What can we expect Gran Turismo PS4 to Look Like?

malyce

Member
From a graphical stand point, the fact that GT5 runs on 265Mb of vram and the PS4 has 16x that amount with, a GPU in the ball park of a ~7850 is enough for me to know PD is going to produce something truly astounding with next installment.


As for the things that need to be implemented/fixed/corrected in the next GT, now that's a whole other topic.
 

Kreunt

Banned
if its anywhere near how pcars looks on pc, ill be happy.
pcars2013-01-0119-51-7qldf.png
 

Solal

Member
For the graphics alone:

1) Consistent 30/60 FPS, no dips
2) Consistency with effects
3) Photomode quality cars (all of them, I don't want to see 'standard' models
4) More detailed tracks



How does Forza do it then? There is a lot of crossover with car manufacturers between the games.

Fixed
 
I expect the car models to look insanenly good,and maybe you wont be able to tell the diference between real life and in game.But i hope they get rid of those damn cardboard trees....I am a sucker for details,and that botherd me a lot..
 

Mascot

Member
Reading this thread inspired me to spend this afternoon playing GT5 for the first time in ages (Trial Mountain! How have I missed thee!) and if GT6 manages a rock-solid v-synched 60fps, then I'll be happy.
 

cbox

Member
This goes for forza also, give us environments that look real. There a highway out in the distance? Put driving cars on it. Give me birds, moving clouds, fans in the stands. I'm tired of driving through a 3d recreation of a track, there's absolutely no immersion in any racing games these days. This includes sounds also. The sounds of the car flexing, brakes screeching, the sounds of the keys dangling as you make a sharp turn.

I'm not talking about over the top action like in Dirt or EA racers, but enough to de-hospitalize our racing experiences.
 
And lol @ people demanding better damage modelling. It's not gonna happen, ever, unless PD either 1) starts using only "fake" cars, not real ones or 2) they somehow miraculously negotiate a deal with the car manufacturers where manufacturers suddenly allow game devs to implement damage modelling where their cars can get totally wrecked. And... I don't think that's gonna happen any time soon.

I would like to see some documentation on this. I always see people talking about it but have never seen any proof. If you have any please by all means educate me.
 
I'll be happy if they pull of photo mode visuals with better lighting. And better menu/UI layout.

Definitely want more emphasis on physics and realism.
 

MYE

Member
Consistent at least. GT5 went from amazing to HD remake and back to amazing in seconds.
All cars should have been premiums and all tracks should have been revamped
 
They only thing PD are doing wrong looks wise is their environmental art guys suck ass.

The tracks are all over the place quality wise in GT5.

Spa and the ring look great but stuff like cape ring, Top Gear Track and Leguna seca just look embarrassing.
 

mil6es

Member
They only thing PD are doing wrong looks wise is their environmental art guys suck ass.

The tracks are all over the place quality wise in GT5.

Spa and the ring look great but stuff like cape ring, Top Gear Track and Leguna seca just look embarrassing.

Still think the test oval is the best track visually and technically, the draw distances are amazing
 
All I want is a fast, efficient, and friendly user interface. I don't play GT5 very often because of having to slog through all those menus.
 

Raist

Banned
im not even a racing fan but honestly how do you improve on that? seriously.

Visually? Not much. So it's probably gonna look like this during gameplay, if they could pull it off on PS3 @ 60FPS for replays.

I don't think there will be such a gap now for most of the things, apart from, maybe, smoke particle effects etc.
 

J-Rzez

Member
GT5 had magic at times that was one of the few console games last gen that made me say WTF. It really blurred reality. Then I was snapped out of it by the razor sharp jaggy shadows. I expect the shadows to be fixed and the lighting to be taken one more step forward, along with the weather/dirt/dust effects.

I also hope KY gives up his "likes" for the engine sounds in this game and properly balances exhaust note with it creating a better experience overall.

If they do this, I'll make sure to keep the month of Nov in 2015 open to play it when it launches.
 

Ivan 3414

Member
This is kind of a side note but am I the only one that thinks that the GT4 car models look good even for today?

I hate realistic racers but I've always appreciated GT's stunning graphics. Considering how great GT5 looks I don't think people should be too upset if GT6 was just a moderate update.
 
GT5 has so many rough edges that even small improvements, coupled with those incredible car models, will make our eyes melt.

I mean, there's so much to fix that if they manage to, GT6 is going to be unbelievable.

Shadows/particles/smoke are extremely low-res. It's ugly.

Wet surfaces and rain are ugly.

The ps2 tracks are ugly.

Trees are mostly ugly.

In-game IQ isn't that good.

Cars, night-day cycle, lighting, some of the newer tracks are amazing. Fix the rest, "unlock" the ps4 car models (which we know are ready to go) and bam.

