The GT5 expectation thread (including preview titles)*

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Looking at the video I can't help but feel that it should be a crime to have cockpit self shadows with that many jagged edges :| ....especially when you are running 4xMSAA mixed with a temporal effect.

I noticed this in GT5: Prologue, some cars had horrible amount of shadow aliasing while some of them fared much better (comparatively).....it was very inconsistent.
 
I don't know, firstly it's off screen compared to direct captures.

And all the trees look 2D and very flat, the entire track is also green - and the Laguna Seca is dry and brown most of the year (as those real life pics) posted earlier show.

What does help is the high contrast lighting which makes the track look more realistic.

That's probably the biggest problem with the Forza series the lighting and saturation give the game an unrealistic look.

During racing, I don't know if the lighting differences show up. The premium cars look better modelled (Higher poly counts ?) too, but I think they are more apparent only in photo mode ?

The environments now have weather and dynamic day-night effects, stuff that noobs like me can tell right away. And there are more types of races for racing fans. There should be more cars on-screen too, and there are those cool pit crew animation. I think they also modelled the entire car for premium vehicles (under belly for flipping, and backseat for photo mode, and may be head tracking). They all combine to orchestrate the racing experience.

I'm sure DF will give it a thorough analysis. The framerate may drop as Kazunori mentioned.
 
I don't know, firstly it's off screen compared to direct captures.

And all the trees look 2D and very flat, the entire track is also green - and the Laguna Seca is dry and brown most of the year (as those real life pics) posted earlier show.

What does help is the high contrast lighting which makes the track look more realistic.

That's probably the biggest problem with the Forza series the lighting and saturation give the game an unrealistic look.

I would say that was the biggest problem in the Forza series. Now, I would say the biggest problem is the physics. Then, I would say lighting. Then, I would say the shaders. Then, I would say the LOD1 car models. The other stuff I would consider minor (like missing shadows, AA, day/night cycles, weather, etc).

I'm guessing GT5 online features will come online by Tuesday, right? Has that been announced?

EDIT: Beaten to the punch on the first part of my post by Patsu.
 
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Being a non-racing guy, I totally forgot about the car physics in GT5. ^_^

Gameplay-wise, they also depart in car library, B-Spec and course maker, vs user-generated modifications in Forza ? The dynamic course maker may prevent them from optimizing the tracks too much ? The user car mods may prevent Forza from optimizing the cars too much.
 
What's so great about car physics in GT5 in comparison to FM3? In the video Billy Idol posted collisions look like total ass.
 
Basically, no more magic carpet car rides (cars that seem to float on the track). Even if you just look at the videos between the two games, you can really see the physics at play in GT5. Plus, collisions look a lot more accurate than FM3.
 
Don't know about the physics differences with Forza. I experienced the differences between GT5P and GT5 Academy. The later is actually more fun for me even though it's professional mode.

Just saw Billy's video. The Rome track is the demo track. Looks nothing like the bland TopGear track right ? ^_^

Damage is inconsistent depending on car model and race type me think.
 
I could talk about the difference in physics all day, but the truth is, the physics for just regular driving in Forza are fine with me. They're fun, they give you a feeling of driving on-the-edge, and sound is very engaging too. My biggest issue with them is when you hit anything but the track - grass is not grass, it's glue. Wheel support is decent now in Forza 3 too, but it's not the same as GT just yet (partly because particularly normal cars just feel a tonne better with a 900 degree steering wheel, but there are lots of other differences as well).

More detailed differences I'm not going to discuss until I have the game (I'm slowly getting a little bit nervous to think I'll have the game in about 3 days ... I pre-ordered it at media markt, and I was about the 30th to do so, so I think the game is going to do well ;) surprise ... )

Anyway, this kind of thing is what it's all about, and it looks very, very encouraging (sounds good too, not perfect, but definitely good):

 
Basically, no more magic carpet car rides (cars that seem to float on the track). Even if you just look at the videos between the two games, you can really see the physics at play in GT5. Plus, collisions look a lot more accurate than FM3.

How so? They don't seem to be affecting anything in the video, the player hits AI multiple times and neither seem having any trouble controlling their cars afterwards. It doesn't strike me as accurate.
 
Anyway, this kind of thing is what it's all about, and it looks very, very encouraging (sounds good too, not perfect, but definitely good):

wow, motorsound is brutal - cool!

I would prefer that the smoke/particles is a little bit more persistent and stays much longer on screen...and probably get influenced by some form of wind :D
 
How so? They don't seem to be affecting anything in the video, the player hits AI multiple times and neither seem having any trouble controlling their cars afterwards. It doesn't strike me as accurate.
http://www.youtube.com/watch?v=ymzVMjE3TfA

http://www.youtube.com/watch?v=tfB8NifCZAw

http://www.youtube.com/watch?v=ZNU8Xre9vHk

IDK, maybe you like texture damage better than deformation. Trouble controlling your car after an impact is good and simple to do (increase dead space in controls). It's better if your car drives based on the type of damage received, etc (can't drive at all in some cases). I don't believe the standard cars in GT5 have that, though. Premium cars are suppose to have that. Let's wait and see.
 
IDK, maybe you like texture damage better than deformation. Trouble controlling your car after an impact is good and simple to do (increase dead space in controls). It's better if your car drives based on the type of damage received, etc (can't drive at all in some cases). I don't believe the standard cars in GT5 have that, though. Premium cars are suppose to have that. Let's wait and see.
I didn't mean damage deformation but collisions themselves. In FM3, they might be glitchy or exaggerated at times but they work fine for the most part and they're much better then collisions seen in Billy Idol's video, where they remind me of cardboxes hitting each other rather than cars.

On a plus side, I love texture filtering in GT5. Road lines and other details are extremely importand when judging distances etc., so it's really great to see them all in place :)
 
Physics should cover environmental simulation, car simulation, driving as well as collision.

I remember the earlier demoes have bouncy road blocks (when collision physics was absent). May they don't handle edge case collisions well. The average cases should be better. Curious to see car flipping myself.
 
Collision are good in GT 5 - for example
http://i37.tinypic.com/xbfnv7.gif
http://i38.tinypic.com/25u4hhi.gif

About rollover and damage
http://www.gtplanet.net/forum/showthread.php?t=132225&page=343#post4166280

And I dont know why ppl complain about environments in GT, they're good [trial mountain, eiger] or awesome [suzuka, london, fuji].
About textures - http://i53.tinypic.com/e8oj7k.jpg
About draw distances, check 1:45 in this movie http://www.youtube.com/watch?v=zoqZxjlRjTE

Ps. And something special in the end ;p http://img.photobucket.com/albums/v673/iceatcs/Games/GT5DustyRally.gif
 
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And I dont know why ppl complain about environments in GT
It's a complaint specifically levied at simple tracks like the Top Gear test track, and those highlighting this issue have already remarked that other levels look good. The question is why this one track looks weak by comparison, which is being discussed in the Tech thread.
 
I get why they 1/4 (or even 1/16 as it seems??) the resolution of the particles, but surely there must be a better way. The jaggy wiper really sticks out. Like blur the edge more or something at least.
 
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