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Next-Gen PS5 & XSX |OT| Console tEch threaD

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AeneaGames

Member
Oh noes fishy is getting eaten for new years.

:messenger_frowning_

QHZtmBk.jpg
 

SSfox

Member
Honestly the UI was cluttered & annoying to me so I avoided going into it often

IDK 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.
 

THEAP99

Banned
IDK 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.
I think ui is fine on pc but it's annoying with a controller imo
 

ToadMan

Member


It just gets worse for CDPR... This has to be their worst year yet... And it'll continue well into next year. 🤦‍♂️


Yikes. Quality control and releasing a product when it’s ready - not when the calendar says.

Seems like CDPR are learning this lesson the hard way.

I’m sure they’ll come back from it, but this is a very public beating they’re taking now.

It’s kind of unlucky for them that there’s not much other video game news to take up the slack until into the new year now.
 

Lunatic_Gamer

Gold Member
Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement

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.


 

Quixz

Member

Sinthor

Gold Member
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!
 

LiquidRex

Member
Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement






But will we see real world car damage physics this time around, I'm guessing not due to legal and development restrictive reasons. 🤔
 
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.
 

ToadMan

Member
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.

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.
 
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.

There has to be more to it than this, as other racing games with real cars have had car damage.

Perhaps it's more of a thing of some manufacturers refusing, and PD deciding to omit the feature because it would be weird if only some cars in the game were able to take damage.

They need to change this stupid position anyway, because as the rendering technology driving racing games continues to advance, producing more and more lifelike car models, driving physics and settings, having virtually indestructable cars will just become increasingly more and more jarring.
 
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
 

MastaKiiLA

Member
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
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.

Car damage modeling as a whole is garbage. Most front-end impacts throw off alignment at the bare minimum, and absolutely bin the car in many instances. Yet, you can drive around with car damage in most games. That's just a cosmetic feature at that point, and not at all realistic. No point even including it if it's not done well. I don't need to see damage on a car, if it doesn't impact me correctly. Most video game races should cull half the field in the first turn, because the amount of banging going on is insane.

In the end, the point of racing isn't hitting things. You should strive to execute an overtake without contact. Good drivers should emerge from races with their cars unscathed, save for bug splatter and dirt. Even in an endurance race like LeMans or Sebring, you don't see cars running into each other much. GT races see some door and fender banging, but it's not as frequent as in video games, and those aren't licensed cars. I get the impression that most video gamers who lament the lack of car damage aren't actual racing fans, as the sentiment seems strange given how most races unfold in real life. To finish first, first you must finish, and accumulating damage to your car fucks up your aero and handling, and is the least conducive thing to winning, save for a pivotal last-gasp overtake late in a race.
 

SlimySnake

Flashless at the Golden Globes
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!
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.

Miles is also excellent. hope you dont get burned out though. the city is basically the same, and the combat feels very similar until you start unlocking the venom powers which are awesome. i would say the story is just as good, and while the last act isnt as amazing as Spiderman's, it comes very close. I was once again surprised by how much I ended up caring about the characters.

I think with TLOU2, Neil went for a more Kojima like approach. it's not just about subverting expectations, he wanted they storytelling to be a far more interactive experience getting the users involved in a much more active level instead of making the entire experience passive like a tv show, a movie or even the first tlou. without going into spoilers, there were at least a couple of occasions towards the end where i simply stopped doing the QTE because I didnt want to do what Neil wanted me to do. And it took me a while to realize Neil did it on purpose.

i know it didnt really work for everyone, but I do appreciate them going the extra mile and doing something more than just giving us a passive story. though, as spiderman shows, sometimes thats just what you need.
 

slade

Member
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!

I'm going through Spiderman myself. On the Silver Linings DLC at the moment. The DLC is pretty good for this game. All three pieces of it have an overarching story so you have around 5-8 hours left. Also, the DLC sets up Miles for his own game so you kind of need to know it if you want to follow along in Miles Morales.
 

TheGejsza

Member
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.
 

ArcaneNLSC

Member
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.


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.
 
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Yoboman

Member
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.
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 1



In fact a lot of the damage elements are toned down by Forza 7 compared to where they used to be
 
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SSfox

Member


It just gets worse for CDPR... This has to be their worst year yet... And it'll continue well into next year. 🤦‍♂️


I feel bad for devs at cdpr, there's a lot of passion and love put in the game and you can fell it. But the management side of the company really fucked up. Game needed more polish before being release obviously, 6 months to a year at least.

Polish Game dev that don't polish their game, weird isn't it. Hopefuly they learned a lesson there thought.
 
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kyliethicc

Member
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.
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.

Half the time when I crash or hit a car I just restart the race. Its already a failure for me at that point lol.

Its like how most FPS games don't obsess over hyper realistic reloading. Its not why people play. Sure they could add super realistic reload times.. but people just want to reload fast and get back to shooting.

In racing games, the speed and handling, the tire grip, the gearing, the momentum, etc... thats what people care about. Driving is why we play, not for hyper realistic crashing and subsequent visual damage.

Its impossible for any game dev to do everything perfect within a realistic time frame and budget.
 

Panajev2001a

GAF's Pleasant Genius
It's not technical. Gran Turismo is used by manufacturers as a marketing tool.

Yup and in some cases the focus on detail and realism in a very popular product people and MSM pay attention to may expose issues people could be scared of (in the car exec paranoia).
 

Cyberpunkd

Member
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.

That's actually all there is to it. Microsoft put a warning for the game, but the Xbox refund system is much more customer-friendly than Sony's. Hence no need to pull the game. By continuing to have the game on the Playstation Store Sony was facing one of two options, neither was good:

1. Change their own refund policies for just this one game, which would have been a nightmare going forward, and it wouldn't have eliminated the danger of someone writing about the refund system anyway.
2. Continue to apply their rules and deny refunds, which would have made the matter worse very quickly.

In the end the tactic worked - videogame sites are silent on the subject out of fear of alienating Sony, but also Jason at Bloomberg also didn't write anything about the refund policies of console manufacturers.
 

Lunatic_Gamer

Gold Member
God of War Generated Half Billion In Revenue For Sony, Horizon Zero Dawn Hit 400M

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.


Damn! 😱
 

thelastword

Banned
Gran Turismo 7 Producer Kazunori Yamauchi Discusses Importance of Attention to Detail & