Metalmurphy
Member
lol, well at least its working now?
Surprisingly yes, everything is working even with the broken cable. Even the LEDS. I'm guessing it was a ground cable.
lol, well at least its working now?
fix it good! I want no excuses! 8) for both gamesSurprisingly yes, everything is working even with the broken cable. Even the LEDS. I'm guessing it was a ground cable.
Are the RM cars included in the car list? I wonder how many cars are going to be able to RM for GT6.
Omg... I feel so dumb right now.
Took everything apart, broke one cable up, only to realize afterwards it was just a bent cable -.-
Who is doing the OT?
Who is doing the OT?
Goldrusher got mad at me when I did the Spec 2.0 one, so I'm not doing it this time. lol
I think Norante is doing it.
Hey, I volunteered because nobody had claimed it, but I'm not about to cause strife and discord. If he feels so strongly about it, it's his to make.
Sony are sponsoring a Rally GB entry next week so maybe the WRC in GT6 isn't completely dead?
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Sony are sponsoring a Rally GB entry next week so maybe the WRC in GT6 isn't completely dead?
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Diablo GT2. Now I must buy this![]()
You know what would be an awesome feature while it would functionally do nothing to the game it just appeals to the collector in me.
Having one of those digital car garages filled with your favorite list of a preset amount of cars you can assign to this list. (Like a favorites list)
Using your Racing Suit avatar guy, you can walk around in this 3D garage and look at your cars in first or 3rd person view to check them out in different angles and stuff.
Photomode probably will suffice for that, but it might be an interesting idea for a future Gran Turismo game.
Hopefully GT6 has the Veneno. I was actually surprised to see it in Rivals.
It's not on the car list so unless it gets added in DLC I wouldn't count on it.
The car list is currently incomplete as there are cars missing that we know are in the game. Plus the official site notes that there are over 1,200 cars while Believe the car list currently sits at 1,196.
What cars are missing? I haven't followed the news/forums too much so it's news to me.
The menu screens in my opinion, one of the most important aspects of the games design are fast and responsive to use. Theres no hesitation from one screen to the next, and everything just pops in and out as you would expect it to.
I also noticed a slightly more gritty engine sound than what I have heard in previous builds. A Sony representative confirmed that several of the cars were equipped with updated audio. Although Im not sure if I played with one of these cars, I could sense something had changed. For those optimistic audiophiles out there, dont get too carried away by my comments the game still sounds much the same but you should take comfort in knowing that it was better.
My only issues with these new courses were some unsteady frame rates when a batch of cars got close together on the screen. Although it wasnt severe, it was more significant than dropped frames I have seen while playing GT5. In the replays, there were also some chunky-looking shadows, which are almost certainly a side-effect of the dynamic lighting engine required to render changing time and weather. Loading times for these races with full grids were also quite long. At one point, I actually thought the game had crashed before the race finally began.
They no longer drive as ducks-in-a-row, as we saw in almost every race in GT5. They were actually racing with each other, going two and once nearly three wide into corners. When challenged with a pass, they didnt put up too much of a fight, but some of them (not all drivers exhibited this behavior) actually fought back to pass me again, despite no major mistakes of my own.
This gave the racing a different and more challenging feel. I felt like I would need to push and drive defensively if I wanted to get ahead and win.
Theres also a very useful new feature in the games heads-up display called a Blindside Indicator. When enabled, a small red arrow blinks if theres another car beside you important information if you cant see the mirrors in your preferred driving view.
Of course, the artificial intelligence is still not perfect (and likely never will be), and many will continue to criticize the other drivers when they bump into you while holding their line through a corner. However, its a significant step forward for the series in an area which has rightly bothered many fans for years.
All of that sounds good. Hopefully then clean up the frame rate issues before launch.Jordan at GTPlanet posted his impressions of the near final build of the game:
http://www.gtplanet.net/gt6-hands-on/
Framerate talk scares me, but the blindside indicator sounds like one of those things that once I get used to I'll wonder how I ever got one without it. Thats a great idea.
Also, didn't expect AI improvements so am very happy to read that.
No if its a system setting. Maybe if its a GT6 in-game setting.Just stick to 720p.
Jordan at GTPlanet posted his impressions of the near final build of the game:
http://www.gtplanet.net/gt6-hands-on/
Some highlights:
Frame rate and load times
I asked one of the SCEA representatives on hand if the game had gone gold yet in other words, if the final build of the game was ready to be printed onto the retail BluRay discs for distribution. It hadnt, but is reportedly on schedule and is expected to be ready for production sometime within the next two weeks.
Has the type of anti-aliasing solution been confirmed yet?
The game looked worse than GT5 in that regard from the previous previews videos.
Did they fix it up?
There's no confirmation on what they're using yet, but some at B3D speculate that they dropped MSAA in favor of MLAA.
That's good right? MLAA is the superior method?
Or did they reduce GT5's 4XAA to 2XAA in GT6 & that's the cause of the added jaggies?