Gran Turismo Sport Unveiling live stream discussion (incl. FIA Championship gameplay)

Sorry.. but from what I've seen. The only thing that looks better than Forza is the photomode... IMO
To me, the lighting alone makes it look better than Forza.

Forza (while vastly improved from the Forza 3 days) still has that "a little too vibrant" "something's not quite right""that material should not be reflecting light like that" look.

But I'm sure there are people that prefer that look/lighting over GT's as well. Forza still looks great imo.
 
I was speculating that perhaps those 400 cars will still need some work done to be brought into this engine like textures, materials (maybe even sounds) which once done, gets them to super premium level, and they didn't want a discrepancy between car models this time around, hence only included the super premiums they have so far in this release.

Or they could have just decided on saving them for Gran Turismo 7.

Then they are incompetent. They kept pointing out how 'over engineered' the models for 5&6 were, so they were future proofed for future games, so speed up releases. Was that just all horseshit? Possibly a rhetorical question.
 
I think it looks better than forza but what really happened to Pd. They were doing things on ps3 which no one was doing that time and now this looks like a game that can be made by anyone.

I think they are still ahead of the curve with their lighting and car shaders but I was really hoping they would have expanded on the all things that GT5 touched and made them better.
And now with VR, I kinda get a feeling that will take a hit as well.
 
Sorry.. but from what I've seen. The only thing that looks better than Forza is the photomode... IMO

GT Sport

Forza 6

Granted that's replay mode with GT vs in-game for Forza and I have no clue what kind of extra effects are added to replay mode to make it look better but I'd say GT Sport easily looks more natural. The colouring and the lighting both look superior. Forza 6 is just really consistent and clean looking but it's a bit "fake" or cartoony by comparison.
 
Classic Kaz...
3-4? years of development for this reveal... scratch my fucking head really...

Oh look at them awesome locations I can take pictures of my car... this is obviously a more important feature of a racing game, rather than weather effects, day/night cylces,

bu...but... photomode! Day 1!! /s
What are people even saying! GT has had those things longer than most games. Slowly the hyperbole is turning 2.5 years into 4 years too.
 
Sorry for bringing this up again, but I need to add that I agree with everyone on the lighting in GTS, it's beautiful and I'd prefer it over Forza's. I still disagree on the car models (detail and paint) except maybe in photo mode.
 
I think it looks better than forza but what really happened to Pd. They were doing things on ps3 which no one was doing that time and now this looks like a game that can be made by anyone.

The game still uses the GT6 engine, that's all, they invested too much time in that game to scrap it.
The question is why this game wasn't released two years ago (or even last year) considering that it doesn't seem to add substantial things over GT6 (actually it's a lite version in certain aspects).
Polyphony needs to wake up, they seem to be disconnected from the reality of modern game development.
 
Everyone who thinks, that being wow'ed by graphics is super important in a racing game, please take a short look at this clip from Raceroom:

https://youtu.be/ZdQrZnQoAoM

...and then imagine the same with this sound.

(did Kaz really say the sound has been redone already ?? And it's what we heard yesterday?)

Holy crap that's wonderful. Free to play?

I'm at home with stitches so I can only play "waist up" games, atm. How's this game handle with a controller?
 
Sorry for bringing this up again, but I need to add that I agree with everyone on the lighting in GTS, it's beautiful and I'd prefer it over Forza's. I still disagree on the car models (detail and paint) except maybe in photo mode.

I disagree here. It's obvious that cars in GTS have more polys than cars in F6 in gameplay. GTS cars are more detailed ( higher polys ) than cars in DC too.
 
Then they are incompetent. They kept pointing out how 'over engineered' the models for 5&6 were, so they were future proofed for future games, so speed up releases. Was that just all horseshit? Possibly a rhetorical question.
Maybe they just underestimated the LoD that the cars would need for PS4; that they thought that what they had would be good enough, before realising it wasn't, and that they'd need more work? Tis a puzzle, though.
 
What would you consider the biggest short coming of GT5 and GT6? As annoying as screen tearing is, it doesn't even place in top 10 disappointing things about those games. Their lighting engine and car models go a long way. If graphics are your biggest concern about what we saw yesterday, then you are probably one of those racing sim fans who play games in 3rd person view and spend more time in comparison threads than on the track.

