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Bizarre Creations' Update

IJoel

Member
http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=60

Bizarre Creations said:
This is part two of Bizarre Creations report on the Tokyo Game Show.

...

We played most of the Xbox 360 games on the show floor, and were suitably impressed with all those we tried. The two that stood out from the pack are as follows:

Call of Duty 2 - Really epic and dramatic. The smoke effects look superb, and the gameplay felt fast and frantic. I was particularly impressed with the planes flying overhead doing strafing runs and what not. CoD2 looks like it's shaping up to be another great title to add to your collection.

N3: Ninety Nine Nights - This was the game of the show for me (aside from PGR3 of course!). Having only heard a little about it before TGS, I was blown away by the super-detailed graphics and extremely fun & frantic gameplay. I'll be picking this one up, assuming it'll launch in the UK!

...

Gareth gave an intro to the game, and outlined some thoughts about the various game modes we've included this time around:

The game has been split into two main sections. "Gotham Career" is for the serious gamer; and will present a challenge as tough as you've come to expect from the Project Gotham Racing series. If you want to win medals and make a name for yourself, this should be your first port of call. The career mode is split into various championships, which are themed around a particular city or style of play. For example, you might see a "style championship", which includes cone challenge and various other Kudos-related game types.
The second game type, "Playtime", is for those of you who aren't too concerned with competitive racing. If you want to call the shots yourself, go here. Choose any combination of cars, any track, set the number of laps and race conditions, and you're off. You don't need to complete levels or earn medals, do whatever you want... (and yes, that includes making your own circuits!)
All of cars in PGR3 will reach at least 170mph, and can be purchased for their real-world cash values. You earn cash, and can spend it on building a garage full of plush super cars. We've tried to make things a little different this time around though... from the start you can choose virtually any car in the game and make it your own. You don't have to play for 200+ hours just to earn the Enzo Ferrari... you can race it straight out of the box if you want to. We're not interested in telling you how to play; we've given you the tools to decide for yourself.

Our car selection this time around is quite focused. We've got the cream of the crop... only the fastest and most desirable super cars in the world need apply. The great thing about narrowing down our car selection is the flexibility it gives us to express the individual car's personality. In PGR2, we knew that an Enzo was faster than a Skyline, which was faster than a Focus. That's about as deep as it got.

...

We've added over 100 new parameters to our physics engine compared to Gotham 2. This means that attributes such as acceleration, top speed, braking power, weight etc. are all realistically represented in a way that we've never been able to do before. It all adds together to not only make each car look great, but give them unique personalities too.

...

At the Tokyo Game Show, we were unable to demonstrate Gotham TV. Ironically, we were only supplied with dial-up Internet access in our super-plush suite! Gareth went on to describe the details of the service, as well as dropping the bombshell: up to 30,000 people can watch GTV at once!

...

Comparison pictures from real life Tokyo and PGR3's Tokyo:
http://www.bizarreonline.net/news/images/tgsupdate/02_comparison.jpg
http://www.bizarreonline.net/news/images/tgsupdate/03_comparison.jpg
http://www.bizarreonline.net/news/images/tgsupdate/01_comparison.jpg

BIZARRE CREATIONS AM LIARS: http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=61
Bizarre Creations said:
...

The results were surprising... therefore I'd like to take this opportunity to apologise to all gamers who were expecting 80,000 triangles in PGR3. I can conclusively reveal that in fact we do NOT have 80,000 polygons on average per car.

It's actually closer to 96,000...

Some cars have around 85,000 polygons, but many go as high as 105,000. The McLaren F1 LM (my favourite PGR3 car!) clocked in at over 100,000. Obviously these counts include the car interiors as well as the exteriors, but they don't include the extra geometry to display car damage, which can add between 10,000 and 20,000 more triangles per car.

Some images:
http://www.bizarreonline.net/news/images/polycount/poly3.jpg
http://www.bizarreonline.net/news/images/polycount/poly4.jpg
http://www.bizarreonline.net/news/images/polycount/mclaren_new_wire.jpg
http://www.bizarreonline.net/news/images/polycount/mclaren_new.jpg
 
Bizarre does not allow hotlinking to their images, so there they are :
726_0001.jpg

726_0002.jpg

726_0003.jpg

726_0004.jpg

The first two images are ingame. Well, in selection screen...
 
I'd really like to know more about the online options.

Launch is so close and the games that will be available are in their final stages.

why can't we get some definite info on these "big" features?
 
Blimblim said:
Bizarre does not allow hotlinking to their images, so there they are :
726_0001.jpg

726_0002.jpg

726_0003.jpg

726_0004.jpg

The first two images are ingame. Well, in selection screen...

One of my favorite cars ever!
 
80K+ Polys per car? Thats nuts compared to Test Drive Unlimited who only used 10K polys and the cars looks about the same.

pre-e3-2005-test-drive-unlimited-screens-20050512070943571.jpg

pre-e3-2005-test-drive-unlimited-screens-20050512070938056.jpg

pre-e3-2005-test-drive-unlimited-screens-20050512070935135.jpg

3shot_10.jpg
 
Gek54 said:
80K+ Polys per car? Thats nuts compared to Test Drive Unlimited who only used 10K polys and the cars looks about the same.

What's even nutser is that they'll probably remodel every single car with 150k polys for pgr4..
 
I didn't want to ask this cause I don't know what's turned on in that screen, but what's with all the jaggies on the F1 LM?
 
Meh, I just heard that Eden is only aiming for 30fps. All hope goes back to Bizzare to deliver.

Still impressive what Eden was able to do with only 10k polys when this is suppose to be 15k:
wrcep2001.jpg
 
Gek54 said:
80K+ Polys per car? Thats nuts compared to Test Drive Unlimited who only used 10K polys and the cars looks about the same.

pre-e3-2005-test-drive-unlimited-screens-20050512070943571.jpg

pre-e3-2005-test-drive-unlimited-screens-20050512070938056.jpg

pre-e3-2005-test-drive-unlimited-screens-20050512070935135.jpg

3shot_10.jpg

yeah, from those screens i'd agree they look similar... but seeing the game in motion is another thing entirely. the interiors dont look anywhere near pgr3 for example. just watching gameplay footage (xboxydes most recent hi quality one for example), the cars in TD dont look nearly as solid either
 
Fuma said:
Those Mclaren pics dont look near as good as the 3d screenshot Bizarre released earlier....what gives?

3dscreen_tn.jpg

That has environmental reflections. The one above is sitting in an empty room with non-dramatic lighting.
 
Gek54 said:
80K+ Polys per car? Thats nuts compared to Test Drive Unlimited who only used 10K polys and the cars looks about the same.

pre-e3-2005-test-drive-unlimited-screens-20050512070943571.jpg

pre-e3-2005-test-drive-unlimited-screens-20050512070938056.jpg

pre-e3-2005-test-drive-unlimited-screens-20050512070935135.jpg

3shot_10.jpg


the cars dont look anythign like that int he videos. but for some odd reason TDU looks really fun with blims latest video.
 
http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=62

Check out this "unwrapped" cube map! It's obviously a lot cooler in motion, as each side of the cube is scrolling in a different direction. Imagine this cube stretched around the car's surface (with a few more special effects on top), and you get the idea of how we do the car reflections in PGR3.

http://www.bizarreonline.net/news/images/tgsupdate/cubemap01.jpg

The cube map allows us to render the scene from 6 different angles, and wrap this around the car model to make accurate reflections of other objects in the scene. If another racer whizzes past your car, you'll see his reflection in your paintwork! This, of course, is a level of detail which just isn't possible on Xbox 1
 
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