed", too adjusted to make the graphic load acceptable. With a road editor, the players will find the limits of the engine easily: just more objects in the same part of the road and "glups" framerate dips, stalls... Only a really smart "compiler" of the track, removing the undoable stuff that the player added, would make the feature viable.

But some kind of "what you see is what you get" editor seems too indulgent to me. The editor would be interesting from a gameplay perspective (pianos, cliffs, sharp turns... will do the thing) but the look of the circuits would be too bland, from my point of view, because of compiler policies.
 
gt hd :LOL: and turist trophy :rolleyes:, no i dont think they are less productive, no need to bring fanboism to this, if they need to make gt:psp 4-5 years is ok with me (strange if they are porting it from ps2 and they already had like what 400-500 cars?) same goes for gt5 wich is alone longer in development then both forza 2 and 3. I respect ur point of view but no need to shout fanboy alert if i simply dont agree.

You are arguing like PD has been working full time with GT PSP for 4-5 years and have been working full time with GT5 for 4-5 years, which is obviously impossible and meanwhile they have also released Tourist Trophy (why is that rolls-eye worthy?) and GT5 Prologue. I give you GT-HD which was not a big production still it´s a technical show case that still holds strong and probably required a lot of work to get in shape to be released on PSN.

Your comment about porting, is even more valid to what Turn10 has been doing and they just had two platforms to care about.
 
u mean this game wich was in development since psp was announced??
since gt4 they realsed gt:psp turn10 since forza 1 realsed forza 2 and 3. They better hurry up with gt5 otherwise we get forza 4 before it.

I don't think they need to hurry. They should focus on what they want to do, and do it well. Polyphony's strength is in the details, not necessarily speed of execution. And we know there are tradeoffs where these two things are concerned.

If they miss the announced March deadline, then there's cause for concern. So far, the December release date was never officially acknowledged (since it's likely a battle between Sony and PD).

That quality is so good to me that I cant´believe any significant improvement in the complexity of the graphic engine of GT5 could be done. Some people say "dynamic weather" but, seriously, with what resources? Each clock cicle in PS3 seems to be in use already with this game. A rainy race would be just magic, not engineering...

I think PD has already mentioned dynamic weather is not their priority. They can achieve similar effects with static weather and night-time tracks. Sony's F1 game has rain track, with water streaking across the windscreen, 2-3 years ago.

The track editor is other thing that I can´t imagine. The courses seems too "packed", too adjusted to make the graphic load acceptable. With a road editor, the players will find the limits of the engine easily: just more objects in the same part of the road and "glups" framerate dips, stalls... Only a really smart "compiler" of the track, removing the undoable stuff that the player added, would make the feature viable.

But some kind of "what you see is what you get" editor seems too indulgent to me. The editor would be interesting from a gameplay perspective (pianos, cliffs, sharp turns... will do the thing) but the look of the circuits would be too bland, from my point of view, because of compiler policies.

If the editor is there at all, it might be a track customizer instead of track creator.
 
How many teams are at PD? How big are the team(s)? How much is outsourced ...

They probably run all development as projects, I remember Kaz said that at one time the whole company was working on the GT PSP game.
PDs site say they have approx. 110 employees, don´t know how much they outsource.
 
Thanks. Now to follow up, you would need to know the size and structure of another studio to do any relative analysis--as well as knowing how old the 110 figure is and any hyperbole (e.g. did every PD employee at one time really stop work on GT5 and work on the PSP game?)
 
That quality is so good to me that I cant´believe any significant improvement in the complexity of the graphic engine of GT5 could be done. Some people say "dynamic weather" but, seriously, with what resources? Each clock cicle in PS3 seems to be in use already with this game. A rainy race would be just magic, not engineering..

Just because each clock cycle would be in use already, doesn't mean that the coding is efficient. You can allways improve your code and get better results.

Each clock cycle has been utilized on the PS2 since year 1. Yet games looked better and better -> because of better programming skillz!

Theoretically, a console can never be "maxed out", but ofcourse, you will approach a situation of diminishing returns.

Just look at GT3. Used "all resources" on the PS2. Yet, couple years later GT4 came out and looked better. Similarly, GT5 will be better than GT5P, and GT6 will look better than GT5, even if its released on the same console.
 
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http://www.autoweek.com/article/20091103/SEMA/911039983

New interview, a few more titbits to feed on including each car has 400k polys, i thought it was closer to 200k?!

I'd like some elaboration on this bit:
Is GT5 more for the advanced player or can beginners play too?

We do have a setting for people who are just learning how to drive. The other setting is very strict, where even an F1 driver can learn new tricks from the system. However, a lot of driver's aids will be included, such as driving lines, ABS, automatic braking, you can reverse your game and record your laps and share them with others. All those things. They were not that difficult to implement.
Will GT5 have a rewind feature like Codemasters' latest and Forza 3?
 
I sure hope it doesn't have a rewind feature. Its like playing an FPS with god-mode.

(and it will affect multiplayer, since rewind will let people have better cars than they should, as they win every single race they enter -> more $$ and more bonus cars).

We do have a setting for people who are just learning how to drive.

Me and my best m8 learned to drive real life cars by playing GT3 :)
 
Thanks. Now to follow up, you would need to know the size and structure of another studio to do any relative analysis--as well as knowing how old the 110 figure is and any hyperbole (e.g. did every PD employee at one time really stop work on GT5 and work on the PSP game?)

Yeah, it´s true you can never trust company representatives. Though I myself work with sw development with very long development cycles and it´s really not that uncommon that resources are moved to critical projects. Besides from the same interview I got the impression that the games shared some common code base as he said GT5 benefited from the work on the memory constrained PSP, so it may not be as dramatic as it sounds.

With regard to company size, outsourcing etc. you are right there are a lot of uncertain parametes, which makes statements of the efficiency of the companies even less justified.
 
That quality is so good to me that I cant´believe any significant improvement in the complexity of the graphic engine of GT5 could be done. Some people say "dynamic weather" but, seriously, with what resources? Each clock cicle in PS3 seems to be in use already with this game. A rainy race would be just magic, not engineering...

IMO these games are all very 'steril' still. I would be much interested to have some wind effects, perhaps even rain in these games. If you up the effects, you can get away with less detailed models as it'll hide quite a bit and still look very authentic. The wet-stage in GT3 is a perfect example. KillZone2 (smoke, wind, debris) also uses some of these really impressive as well.

Of course you wouldn't want to go overboard with these things in a racing game. but it would be nice to have some of these additions regardless and wuold make some of the racing really challenging.
 
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