To be honest, I'm not even disappointed by what I saw yesterday. I was expecting better, way better of course, like everyone else (except you), but as a GT fan, I'm fine with what was shown.

I was just reacting to this:
Moreover, graphics have been the absolutely least of the worries of the GT series

Each and every Gran Turismo has been a showcase of what PS1, 2 and 3 were capable of, pushing the boundaries of graphical realism. That's a fact, you can't deny it.
 
Holy crap that's wonderful. Free to play?

I'm at home with stitches so I can only play "waist up" games, atm. How's this game handle with a controller?

I never tried it(edit: with a controller), but it was designed as a PC GT/Forza in it's beginnings with the tyre model based on rFactor and they have 3 degrees of sim to make it easier if you want.
Just try it for free, if you like it, they have huge discounts to the F2P pricing model (easter was 50% off everything except packs). Black Friday last year was a super short "get everything! for 49.99" sale.

Edit2:
I disagree here. It's obvious that cars in GTS have more polys than cars in F6 in gameplay. GTS cars are more detailed ( higher polys ) than cars in DC too.
ok, more power to them.
 
What are people even saying! GT has had those things longer than most games. Slowly the hyperbole is turning 2.5 years into 4 years too.

Yep.


Btw, in comparison with Evolution, Driveclub was in development for 3,5 years and they added dynamic weather only 2 months after launch.
 
To be honest, I'm not even disappointed by what I saw yesterday. I was expecting better, way better of course, like everyone else (except you), but as a GT fan, I'm fine with what was shown.

I was just reacting to this:


Each and every Gran Turismo has been a showcase of what PS1, 2 and 3 were capable of, pushing the boundaries of graphical realism. That's a fact, you can't deny it.

Maybe something was lost in translation. What you are saying is what I was trying to say. I could care less about how big of a jump GTS is graphically at this point. Did I hope for a bit more, yes, but because PD has already knocked it out of the park with graphics in all of their previous games, just improving a bit on GT6 isn't the end of the world. I hope to see PD one day push the PS4, but right now they need to address some fundamental gameplay issues and of course sound, new tire physics, etc. My original post came on the tail of two pages of shrubbery talk and comparing racing games to third person shooters.

Edit: I expect them to raise the bar graphically with a new console, but after GT5 and GT6, for the franchise to remain relevant and cutting edge, graphics alone are not the way forward for them. That doesn't mean I want it to look shitty though.
 
What are people even saying! GT has had those things longer than most games. Slowly the hyperbole is turning 2.5 years into 4 years too.

To be generous they might want evidence of them being in this game, existence of something in a previous game is not always proof, there are examples in gt2, gt4 and gt5 that spring to mind.
 
I never tried it(edit: with a controller), but it was designed as a PC GT/Forza in it's beginnings with the tyre model based on rFactor and they have 3 degrees of sim to make it easier if you want.
Just try it for free, if you like it, they have huge discounts to the F2P pricing model (easter was 50% off everything except packs). Black Friday last year was a super short "get everything! for 49.99" sale.

I'm going to try it. I had high hopes for project cars but somehow it didn't really pull me in. I'd like a little bit of a harder sim to go along with gt.

I actually just popped in gt6 this morning after all the gt news. I hardly got to play it because day one I noticed the camber setting was badly bugged so I waited for them to fix it.... who took over a year. Really ridiculous. Anyhow it's fixed now and I must say the game is quite good. I've probably on ever got 10 hours into it. So far the races are balanced, the menus are easy enough and the load times tolerable. The handling is fantastic if you ask me. Performance a bit shit but hey. This kind of sim has it's place. All pretty accurate while you are on your line and carving... suddenly enveloped by a magical protective cloud when things go pear-shaped. Ai opponents who drive ultra conservatively in a line acting as a ladder for you to pass over 10 minutes. It's fun. It doesn't take a tone of commitment.

But if you are in the mood for a higher commitment sim... It just doesn't deliver. That's my concern with gt sport. I have no idea if they have any idea what they're doing by trying to focus on competing instead of... fantasizing like gt has been thus far.
 
