Wow... no comment!!
Honestly the UI was cluttered & annoying to me so I avoided going into it often
I think ui is fine on pc but it's annoying with a controller imoIDK about UI i haven't play the game yet and don't plan to until they fix this shit and PS5 will get the next gen update.
But if it's as bad as you say it will probably get some change maybe if enough people will give same feedback to CDPR.
Wow... no comment!!
It just gets worse for CDPR... This has to be their worst year yet... And it'll continue well into next year.
It's time to concentrate on Mince pies, writing stories, and giving the Turkey a hell of a good stuffing.
Yamauchi-san mentioned that Polyphony Digital always pursues the best and don’t want to make concessions on anything. This is no longer just Yamauchi-san’s own way of thinking, but the mindset of all 200 or so staff at the studio.
In Japan they say “Divinity comes to reside in the details” and Yamauchi-san believes that it’s true. How much attention you pay to the fine details, how you hone things to perfection, and applying incredible amount of attention to this is Polyphony’s production style.
Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement
Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement
Today, during the Gran Turismo Sport Nations Cup, Gran Turismo 7 producer Kazunori Yamauchi talked about the future.twinfinite.net
But will we see real world car damage physics this time around, I'm guessing not due to legal and development restrictive reasons.Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement
Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement
Today, during the Gran Turismo Sport Nations Cup, Gran Turismo 7 producer Kazunori Yamauchi talked about the future.twinfinite.net
Car damage had been possible since Playstation 1. It's just that licensed car companies refuse to have a car with their company logo on it be damage digitally.But will we see real world car damage physics this time around, I'm guessing not due to legal and development restrictive reasons.
Car damage had been possible since Playstation 1. It's just that licensed car companies refuse to have a car with their company logo on it be damage digitally.
Car damage had been possible since Playstation 1. It's just that licensed car companies refuse to have a car with their company logo on it be damage digitally.
Damage could be implemented in any number of ways, without having to be realistically modeled. The issue is most-likely related to agreements, as the car catalog is massive for GT games. It has to be an all or nothing affair. As someone else noted, you can't have some cars getting damage, and some cars not. Adding a disclaimer won't remove the jankiness of it.u still buy the line about digital game damage on cars being linked to agreements
its simply a technical issue....damage models are a pain in the ass to program for in the early days and were resource hogs
yeah, i played it at launch and was blown away by how good the story turned out towards the end. TBH, the ending and pretty much the entire final act's story beats were better than anything in the movies. Save for maybe spiderman 2. They did a great job making us care about Spiderman AND Peter Parker. the after credits scene was also dope and sets up the sequel really well.Well, I have to say that after playing thru Spiderman Remastered this weekend (I just finished it but still have the DLC and 'Miles Morales' to play thru) that it is my favorite game of the year so far. On the technical and execution side, I think it was just as good as the Last of Us Part II...MAYBE just a tad behind as a noticed a couple of bad guys bodies lying inside of crates after I knocked them out, but it had a GREAT story. This was like playing thru an awesome MOVIE of Spiderman. From beginning to end, it was just so well done. Well acted too, voice and animations wise. It made me FEEL like a good movie and made me feel like I was Spiderman playing thru it all. I can't wait to do the DLC. Plus, it developed the characters, unlike The Last of Us Part 2 and didn't spend it's time trying to 'subvert expectations or TEAR DOWN its characters, UNLIKE The Last of Us Part 2.
Just excellent, excellent job, Insomniac! If this is going to be a franchise going forward then wow...we are all in for good times! Assuming you lie Spiderman, I suppose.
Just great job. I mean I'm a Demon's and Dark Souls fan, big time and those are great, but just different types of games. For an open world action/adventure game, I don't know how you beat this one. The technical prowess shown along with the storytelling. Wow....just......WOW!
Well, I have to say that after playing thru Spiderman Remastered this weekend (I just finished it but still have the DLC and 'Miles Morales' to play thru) that it is my favorite game of the year so far. On the technical and execution side, I think it was just as good as the Last of Us Part II...MAYBE just a tad behind as a noticed a couple of bad guys bodies lying inside of crates after I knocked them out, but it had a GREAT story. This was like playing thru an awesome MOVIE of Spiderman. From beginning to end, it was just so well done. Well acted too, voice and animations wise. It made me FEEL like a good movie and made me feel like I was Spiderman playing thru it all. I can't wait to do the DLC. Plus, it developed the characters, unlike The Last of Us Part 2 and didn't spend it's time trying to 'subvert expectations or TEAR DOWN its characters, UNLIKE The Last of Us Part 2.
