phosphor112
Banned
I'm not comparing the core games, nor trying to spew fanboyism (GT is my preferred game by far) but PD has archaic development techniques. It's obvious. Also, what's wrong with laser scanning tracks? It gets amazing precision of courses, and even if it's too data intensive, they can scale down on the detail.-Amon- said:I think there is a thread for that.
mrklaw said:how long does it take other racing sims? You want an accurate track surface - elevation changes, undulations etc. The decoration/buildings outside of the track don't need to be super accurate, just look nice.
as for cars, just outsource creation and then if you're obsessive, run them through your artists to polish them, would still take way less time. Part of the look of GT5 is the lighting which isn't dependant on the car modelling anyway.
You are correct in many ways. They have a high priority across the board, and while it makes for a game with great attention to detail by adding lots of polygons on things, they skimp out on things like trees. Even adding 2-4 more sprites per tree would certainly improve the look of the game, especially in Trial Mountain. There isn't much to draw while going down that straight yet they decided not to bother with such things. Certainly, not all levels suffer from that. For example, Nordschleife on GT5 is by far the best looking Nurburg track I've seen in any racer. There are a few nitpicks of mine but those can't really be brought up considering how small they are and how much the actual track dumps on any other racer's.
I don't know, in the end, I guess I'm just saying they need to be consistent on what they are modeling. They need to focus on the aspects of the tracks that make the track. Like Trial Mountain is very organic with rocks and trees, but they skimped out on it quite a bit and can be done very easily, while tracks that take a long time, like London, simply look phenomenal.