Each and every Gran Turismo has been a showcase of what PS1, 2 and 3 were capable of, pushing the boundaries of graphical realism. That's a fact, you can't deny it.
I'm sorry, but I just can't resist. GT5 vets will remember this one... ;-)

gran-turismo-5-playstr8yed.jpg
 
Wet tracks were a novelty in the early days of GT, but non dynamic weather seems pointless in a racing game. Wet weather racing becomes a showcase in excitement through changing conditions. It is the track becoming wet, sudden down pours, dry lines emerging standing water, etc that make wet weather racing equal parts entertaining and challenging. Very few sims have handled all of these aspects well. Having the entire track surface uniformly more slippery and pretty winshield wiper effects do nothing for me. This has less to do with GTS and more just a discussion about how weather needs to be dynamic or why bother including it.
 
Wet tracks were a novelty in the early days of GT, but non dynamic weather seems pointless in a racing game. Wet weather racing becomes a showcase in excitement through changing conditions. It is the track becoming wet, sudden down pours, dry lines emerging standing water, etc that make wet weather racing equal parts entertaining and challenging. Very few sims have handled all of these aspects well. Having the entire track surface uniformly more slippery and pretty winshield wiper effects do nothing for me. This has less to do with GTS and more just a discussion about how weather needs to be dynamic or why bother including it.

100% agreed. Couldn't have said it any better myself.
 
Wet tracks were a novelty in the early days of GT, but non dynamic weather seems pointless in a racing game. Wet weather racing becomes a showcase in excitement through changing conditions. It is the track becoming wet, sudden down pours, dry lines emerging standing water, etc that make wet weather racing equal parts entertaining and challenging. Very few sims have handled all of these aspects well. Having the entire track surface uniformly more slippery and pretty winshield wiper effects do nothing for me. This has less to do with GTS and more just a discussion about how weather needs to be dynamic or why bother including it.

Have to agree. GT was one of the few if not the only sim that had dynamic weather and night systems. Made long races really exciting.

Although I have to say, it was very absent online as many did not like such conditions.
 
GT Sport

Forza 6

Granted that's replay mode with GT vs in-game for Forza and I have no clue what kind of extra effects are added to replay mode to make it look better but I'd say GT Sport easily looks more natural. The colouring and the lighting both look superior. Forza 6 is just really consistent and clean looking but it's a bit "fake" or cartoony by comparison.

Not that I'm justifying GT's sound, but that Forza sound is not right either. It sounds like it was recorded in an audio booth, rather than an actual car that's outdoors.
 
Wet tracks were a novelty in the early days of GT, but non dynamic weather seems pointless in a racing game. Wet weather racing becomes a showcase in excitement through changing conditions. It is the track becoming wet, sudden down pours, dry lines emerging standing water, etc that make wet weather racing equal parts entertaining and challenging. Very few sims have handled all of these aspects well. Having the entire track surface uniformly more slippery and pretty winshield wiper effects do nothing for me. This has less to do with GTS and more just a discussion about how weather needs to be dynamic or why bother including it.

Yeah I can get behind that, too. There's plenty of love for the neat look of rainy visuals but this is the fact of the matter.
 
Wet tracks were a novelty in the early days of GT, but non dynamic weather seems pointless in a racing game. Wet weather racing becomes a showcase in excitement through changing conditions. It is the track becoming wet, sudden down pours, dry lines emerging standing water, etc that make wet weather racing equal parts entertaining and challenging. Very few sims have handled all of these aspects well. Having the entire track surface uniformly more slippery and pretty winshield wiper effects do nothing for me. This has less to do with GTS and more just a discussion about how weather needs to be dynamic or why bother including it.

.
 
Light sources that can move and changing shadows cost more to render.

If Unreal Engine is representative of other games, then static lighting takes longer to generate (ie. On the development computers) but runs smoother, dynamic lighting is generated instantly but is now intensive.

dynamic lighting is in I believe it's pretty clear from the shadow aliasing, what is being asked is why it can't rain all of a sudden for example.
 
Should be. Can't confirm till we see SP.



What about time of day?
Well let's hope they at least have the basics of racing down this time. I could care less about weather or time of day settings. Flags and rules, rolling starts that are double file and dynamic rubber being laid down, dry lines forming if wet or going away, is more important than graphical flair.
 