Why? GT5 photomode shots look better. Aiming for PCARS visuals is a step backwards.

Because PCARS' shots are in-game?

If GT6 has roughly the same IQ as the photomode I'm going to post nude pictures of myself on gaf. xD
 
I just want it to push all the buttons SHIFT 2 pushed (helmet cam, damage, audio, physics) but with GT-level graphics and attention to detail. I'll be a pig in shit.
 

televator

Member
Sounds that way but I always picture racing as a high octane rush with pumping music rather than white glove wearing 60yr old driving his 1964 BMW. Just the change of music in GT will make it 40% more exciting. PGR4 was killer in that regard.

Personally, I like the "white glove" (that's white with an emphasis on the H sound) aesthetics of the GT games, but I get what you are saying and there are some cars that I think go better with a more grittier or pedestrian presentation. I think that for GT6 they should allow for customization to things like the garage or menu layouts. Music doesn't matter IMO since I'm sure custom tracks will be easier to manage on PS4.
 

dark10x

Digital Foundry pixel pusher
Well, I'd argue that the car models they created for GT5 are good enough for PS4. They could continue creating cars at that level to increase the number as well.

What would really help would be a massive overhaul to the track environments, better textures all around, clean shadows, even more robust lighting, and clean image quality.
 
If you could render GT5 at the same IQ as a PCARS screenshot (not that PCARS has particularly good IQ either), GT5 would look better. GT5 Photomode just gives some indication of what that would be like.

Absolutely.

Don't get me wrong: GT5 car models are a sight to behold, nothing comes close in the industry.

But in-game PCARS, having all the bells and whistles from the pc world, completely outshines GT5.

Photomode is another beast. And what a beautiful beast that is.

As I said, having a game with that image quality would be unbelievable.
 

-griffy-

Banned
If you could render GT5 at the same IQ as a PCARS screenshot (not that PCARS has particularly good IQ either), GT5 would look better. GT5 Photomode just gives some indication of what that would be like.

But GT5 isn't rendered at that IQ in game. If it was then that would be more like PCARS, and therefore an improvement! Hence, if GT6 looks like PCARS does on awesome PCs now, that would be fantastic.
 

Haunted

Member
Car models: GT5 Photomode/Project CARS level of quality. Fully realised damage modelling. Formula-1 level telemetrics details. True to life car physics.

ibxgpQBxxPab7C.gif



Ditch: the garbage UI designer, the vaccuums in the sound recording studio, PS2 cars, revolving 2D tree sprites.
 

Sid

Member
But GT5 isn't rendered at that IQ in game. If it was then that would be more like PCARS, and therefore an improvement! Hence, if GT6 looks like PCARS does on awesome PCs now, that would be fantastic.
Drive Club looks much better than PCARS,I think GT6 will be a step above that @ 60 FPS too.
 
If GT6 has roughly the same IQ as the photomode I'm going to post nude pictures of myself on gaf. xD

Don´t do it, unless you´re a hot girl.

It´s going to look better than previous gen CG/photomode. That has always been the case.

I´m just sick of the jokes about how long it took for GT5 to come out, most people don´t know the story behind it, so they just assume that each GT game is going to take 5 years to produce.

GT HD classic/premium, Tourist Trophy and GT PSP are all to blame for the numerous delays with GT5. They lost a lot of time there, and actual game development only started with Prologue. (2007). Of course, assets are always been made, so GT6 is already 2.5 years in development.

The cars, of course, they don´t need to remodel the 230+ premiums, they display horrible textures on PS3 because the machine just can´t handle more. Geometry and details are spot on.

Also, like Krazy Ken wanted, Yamauchi was one of the people who believed PS3 was going to have a more powerfull GPU and 512+512 for memory. Downgrades were made all the time and GT5 simply tried to do too much for the current hardware.

If the specs of the PS4 remain intact, he should have no problems developing for the new machine.

It should be a considerable step up from Pcars, with at least 32 cars on track, better enviroments, weather, etc... They just need to find a way to laser scan their tracks because you can´t spend 2 years on a track when other devs do it with less time. They should change this, cooperate with evolution studios and someone needs to convince Yamauchi that it doesn´t matter if they record engine sound samples on a high tech studio, it´s just not right.

The few cars that are good are ruined (Corvettes come to mind) when you put aftermarket exausts. They have to change everything on the sound departament.

Hopefully they learn that the lack of tracks hurt us more than the lack of cars and that the leaderboards and matchmaking that made Prologue so good were severely lacking in GT5.

I´m very confident that i´ll be playing GT6 in 2014 and it´s going to be what GT3 represented for the PS2.