Just excellent, excellent job, Insomniac! If this is going to be a franchise going forward then wow...we are all in for good times! Assuming you lie Spiderman, I suppose.
Just great job. I mean I'm a Demon's and Dark Souls fan, big time and those are great, but just different types of games. For an open world action/adventure game, I don't know how you beat this one. The technical prowess shown along with the storytelling. Wow....just......WOW!
The reason behind Sony delisting CP77 and refunding for everyone is:
TL;DR -
1) CDPR addmited publicly publicly that CP77 is faulty and that they hid the PS4/X1 versions - in most EU countries in case of lawsuit Sony would not stand a chance in court.
2) Sony don't want people to talk about their refund policy
Full version -
The main reason Sony delisted CP77 from PSN is because people and Youtubers started talking about their (very not consumer friendly) refund policy. And Sony do not want to change their refund policy. CDPR just put a stick right in the Sony ass by mentioning refund. IMHO CDPR did not expected this, they wanted to play on time 'till after new year.
Sony did the the best move they could do. They "white-knighted" themselves by allowing the refund and got rid of waves of angry customers. I also think in case on any lawsuit Sony would easly lost because CDPR addmited the lied and that the product is faulty.
So this whole CP77 delisting case is rather curious. Sony decision is a sum of three things - CDPR mentioning refunds, CDPR addmiting they hid the PS4/X1 versions and the most important (that basically give a free-win for customer-side in most of EU countries in case of lawsuit) CDPR addmited that the game is faulty/broken. I don't see how you can loose in court whith that statement as evidence and that's what tilted Sony mostly.
We never saw an situation where producer publicly ADDMITED that the game is broken.
There is clearly a limit to it though. Even Forza goes no further than scratches and bonnet crumpling and spoilers coming off. They could have obviously progressed much further but its remained pretty much the same since Forza 1Yeah but other games have licensed cars with damage so this is an old excuse that’s clearly inaccurate.
It’s clearly a technical limitation for polyphony.
It just gets worse for CDPR... This has to be their worst year yet... And it'll continue well into next year.
Damage in racing sims is mostly just pointless. When I race in GT, I don't want to hit anything. The goal is to race with precision, go fast, and win. Its not fun to crash. The game has enough tire wear and damage sim already. There's no need for super detailed complex visual damage, waste of their dev time and resources.Yeah but other games have licensed cars with damage so this is an old excuse that’s clearly inaccurate.
It’s clearly a technical limitation for polyphony.
It's not technical. Gran Turismo is used by manufacturers as a marketing tool.Yeah but other games have licensed cars with damage so this is an old excuse that’s clearly inaccurate.
It’s clearly a technical limitation for polyphony.
It's not technical. Gran Turismo is used by manufacturers as a marketing tool.
The main reason Sony delisted CP77 from PSN is because people and Youtubers started talking about their (very not consumer friendly) refund policy. And Sony do not want to change their refund policy. CDPR just put a stick right in the Sony ass by mentioning refund. IMHO CDPR did not expected this, they wanted to play on time 'till after new year.
Todd Howard after the Fallout 76 with this interview with IGN but yes this was a long time after launch not within days after launch.
A quick glimpse at the Linkedin profile of TJ Consunji, Group Marketing Manager at PlayStation, reveals that the game grossed more than $500 million in revenue as of 2019. The game sold more than 10 million copies in its launch year and digital sales made up 40% of this figure.
The same person has listed the revenue and sales for Horizon Zero Dawn as well. As a new IP, it was also massively successful for Sony and managed to sell more than 8 million copies with a 35% sales ratio for digital versus retail. It grossed more than 400 million in revenue for Sony.
Best ATD developer out there for racers.......Kaz on this easy to develop PS5 and the fastest console will net some insane results...Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement
Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement
Today, during the Gran Turismo Sport Nations Cup, Gran Turismo 7 producer Kazunori Yamauchi talked about the future.twinfinite.net
This is why Microsoft are buying all those studios. Services are not enough. To earn more you need to make your own content.God of War Generated Half Billion In Revenue For Sony, Horizon Zero Dawn Hit 400M
God of War Generated Half Billion In Revenue For Sony, Horizon Zero Dawn Hit 400M
Sony had an incredible sales success with their first-party IPs this generation with games like Ghost of Tsushima, God of War, Uncharted, and more.twistedvoxel.com
Damn!
