The GT5 expectation thread (including preview titles)*

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The game will include the 5 previous tracks found in the Japanese version, along with an old Gran Turismo classic - the High Speed Ring.

Drift Mode - The player’s drifting technique is measured based on drift angles, racing lines, and speeds within evaluation zones located at various turns on the course.
In Depth Car Tuning - Players have the ability to adjust the vehicle’s performance, including power, weight, tires and suspension.
Two-player Split Screen Racing - Allows players to race head-to-head against friends and foes offline.

12 tracks, split screen, 71 cars. :D

http://www.ripten.com/2008/03/06/gt5p-north-american-details-announced-split-screen-new-track/
 
Two shots got my attention

gtnew17.jpg


Already had me drooling, but something else had to top it...

DSCF0376.jpg

(some GAF'er took a ss from his tv)

That second pic....RSX is a powerhouse! :runaway:
 
To be fair, though it's an awesome image, it's a very finite environment. They can throw the best part of all the available RAM on an incredible wall texture with the real lighting. They only need grab some light-probes for the lighting of the car. And if the scene is static, a 2D photo would be enough for that realism with some camera-aligned rendering and composition!
 
To be fair, though it's an awesome image, it's a very finite environment. They can throw the best part of all the available RAM on an incredible wall texture with the real lighting. They only need grab some light-probes for the lighting of the car. And if the scene is static, a 2D photo would be enough for that realism with some camera-aligned rendering and composition!

The camera moves around the environment - it would NOT work as 2d. It looks spectacular on my screen and it doesn't "feel" static
 
Oh absolutely. And on the Japanese version, the graphics are very jaggy here and there (at least in 720p) mode, but especially in some bits of these views. But then again they still look awesome. But above all, it's a testament to great artists, and fantastic choice of colors and lighting.

According to Eurogamer, the following cars will be in the European release later this month. Nice to see Mazda's showing up, not to mention two additional Ferraris (and oldies too!).

Lexus IS F '07
Nissan Skyline GT-R V-spec II Nur '02
Nissan Fairlady Z Version S '07
Nissan Skyline Sedan 350GT Type SP '06
Nissan Skyline Coupe Concept '07
Nissan Skyline Coupe 370GT Type SP '07
Nissan Skyline Coupe (V36) Tuned Car
Nissan GT-R Proto '05
Nissan GT-R '07
Honda Integra TYPE R '04
Honda NSX Type R '02
Acura NSX '91
Mazda Atenza Sport (2007 Tokyo Motor Show reference exhibit)
Mazda RX-8 Type S '03
Mazda RX-7 Spirit R Type A (FD)
Mazda RX-7 (FD) Special Tuned Car
Subaru Impreza WRX STI (18inch BBS Wheel Option) '07
Subaru Impreza Sedan WRX STI spec C Type RA '05
Mitsubishi Lancer Evolution IX GSR '05
Mitsubishi Lancer Evolution X GSR Premium Package '07
Mitsubishi Lancer Evolution IX GSR Tuned Car
Mitsubishi Lancer Evolution X GSR Tuned Car
Suzuki Cappuccino '95
Suzuki Swift Sport '07
Suzuki Cervo SR '07
Suzuki Cappuccino Tuned Car
Suzuki Swift Sport Tuned Car
Daihatsu Copen Active Top '02
Daihatsu OFC-1 '07
Chevrolet Corvette Z06 '06
Chevrolet Corvette Z06 (C6) Tuned Car
Dodge Viper GTS '02
Dodge Viper SRT10 Coupe '06
Dodge Viper SRT10 Coupe Tuned Car
Ford Mustang V8 GT Coupe Premium '07
Ford GT '05
Ford Focus ST '06
Ford GT Tuned Car
Audi R8 4.2 FSI R tronic '07
Audi TT Coupe 3.2 quattro '07
BMW Z4 '03
BMW 135i Coupe '07
BMW M3 Coupe '07
BMW 135tii '08
Mini Cooper-S '06
Mercedes-Benz SL 55 AMG '02
Volkswagen Golf GTI '01
Volkswagen Golf V GTI '05
Alfa Romeo 147 TI 2.0 TWIN SPARK '06
Alfa Romeo Brera Sky Window 3.2 JTS Q4 '06
Ferrari 599 '06
Ferrari F430 '06
Ferrari 512BB '76
Ferrari F40 '92
Lancia Delta HF Integrale Evoluzione '91
Citroen C4 Coupe 2.0VTS '06
Renault Clio Renault Sport V6 24V '00
Renault Clio Sport V6 24V Tuned Car
Aston Martin DB9 Coupe '06
Jaguar XK Coupe '06
Lotus Elise 111R '04
Lotus Elise '96
Lotus Elise 111R Tuned Car
Lotus Elise Tuned Car
TVR Tuscan Speed 6 '00
TVR Tamora '02
Art Morrison Corvette '60
Amuse/Opera Performance Gran Turismo 350Z RS
Amuse S2000 GT1 Turbo
Mine's BNR34 Skyline GT-R N1 base '06
Blitz Dunlop ER34 '07
 
The camera moves around the environment - it would NOT work as 2d. It looks spectacular on my screen and it doesn't "feel" static
I was sure it could, only explaining how amazing picture doesn't necessarily mean amazing GPU. Being more realistic, yes the camera can be moved, which is why a 3D textured scene is needed rather than a photo composite, but it's still mostly a photograph though, mapped onto geometry. That incredible wall isn't a set of high-res textures lit in realtime through a lighting engine! You can't spin on time and have it lit accordingly in dawn, midday, and sunset light, and every option in between (or can you?!). It's a fixed environment with a fixed atmospheric and a fixed baked-on lighting taken from real-world photos, with a rendered car added. That's in stark contrast to something like Uncharted where the textured walls are created from multiple textures processed in realtime.
 
