archangelmorph
Veteran
QFT, PGR2 really eclipsed GT4 technically.
Why does every thread have to turn into this?
QFT, PGR2 really eclipsed GT4 technically.
QFT, PGR2 really eclipsed GT4 technically.
Actually, many environments in GT4 easily match or surpass the environments seen in other racers.
GT4 is the best looking and most technically impressive racer last-gen. GT5 won't be any different and can only be surpass by GT6
Why does every thread have to turn into this?
A small side discussion brought up by PSman. My view is that PGR2 was more technically advanced with such features as self-shadowing, high poly cars, reflections, damage model, special lighting effects. But artistically GT4 in the sense of more realistic looking I would think it had the upper hand. :smile:Why resort to derailing the thread? Honestly
ok ... lets get this topic back on track.....bikes is confirmed.
I disagree, project gotham 2 had much better lighting, textures, environments damage modelling, extremely detailed backgrounds, and a much nicer artistic direction; though that last point is subjective.
GT4 was ok, nice for a PS2 game, but in no way was it the nicest game last gen. Even PGR 1 had far more detailed environments and higher poly cars (Though polyphony have the best car paint shaders in the world, it is magic what they do)
(I also finished GT3 and GT4. I'm not a fan boy of any games company or publisher, this is just how I see it)
GT4 also doesn't have self shadowing, 3d wheels in gameplay, it environments simply aren't that detailed. They are low poly in many places, very sparse with blurry textures. Also the physics model is a pile of junk, but isn't what is being discussed.
Sorry to be pedantic but..I don't see why it matters that PD do things "technically correct". If I were to sit down with a PS3 dev kit to model something and a talented artists/ modeller were to sit down with a PS2 dev kit, I can guaran-damn-tee that the end result will have the PS2's model coming out on top. You can put a billion polygons on a screen and still have it look like shit. It's that simple.
Here's a non tech view on your calculations...technical calculations:
20 000 x 60 = 1 200 000 polygons per second per car
1 200 000 x 16 = 19 200 000 polygons for all 16 cars on track to be rendered at the same time
GT4 also doesn't have self shadowing, 3d wheels in gameplay, it environments simply aren't that detailed. They are low poly in many places, very sparse with blurry textures.
Also the physics model is a pile of junk, but isn't what is being discussed.
Here's a non tech view on your calculations...
If a carmodel is built with 20 000 polygons, less than a third of them is visible at a given time since there are'nt any über angle that can show you all of the car at the same time. Also I'm sure there is some sort of LOD-system that renders the cars farther away with less detail than up close, and you can't have 16 cars up close at the same time.
But yeah, It should leave room for some nice looking trees.
?????????????????????????????????????????GT4 was graphically technically behind the leading Xbox racers, but had better art.
?????????????????????????????????????????
[it means: care to explain?]
I'd put a 'maybe' and a 'perhaps' here and therehe means that while some xbox racers had where pushinh more polygons, had better textures etc, GT4 looked more "real" because they nailed the lighting