Is a possibility that some sentences have been mistranslated due to the difference between the different contexts of each language (which Google does not translate). I assume that Google in this case has translated everything correctly, but it is just an act of faith on my part. So take the translation with care.
I'm going to put a bit of light on the GranTurismo theme. Surely some or many will already know, but for those who do not know or do not understand it.
Fact-A:
There is no technical limitation on PS4 or PS5 that prevents GranTurismo cars from being damaged (just like there is not on other platforms or games). But there are TWO limitations (one technical and one bureaucratic) to recreate "realistic" flaws in video games (I'll explain later).
Fact-B:
GranTurismo is supported by the FIA, and for the Digital Cup GranTurismo is used (not Forza or another simulator).
Fact-C:
Kazunori Yamauchi (KY) is a lover of motorsports, as well as a professional driver and winner of endurance competitions (such as the Nurburgring).
That said ... let's get to the heart of the matter.
KY is "too" a perfectionist. So much as to declare that if he cannot introduce what he wants with the quality that he wants, he prefers not to introduce it rather than put it halfway. If he can't put it realistically (as long as technology allows) he won't put it.
Climatology:
KY wants to use real variable weather, that is, it wants that if the weather conditions are conducive to rain it will rain and if not. In that circuit, in that hour and under those real conditions that could coincide with the real conditions of that circuit and that hour in that day in the real location. This has already been tested in previous installments, but half implemented. It was withdrawn because it was not completed, it was visually striking but in practice it did not adequately affect the behavior of the car or add anything to the gameplay, it was more of a "beautifier", so it was partially removed until it had the necessary computing power to use a Complete weather system that realistically affects gameplay.
Could you take it out like in other car games and simulate behaviors? Yes, but KY doesn't want that, he doesn't want to make a car game (he already did that), he wants to make a car simulator that works for both professionals and specific casuals (because if you don't have the right peripherals you won't be able to enjoy it or give an appropriate opinion on their behavior), is aimed at a very specific group of users. That has closed the doors to many users but it has opened the doors to other markets in which other "games" cannot enter at the moment. It is a different business model. In any case, the weather is something that has an easy solution in the short term or imminently.
Damage:
Disadvantage 1: The brands. The better the technology, the better the simulation. That is, the more realistic events will be, and therefore you can see a Honda Civic smash as it would in real life. Car that by the way can be totally destroyed at 80km / h. And that the brands do not want to see even in paint, since they enter very easily in the comparison between "safety" of vehicles. Nobody wants their car to be destroyed by millions of users who could be potential customers. Therefore, there are agreements that limit this. Either you create / use a generic collision system for all models or you don't use visual glitches. KY could do that, he already did it in the past, but neither he nor the user liked it. And he already expressed his idea that if he could not implement something properly and that would directly affect the gameplay, he preferred not to implement something that will take hours of work, being able to invest that time in other aspects that can improve the gaming experience, so he decided to eliminate it until that a solution could be found that would satisfy all parties. These restrictions do not apply to racing cars, only to road cars.
This is obviously not liked by all users, and it is totally understandable and criticized by KY, but it is not for lack of power.
Although it is true that the current power does not allow to recreate all the necessary collisions between all the elements that exist in the game in a totally realistic way. But it does allow a fairly reliable and detailed approach, enough for car brands to put their hands on their heads.
So will we see visual glitches in GT7? I would bet on a "NO".
Because on the one hand I doubt that KY has managed to satisfy itself with a satisfactory collision system for its own demands of perfection. And on the other hand I doubt that, in case of having achieved it or having been satisfied with it, I do not believe that brands allow to show such flaws. And if some of them allow it, I don't think they all allow it, and if it can't be implemented in all of them, I doubt that they do it halfway.
Now, if I believe it is totally feasible that there are realistic collisions in competition models. And possibly it would also be feasible generic collisions in the rest of the models.
Another possibility is that an agreement could have been reached between KY, Sony, the FIA and the car brands. And this has managed to convince KY to apply "things" even if it does not meet the level of demand or improvement that the entire PD team has.
These are the possibilities, totally open to criticism, but I repeat, the experience is not worse due to a lack of hardware.
Everything said is based on different official interviews (or documentation), studies and / or personal experiences both at work and user level. And part of it (minus my personal experience) even today can be corraborated by Googling a bit.