Sega GT had a damage/maintenence costs after each race... and that was on the Dreamcast. Sure its the least PD could do with GT5.

Even NFS4 had that in the carreer mode.

Will the 430 scuderia be in the final version btw? Now all thats left is waiting untill 2009/10 untill it will become available in EU...
 
I was sure it could, only explaining how amazing picture doesn't necessarily mean amazing GPU. Being more realistic, yes the camera can be moved, which is why a 3D textured scene is needed rather than a photo composite, but it's still mostly a photograph though, mapped onto geometry. That incredible wall isn't a set of high-res textures lit in realtime through a lighting engine! You can't spin on time and have it lit accordingly in dawn, midday, and sunset light, and every option in between (or can you?!). It's a fixed environment with a fixed atmospheric and a fixed baked-on lighting taken from real-world photos, with a rendered car added. That's in stark contrast to something like Uncharted where the textured walls are created from multiple textures processed in realtime.

"where the textured walls are created from multiple textures processed in realtime." Isn't that what it's doing? I like one of the natural tunnel ones - really amazing wall/rock textures there.
 
"where the textured walls are created from multiple textures processed in realtime." Isn't that what it's doing? I like one of the natural tunnel ones - really amazing wall/rock textures there.

No it looks exactly like a photo (that means pre-baked lighting from the photo event, etc) strapped on simple geometry assets. That means a texture without mapping. Some assets are 2D in some of the photomode scenes, sprites and 2D backdrops.

It is by far less taxing to use textures with pre-baked lighting* and pre-baked shadows/shading*, especially if it is from the photo occasion itself and not added in later. The thing is then that moving dynamic lightsources wont have any effect on the textures making it look 'strange' and without depth.
Of course a texture built up by several layers and that has shading depend on the lighting will require much more of the system and lighting system.

Neverthless that doesn't really mather becouse it is photomode and it fullfills it's function , that is creating a realistic looking scene even if it technically isn't anything to raise the eyes for (hats of for the cars though). BUT the art, composition for each scene shows of course great talent. Tehy can of course add normal map to give it depth and react nicely to moving lightsource.

* HL2 is an example but the textures there are mostly or perhaps all created and not taken with camera.
 
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No it looks exactly like a photo (that means pre-baked lighting from the photo event, etc) strapped on simple geometry assets. That means a texture without mapping. Some assets are 2D in some of the photomode scenes, sprites and 2D backdrops.

It is by far less taxing to use textures with pre-baked lighting* and pre-baked shadows/shading*, especially if it is from the photo occasion itself and not added in later. The thing is then that moving dynamic lightsources wont have any effect on the textures making it look 'strange' and without depth.
Of course a texture built up by several layers and that has shading depend on the lighting will require much more of the system and lighting system.

Neverthless that doesn't really mather becouse it is photomode and it fullfills it's function , that is creating a realistic looking scene even if it technically isn't anything to raise the eyes for (hats of for the cars though). BUT the art, composition for each scene shows of course great talent. Tehy can of course add normal map to give it depth and react nicely to moving lightsource.

* HL2 is an example but the textures there are mostly or perhaps all created and not taken with camera.
It's a thing called "cut scene" in other games, not the photo mode which will be implemented in GT5P later.
 
What I like about it is a part of me knows by the time GT6 comes out it will look exactly like these cutscenes or even better during races.
 
Yeah but will GT6 come out this generation or next?

Really would like to see Sony push up the next-gen, at least come out the same year as the next Xbox.

Get all the goodies, 1080p60 rendering, HDR, 4XAA, etc.
 
2 games (discounting the various preview versions) per gen so far, no reason to think otherwise this time.
 
Actually there is, thanks to DLC. GT5 can be extended, and the developers can spend their time creating tracks, cars, and racing media. Given the incremental improvement of GT4 over GT3, and the lower sales as a result, the decision to produce a marginally improved sequel may look less economical versus extending the existing definitive driving experience. Perhaps instead an updated GT engine could be released with some improvements that uses the existing assets? If you've bought...$70 of cars from DLC, you wouldn't be too happy to have to buy them all over again for the next game where they look pretty much the same.

I dunno what they'll do, but they do have options this gen where they haven't before.
 
They should release GT5 at full price with 100 cars and 20 tracks. And then offer free DLC in the from of 10 cars and 1 track every month for the next 3 years. Going by GT standards that would be at least 1 Nissan Skyline per month. ;) This should keep people playing for a long time and give PSN a nice boost.
 
yeah it sounds like they're already having to make tradeoffs for GT5.

So they may not be able to push the hardware much further this gen.

Plus one of these days, they might actually have to work on and release GT Mobile.

Then after that, you would hope they're planning/anticipating future hardware and how they would design for such hardware.
 
yeah it sounds like they're already having to make tradeoffs for GT5.

Where? The just added split screen. Do you remember the days when people said they wouldn't be able to render the same graphics of GTHD with more than one car...and now their doing better with 16 cars, cockpit view and now split screen. Tradeoffs?
 
Native resolution and LOD would be 2 tradeoffs to begin with... framerate fluctuation? ;)
 
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Any news on the sound engine for GT5? (not prologue).

Its the one place that still seems very last gen. Actually very few racing games have been able to accurately recreate the engine sounds of actual cars.

This is one area that I find GT5 is lacking in information. Interviews? Quotes? Whats happening with the ENGINE SOUNDS!
 
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