Forza 4 falls short of most here and some are not even supported, yet Forza fans in here will claim it's all in the name of 60fps when in fact GT5 does all the above at 1080p 60fps with only small drops to 55fps here and there.
It drops far more than "here and there" and is runs at 1280x1080 not true 1920x1080. Still, the resolution is impressive considering the performance level. I just don't think it was worth it. Besides, 720p with good AA would have looked smoother. 1280x720 with some nice FXAA would have produced awesome results with a minimal performance hit. They should have avoided MSAA altogether.
i guess i never noticed as i used a TV from the 80s lol, i know GT4 had 480p mode but for some reason it was cut in PAL so i couldnt use it, do you know why it was cut? i never found out
Ah, PAL? Yeah, a lot of PAL games from previous generations were only 50 fps (which, by the way, looks fine on a 50 Hz TV). 50 fps on a 60 Hz TV is very uneven and unattractive looking.
I should note that a TV from the 80s still has superior motion resolution in comparison to basically every flat screen ever made. LCDs and plasmas alike still are unable to refresh the screen as smoothly and artifact free as a CRT. I know, it sounds crazy, but it is quite true. 60 fps on a CRT will always appear much cleaner in motion than even 120 fps on a 120 Hz LCD. 120 Hz on a CRT is truly sublime!!!
No clue why 480p was removed from the PAL version of GT4, but I don't think it was a huge loss as that mode seemed to lower the color depth and result in serious dithering artifacts.
No vsynced 60 fps was a mistake of PD, pouring everything in the game without thinking about the performance was foolish. I'm sure they have learned from GT5 and won't do such thing again for the future versions.
Indeed. The game feels very uneven. The track visuals can range from breathtaking to PS2 level and the mish mash of high and low detail cars never stops feeling bizarre. It feels like a half finished masterpiece, basically. Quite frankly, I don't believe Polyphony were ready for current gen development. They probably attacked GT5 just as they did previous games and found themselves stuck in a deep hole as a result. It's difficult to create these assets and it feels very patchwork as a result. I suspect The Last Guardian is having similar issues (as were most Japanese studios).
GT5 turned out amazingly robust in the end, but it was rather unpolished. They've improved it since then but I still think it's pretty clear that they just were not prepared for this kind of development. There was just too much work to be done at too high a level of quality and they had to make sacrifices. It's clear that they didn't get to fully optimize their engine either as it works very differently under different loads. Daytime tracks with lower quality cars hit 60 fps without a problem, but throw in tons of particles, shaders, and high quality cars and it barely hits 60.