The GT5 expectation thread (including preview titles)*

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Well choice is what should be priority. Allow users to make custom games with contact on/off and damage on/off. But they say the online will be comprehensive so that is expected
 
All contact should be turned off for online, so you're effectively racing against other players who are ghosts, and they're racing against you as a ghost.

Is that your ultimate racing sim?

I seriously can´t tell when you are joking or not. :???:
 
I thought racing against a ranked ghost was already implemented in GT5P ?

It may not make sense to have multiple ghosts overlapping each other in an online race. I mean they are all going to crowd towards the perfect race line.
 
Is that your ultimate racing sim?

I seriously can´t tell when you are joking or not. :???:

Kinda joking.

But when I say "Kinda", I mean that for titles such as GT5P and (which has already been mentioned) PGR4, online racing should be without any form of collision detection. When there is literally no personal penalty for crashing another car off the course, or using another car for glitching cornering, then it becomes a mockery.This is especially true for GT5P as, not only is there no damage sustained, but the contact physics are such a joke that they pretty much demand such an approach.

However, with titles such as Forza 3, Grid, etc. where there is a personal penalty for hitting another car, then collision detection (imho) should be on as it promotes proper racing and awareness of other players. Yes, there will be times when someone collides with you and maybe ruins your race, but that's what happens in racing anyway.

So for titles with damage that effects the physics of the car, then collision detection is fine to be on. For those titles where there is no penalty for crashing, then collision detection should be off.
 
Just have flags for online modes.

Full damage, cosmetic only, ghosts. How hard is that... if I host a game, I'll set it to full damage... if others hate they well they can just keep on browsing for a session thats has it set off. Simple really... well at least I think so with my non-programmer brain.

Damage damage damage! I wants it! Some people have forgotten what true PC "sims" were like.
 
From the video I've seen of the Indy Time Trial, the crowd in the stands looks plain. Specifically, I see the same 5 colored shirts throughout the stands. Is it that costly to mix up the hues ?
 
<if this was directed at me>
How did you survive past releases of Gran Turismo ? New customer for Polyphony ?

Nope, played all of them except any PS3 ones. Basically waiting for GT5. The basic truth is most others like me will still buy the game when it comes out, damage or not. Its just that this is the time we can voice our opinions on what we would like to see so whats the harm in doing so?;)
 
Post your Academy time (be honest) :)
I got 1'40.322 (tuned 370) after about 30min. of playing. Was ranked 28th at the time but I'm probably over 50 now.

DF GT Wheel
Transmission - MT
TCS - 0
Driving line - Off
 
Gonna do a few more laps now. Don't think I'll be able to shave much more off TBH, but I can play this for hours and hours. ~2.5s behind Yamauchi's time I think.

edit: managed to get 1'39.521. Nothing to brag about, but that's probably the best time I'll be able to do.
 
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From the vids, it seems the latter (expect in replay mode).

However, I can't confirm that's the case myself as my PS3 just died. D/L's from Japan, booted it up, a cracking sound from the innards and..... dead.

Happy days :)
 
I really hope this demo is not representative of the final game.

The track looks pretty bad, look at the trees and the grass looks like felt
1080p_001.jpg.jpg


Even Grandmaster never mentioned the difference trackside detail in his comparision of Forza 3 and GT5.


Forza_3_Maple_Valley_000.jpg.jpg


What's the point of having fantastic looking car models if you play in cockpit view and have to look at trees from the PS2 era?
 
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Its not a demo actually, its just a time trial made for competition purpose only to show off the physics engine & thats it.The total size is 200MB, so its no wonder that its full of textures & assets that are even lower resolution than GT5P. Whats more, this track is equally bland looking in real life too so thats another reason why it looks even worse.

Just going off memory, the shadows seem softer and less jagged. There's also far less shimmering making it look cleaner in general.
Yes I noticed this too...far lesser sawtooth edges in shadows as compared to GT5P.
 
Its not a demo actually, its just a time trial made for competition purpose only to show off the physics engine & thats it.The total size is 200MB, so its no wonder that its full of textures & assets that are even lower resolution than GT5P. Whats more, this track is equally bland looking in real life too so thats another reason why it looks even worse.

Actually going by PD themselves it is the GT5 demo. And ~220MB package size (probably compressed to) is decent for a single track, 2 cars and few music tracks. If you think about it most demos tend to have several videos and promo videos making up for a quite big part of demo packages.

Also this track is kinda oval so from any edge of the track you should be able to see the other side of the track so in short pretty much the whole track needs to be rendered in several spots. IMO seems they are going for stable perfomance with more complex physics instead of the reverse.

For those saying that the GT5 demo isn't a GT5 demo, I humbly refer you to this:

http://img13.yfrog.com/i/gt5demo000.jpg/

http://www.eurogamer.net/digitalfoundry
 
Is anyone else noticing improved heat haze and depth of field effects during the replays? I remember there used to be an odd shimmerring effect around the car on Prologue when any depth of field/focus related camera shots were ob screen?
 
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