Even with all the mistakes made let´s not forget GT5 was the best selling first party IP for Sony once again and it was the best selling HD game coming from japan this generation. GT is still huge as it was in the past, because the business model it´s like sports games. People don´t get tired of cars, so the games remain relevant.
 

Perkel

Banned
pCARS devs need to learn first more about material shaders. Most of their cars are superbly detailed but at the same time most of the time they look like are made out of plastic (same as Forza3/4).

Right now GT5 and Corsa have the best looking cars.
 

eso76

Member
Now I know that you are talking nonsense...

Forza 3's increase was cockpits added to existing models and the 1mil cars are the 26 (out of 400) autovista models (so avg is total bollocks).

Jeez Louise, there is a sucker born every minute

We shouldn't derail the thread, but just for clarification,

FM2 cars are 40.000 polys. In game, menu, photo mode...they never change.

For FM3 every car was remodeled/smoothed to around 400.000 polys
(menus and photo mode only,ingame fm3 uses the same 40.000 poly models as fm2)

FM4 has the same 400.000 poly models for all cars as FM3 and 1m polys models for autovista.
In single player modes, like time attack, you get to race with the 400.000 poly model.
The increase in geometry for autovista models is mostly for engine parts.
 
I would like to see some documentation on this. I always see people talking about it but have never seen any proof. If you have any please by all means educate me.

The best I can find after a quick scan is 'Ferrari Challenge' producer Mark Cale talking about it in an interview ...

Kikizo: So you've got the AI and balanced assists, but let's look at the third major issue, crash damage, and can we smash these beauties up? It's always been an issue with car manufacturers feeling uncomfortable seeing their products smashed up in a game so how have you managed this with Ferrari?

Cale: Yes, convincing Ferrari to put damage on the cars was our next big challenge. So as you said we've already overcome three major challenges, the crash damage is in there but we didn't just stop there; look at the environmental effects with the rain and look at the dust when you go over the kitty litter, dust goes over the bumper, the more you go off the dirtier your car gets, it gets bits of tyre debris and everything else. Instead of wasting all the memory on the PS3 to do the most amazing paint effects like Gran Turismo, and have a sterile clinical feel, we have got something that is full of my emotion, and I feel the game has got my enthusiasm encapsulated in it.

Sadly he doesn't elaborate further.

EDIT: bit more from Kaz himself

Regarding realism, when will we see car damage?

Yamauchi: Right now we're testing this. We will see car damage in GT5. There are three problems to solve though. Firstly, some car manufacturers don't care to see damage in their cars but others would never allow that. Some cars will be damaged and others won't, depending on the manufacturer. Secondly, the simulation. In Daytona Speedway, for instance, going slightly sideways when getting out of the banked curve and entering the straight section and hitting slightly the rear part of our car against the sides of the track will make our car become utter junk. Game over. It's a small mistake, but physics calculations tell us we'd undergo a 150 G force. That equals death. The car is literally disintegrated. We do not want that. We do not want to destroy the cars. I don't like that. That's ultrarealistic simulation, but if it happens, the game is over, you lose your car. I'm resisting to accept that kind of effect. Right now we're looking into how to make pure simulation and these kind of situations be compatible with each other. And the third problem, the fact that many driving games out there feature this kind of accidents, but I've never seen one which actually provide something positive or are perfect from a technical standpoint. I've got to think a lot about it yet, but I understand the series supporters do want damage and accidents because, for the better or worse, they're an integral part of reality.

Source: http://www.meristation.com/es/plays...saporte-japon-gran-turismo-5-prologue/1602283

Eurogamer: You said recently that damage would come "soon" - it's coming in GT5, then? We won't be waiting until GT6?

Kazunori Yamauchi: That's the plan, yes! It's actually really difficult to finish the quality that's possible with the PS3, in terms of the fine details - it's a lot harder than we first expected. A lot of things are very dependent on that, and we can't answer right away. However, we are planning to add the community features, and the damage, during Gran Turismo 5 Prologue.

Source: http://www.eurogamer.net/articles/gran-turismos-kazunori-yamauchi-interview

Porsche have stated that they do not have a problem with their cars being damaged in the game. Ferrari, however, are being more stubborn and could be a source of delay in damage implementation. Of course, that isn’t consistent with Forza or Ferrari Challenge, which has shown damage on the Italian cars for some time now.

Source: http://www.gtplanet.net/kazunori-yamauchis-best-interview-ever/
 

shandy706

Member
I could post some Forza 4 shots if someone wants to post some GT5 shots. I don't want a comparison fight breaking out though. I'd just post them as what I expect GT6/F5 to look better than.
 

Protome

Member
I just want the tracks to look better in GT6. The premium cars in 5 looked outstanding, and a couple of the tracks looked great too, but overall the tracks were definitely what held the graphics back for me.
 
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