That said, let's go to my personal opinion.
It makes me very funny to see how many users (I am not saying that they are users here, I speak in general in what I have been reading over the years in different media) dare to criticize or value the interior sound of a Ferrari (normal or prepared for competition) without ever having climbed one of them. What's more, they even dare to do the same with street cars, such as a sad "Seat Panda" without having gotten into one. It is no longer about expensive or cheap cars, but about opinions based on experiences. People assume that if a game has a sound that you like (even if it is a fake sound) then that sound becomes absolute truth regardless of whether it is real or not, and without having corroborated if that sound is the same in the car real. You may like it more or you may like it less, but the sound is what it is. Then you can edit it so that it has more depth or more body but then it is no longer the original sound.
To all of these, I recommend that you stop comparing the sound of one game to another, as the recording systems are so good in all AAA games today that the differences are due solely to "artistic" decisions. PD (or KY) is only limited to leaving the sound natural, which is not as "shocking" or "commercial" as many users would like but which is what it is. Still, it adds a calculation that eliminates the difference between recording with a microphone, picking up the audio in your ears and the subsequent interpretation of your brain. This has already been applied in GTSport, and even so there were people who criticized it.
I would ask all these people to enjoy life more and go to a circuit to drive, because if you really like to drive the same as "analyzing" then you do your best to do it, like I took my Honda Civic and took it to the Nurburgring itself (driving myself, without transportation) to go around the circuit 2 laps and return to my house (3,000km in total). And I assure you that what mattered least to me was the sound. And I did not care that an R5 Turbo overtook me, drawing fire through the exhaust pipe that did not sound at all the same as my neighbor's R5 Turbo.
Keep in mind that the real sounds are those that are in the specific circumstances. A car does not sound the same outside the city as it does outside the country or inside a garage. Because if we have to be so rigorous, maybe we should all wear a helmet to play driving simulators ... and then the sound wouldn't be the same either. Or maybe the problem lies with the home audio system used (which could be too).
Remember that there is a possibility that some sentences have been mistranslated due to the difference between the different contexts of each language (which Google does not translate). I assume that Google in this case has translated everything correctly, but it is just an act of faith on my part. So take the translation with care.
Is there some resource grounding this as anything else than a marketing deal?GranTurismo is supported by the FIA, and for the Digital Cup GranTurismo
The head of Polyphony Digital is a professional race car driver. He knows what they should sound like.Is there some resource grounding this as anything else than a marketing deal?
You can claim what you want but GT hasn't been the go-to racing simulation game for a long time. That's not a critique, it's normal. PC has much more computing power available.
You criticise people who talk bad about sounds in cars without having been in them but you are doing the same by defending those sounds. Have you been inside a Ferrari while racing to claim that the sounds heard in GT are the good ones and not the ones in Forza for example?
GT can be praised a lot for what it does but there are other games that do some other things better. It's not difficult to acknowledge if you are not a fanboy. All this talk of GT missing some features because KY wants it to be perfect seem just a poor man excuse for prioritizng some things and not others. And that's not a problem, all games do that.
I'm a fan of simulation, yes, especially on PC, which is where I started with simulators, specifically with these two (parallel to my love for adventure games.).Is there some resource grounding this as anything else than a marketing deal?
You can claim what you want but GT hasn't been the go-to racing simulation game for a long time. That's not a critique, it's normal. PC has much more computing power available.
You criticise people who talk bad about sounds in cars without having been in them but you are doing the same by defending those sounds. Have you been inside a Ferrari while racing to claim that the sounds heard in GT are the good ones and not the ones in Forza for example?
GT can be praised a lot for what it does but there are other games that do some other things better. It's not difficult to acknowledge if you are not a fanboy. All this talk of GT missing some features because KY wants it to be perfect seem just a poor man excuse for prioritizng some things and not others. And that's not a problem, all games do that.
If that's the reason to believe GT sounds are accurate and the others racing games sounds aren't, I don't know what to say. It seems that every other racing sim has professional drivers acknowledging its strengths.The head of Polyphony Digital is a professional race car driver. He knows what they should sound like
Most racing simulators have professional drivers playing them. Look at the testimonials page of iRacing for example: https://www.iracing.com/testimonials/And playing GT has even led to some players becoming professional race car drivers themselves, going on to race at Le Mans and more. GT is legit