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.Does GT5 still have a 16 cars grid?
Not sure if that was toward me, but I meant as a complimentwhat the ?
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.
I think it's from THIS video.Does anyone know what video this gif is from? I'm not seeing on gamersyde maybe I'll look again later today.
http://i54.tinypic.com/2utri4y.gif
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.
- 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.
*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.
Even mud splashes from the car in front of us when he's on the sideway o_0
http://i55.tinypic.com/t9w6l5.gif
Finally a vid with acceptable quality (thanks again to gamersysde):
http://www.gamersyde.com/news_tgs_a_bit_more_gt5-9992_en.html
I just wish that the gamers in those vids whree actually better drivers
You know a game is fantastic when people start trying to pick at each and every little minuscule detail rofl.
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.
It is also important to remember that it most likely is not just modelling the object, but everything else as well.those are usually in man hours aka more people less actual time but same amount of time spent split between the group.