Apharmd Battler
Member
Not bad at all..........
I don't think you're giving GT4 enough credit here. Lighting is EXACTLY where the game excels (more from an artistic standpoint than anything else).
If anything, the solution chosen for GT4 works much better than what you see in Forza.
GT4 uses spherical environment mapping for car reflections, which is a bit less accurate than cubic environment mapping used for Forza. However, GT4 updates its reflections at a full 60 fps while Forza updates its reflections at 15 fps.
To the end user, though, both games reflect the actual environment around you.
For the record, PS2 is capable of using cubic maps (as seen in Burnout 3).
I also don't think you could refer to the cars in GT4 as "very low poly". They do not sport as much geometry as many of the top XBOX racers, but that doesn't mean they are lacking in that department.
m0dus said:Some good points, FFF. excellent ones, indeed.
MattKeil said:Too bad such a nice looking car only has cardboard standees cheering it on from the sidelines.
Too bad such a nice looking car only has cardboard standees cheering it on from the sidelines.
Gek54 said:Damn GT4's boxy cars and fake lighting.
Why not explain just what kind of "special" lighting Forza is doing, oh wise one. I would love to hear just what is so basic about the "lighting". Can you even explain this concept beyond using the word "lighting"?
>It also worked for Vanishing Point on the Dreamcast.
Your credibility has been reduced signifcantly.
The reflections are as "true" of a reflection as you see in Forza. All objects in the environment (exception being the cars in both cases) are reflected on the car surface. Resolution of the reflection is the greatest variation. The reflections in Forza update at 15 fps, not 30 fps.
Such as?
>But to maintain 60 fps, many sacrifices had to be made for GT4.
Sacrifices were not made for Burnout 3. Cubic maps rendered at 60 fps in 480p certainly does not seem like a sacrifice to me.
>Yes it is. Simple as that. A car in PGR2 has 3 times the polys than a car in GT4. Again, I'm a graphics whore. To me the GT4 cars are boxier. In the photomode the high resolution (as in polygons) models look good, but in game, when in the bumper view and I'm trailing another car, it will look pretty basic.
Smart modeling is key. More polys will not always yield superior results. Proven in many cases...
m0dus said:oooookay. Alpha, look: I'm sorry about what I did to your mother last night. I am. Seriously, man, I was out of line. I had too much to drink, it was late, I had too much studying to do and she was just nagging away, and . .
oh, wait, you insulted me unprovoked! Whew, for a moment, I thought I had done something to warrant the venomous shit you were spewing.
I know! how about you back off?
I'm going to attempt to salvage something resembling a respectful response for you:
The comment he made regarding the use of color, and the pre-lit textures in GT as opposed to the texture/lighting in Forza was an excellent one--one I've had difficulty putting into words. A long time ago I compared the two in the manner of describing GT4 as a painting--they achieve realism through illusion. Predetermined lighting on the textures, matched up with basic lighting in game, creates something that quite often fools the eye. it works. Forza, meanwhile, seems to be taking a more basic approach of trying to achieve its realism through its simulation of actual lighting/color. It doesn't work as well, in my opinion. But it still looks damn good.
Now, here's the deal--you and I don't ever seem to agree on shit, and frankly, I'm fine with that. But if you SERIOUSLY want to challenge the validity of my opinion, or give me crap if I may happen to agree with one that is different from your own, well, you can fuck off. Plain and simple.
Gek54 said:Damn GT4's boxy cars and fake lighting.
cobragt3 said:Why are we dissing gt4prolouge? That demo is based off the 03 E3 build of gt4, not fair at all. You all cant diss the latest build I see. Forza doesnt really look all that special in comparsion ot gt4.
Stinkles said:Oh, and as for the online part of the argument - it's moot, since anyone on here claiming one or other of these games looks like ass, doesn't have any friends to play with anyway.
WTF? So I mention another game that uses another technique...and my "credibility has been reduced..."? You HAVE to be joking!
No, the reflections are from pre-rendered textures that are applied onto the car throughout different portions of the race. In FM, as well as PGR2, some levels in RSC2, it's completely real time.
I don't know why you are bringing BO 3 into this, this is the second time you brought it up.
I'm sorry if I mis-understood, but it seemed to me that you were suggesting that VP and GT4 were using similar techniques when, in fact, that is not the case. They can't be compared as they are completely different. I'm having a difficult time understanding the reason why you continue to bring this particular game up.
It was suggested that the PS2 hardware was incapable of handling some of the techniques used in those XBOX games and BO3 is a counter example. Reflections in BO3 use cubic environment maps (just like those XBOX racers, only updated at a higher rate) and the game is displayed in 480p.
They are both texturing the cars to fake lighting. The only other type of lighting applied to the car is vertex lighting. Exactly the same thing going on in both games.
I don't know who suggested it but it's not relevant at all.
Shompola said:vanishing point is one of the most underrated games I have played. Very good racer.
ArcadeStickMonk said:I know that 30fps gives you the runs, Dark, but I wonder if I would find the lower framerate less jarring around turns and such if I played from a behind-the-car view. I've been trying to take up chase cams recently and it seems reasonable that the camera would turn a lot smoother.
dark10x said:GT4 seems to have a difficult time displaying organic locations.
Gek54 said:Comparing GT4'ss organics to Forza's, you really think Forza looks better?
dark10x said:Seems like they have a modeled tree truck for each tree with extra, flat textures representing branches. Not bad, I suppose. Better than the entirely flat trees present in GT4.
Gek54 said:Oh nos, save the tress, fuck the framerate, just get me some polygonal trees up in this biatch.