And additional fact in GT 5 You can see interiors of cars ingame, in FM 3 You cant.
Yes you can.
And additional fact in GT 5 You can see interiors of cars ingame, in FM 3 You cant.
Yes you can.
not when in 3rd person chase which is weird cause i think you can see them in the other views, especially first person view
model swap the instant the race actually starts
http://i37.tinypic.com/117fkma.gif
I dont understand why the two models use different backlights
not when in 3rd person chase which is weird cause i think you can see them in the other views, especially first person view
Though one would wonder if tesselation is used with Xenos for menus/car showcasing. Anwyay it is pretty safe to assume the LOD1 is for racing whiel the LOD0 for menu/showcase scenes. Puts the poly counts up with NFS: Shift which is 40-60k for ingame race car LOD (no extra detailed LOD for menus present). I bet GT5 ends up around there to with similar LOD steps. Well see when it gets 'packed up'.
Extracted mesh from FM3 reveals actual poly count.
LOD0: 172753 polys (car selection)
LOD1: 45074 polys
LOD2: 21802 polys
LOD3: 13134 polys
LOD4: 6360 polys
LOD5: 2556 polys
Hi-res cockpit: 79,845 polys
source:
http://www.neogaf.com/forum/showthread.php?t=376652&page=178
Kazunori said, that some cars like WRC can have about 400k polys, and about LOD 1 we dont know, but close ups from car selection, replay and gameplay dont show much change in geometry in Prologue. In GT 5 one screen with jaguar from photo mode from game [AI car] and photo mode from car selection showed that engine had less details. Without proper comparison in photomode we cant judge exactly right now.For comparison are GT5s models still around 200k (like they were in Prologue) or have they got a bump?
Cool, what car was that for?
Its interesting to note that the best model is 170k which while high is nowhere in the region of 1 million polygons that Turn 10 was harping on about, not even half that.
And how many polygons in GT5s equivalent of LOD1?