The GT5 expectation thread (including preview titles)*

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Does GT5 still have a 16 cars grid?
By all accounts, yes. I imagine it probably depends on what kind of race it is, and which track it's on. Kazunori mentioned specifically about seeing fifteen opponents on screen at once, all kicking up water from a wet track.
 
The list of awesomeness in GT5 is getting so long and impressive it borders on to much to comprehend..

Yeah... but my cynicism has kicked in. I think there will be nasty surprises. It sounds too good to be true in the general case. There's probably some restrictions/limitations here and there.
 
Yeah... but my cynicism has kicked in. I think there will be nasty surprises. It sounds too good to be true in the general case. There's probably some restrictions/limitations here and there.

And you're right. What we know of so far (that I can think of):
  • "Dynamic" weather and day/night transitions on endurance tracks/races only.
  • Interiors only modeled for the Premium Cars.
  • Windshield wipers on Premium Cars only. :p
  • 3* different damage models depending on car type. Damage modeling on standard cars quite limited.
  • Framerate comprises in heavy/extreme load conditions.
  • Flat trees and crowds for certain locales.
  • No Porsches! (only RUF). But that's a different story, I suppose. :LOL:

*3 different damage models is the count I saw most recently in one of the TGS articles/interviews. It was either MotorWeek's or IGN's article.
 
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And you're right. What we know of so far (that I can think of):
  • "Dynamic" weather and day/night transitions on endurance tracks/races only.
  • Interiors only modeled for the Premium Cars.
  • Windshield wipers on Premium Cars only. :p
  • 3* different damage models depending on car type. Damage modeling on standard cars quite limited.
  • Framerate comprises in heavy/extreme load conditions.
  • Flat trees and crowds for certain locales.
  • No Porsches! (only RUF). But that's a different story, I suppose. :LOL:

*3 different damage models is the count I saw most recently in one of the TGS articles/interviews. It was either MotorWeek's or IGN's article.

I think it´s a question of "budget" on the different features. The detailed interior on all cars.. would take a long time. Same goes for damage. And they have a "polygon budget" they have to stick to on the different tracks. I just hope that the differences are subtle and wont jump in the face from the get go. I hope they keep us with simple cars from the start and let us get the more advanced stuff as we get deeper into the game.
 
I absolutely dislike Racing sim gameplay , but I can't help drooling at the weather effects trailer. I want those rain drenched streets now !!!!!!!

Does GT5 allow atleast NFS shift like gameplay, or is it completely a sim?
 
Its very much playable under standard physics setting, I love sim racers & can handle any car fairly easily yet I had difficulties while playing Shift cause I thought that the game (without any mods) handled like crap since it was way too slippery.
 
You know a game is fantastic when people start trying to pick at each and every little minuscule detail rofl.

Don't know if you visit GAF much but the GT5 thread there is hilarious for that.

No skid marks has finally been removed from the list of "compromises." :LOL:

I think it´s a question of "budget" on the different features. The detailed interior on all cars.. would take a long time. Same goes for damage. And they have a "polygon budget" they have to stick to on the different tracks. I just hope that the differences are subtle and wont jump in the face from the get go. I hope they keep us with simple cars from the start and let us get the more advanced stuff as we get deeper into the game.

Definitely. Last I heard it takes 2 years to model a track and 6 months to model a car. I think that was from the Motorweek TGS interview. I don't think they ever clarified how many artist that takes either (per track and car). Frankly, 200 cars as detailed as the premium models are is quite impressive, IMO. Especially considering how long it takes to model them. Can't very well have a team of nothing but artist, can we? :p Nor do I think it would be a particularly good idea to outsource a lot of that work to (presumably cheaper/faster) 3rd parties (ala Heavy Rain) where the quality of the end results can be quite questionable (in HR's case, at least).
 
those are usually in man hours aka more people less actual time but same amount of time spent split between the group.
 
those are usually in man hours aka more people less actual time but same amount of time spent split between the group.
It is also important to remember that it most likely is not just modelling the object, but everything else as well.
Sounds, performance of the car and physics, surface information for crashes, rigging and so on.
Suddenly the 6 months of man time doesn't sound so impossible.
 
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