Not that I'm justifying GT's sound, but that Forza sound is not right either. It sounds like it was recorded in an audio booth, rather than an actual car that's outdoors.

The sound in cockpit view sounds better but yeah, it's still not right.

Real life

[edit]More real life audio

It's still perfectly acceptable compared to the garbage in GT6 and seemingly GT Sport though. If GT Sport could reach that level of sound we'd all be happy even though it doesn't seem all that accurate.
 
dynamic lighting is in I believe it's pretty clear from the shadow aliasing, what is being asked is why it can't rain all of a sudden for example.
The question wasn't whether or not GTS has dynamic lighting because it probably does, the question was why is dynamic lighting more intensive.

Said shadow aliasing is probably proof that dynamic lights are more intensive since shadows have to be dialled back.
 
It is the track becoming wet, sudden down pours, dry lines emerging standing water, etc that make wet weather racing equal parts entertaining and challenging.
I don't think any game does this. They all have the track uniformly slippery. Some change the degree over time like GT6, DC and pCARS. Forza has actual hydroplaning, but nothing is dynamic.
 
The question wasn't whether or not GTS has dynamic lighting because it probably does, the question was why is dynamic lighting more intensive.

Said shadow aliasing is probably proof that dynamic lights are more intensive since shadows have to be dialled back.

The question was why dynamic weather is more intensive. it's pretty clear why dynamic lighting is more intensive and it can be assumed Y2Kev knows that already. The reason he asked about weather is because GTS does not have dynamic weather but does have weather.
 
I don't think any game does this. They all have the track uniformly slippery. Some change the degree over time like GT6, DC and pCARS. Forza has actual hydroplaning, but nothing is dynamic.

There has been changing conditions and some pseudo dry line stuff in other games, just no all of the dynamic systems at once or any of them that well. I am not sure if a game has ever had weather systems on large tracks like Spa and The Ring where it can be raining on one end and dry as a bone on the other.

rFactor and iRacing seem to be leading the charge with their dynamic track condition modeling. It makes sense that these will eventually translate into dynamic weather conditions. If you can't model a dynamic track condition, you definitely can't model a truly dynamic weather.
 
The question was why dynamic weather is more intensive. it's pretty clear why dynamic lighting is more intensive and it can be assumed Y2Kev knows that already. The reason he asked about weather is because GTS does not have dynamic weather but does have weather.

Shit, sorry. Was viewing on the phone when I replied to Y2Kev and misread it as lighting. Apologies for that, I don't actually know why dynamic weather is more intensive though.
 
The eligible countries does seem a bit baffling ...

I don't actually know why dynamic weather is more intensive though.

One would assume the dynamic nature of the weather would make things more intensive by merit ... if the effects are pre-baked then there's less calculations required, no?
 
One would assume the dynamic nature of the weather would make things more intensive by merit ... if the effects are pre-baked then there's less calculations required, no?

You would assume at first but thinking into it (as someone who has never actually made a dynamic weather system of course) I don't understand what's actually more intensive.

Chance of rain is probably just a random number generator based on a seed input (e.g. the player selecting some "rain chance" value). Generating random chance like that is incredibly quick to process, so it would lead me to assume that it's something to do with the graphics of weather changing and not the forecasts.

Maybe it's something to do with overcast nullifying most shadows, stuff like dynamic clouds that can occlude the sun?
 
They were able to do it on ps3 - how is it possible they can't on better hardware? Did they have problems porting the engine, not enough time or whatever else reason?

A design decision, perhaps? Maybe they think more people prefer fixed conditions (and it might be true since I doubt the millions of GT players are hardcore enough to want random rain showers to rain their awesome race using supersoft slicks)
 
Or maybe the tracks aren't actually finished and they are work in process, and so they can't or don't want to show the dynamic weather without making a commitment if in the end they won't be able to provide the feature for performance reasons. After all, they might be aiming for a stable 60 fps experience, since that was one of the major complains in the previous titles.

Usually weather effects and the alike are done or tested when the maps / tracks are already at the desired state. If they can have the weather effects without having to sacrifice the intended goal for the track - being it a visual fidelity goal and/or a performance goal- I'm sure we will see them implemented.
 
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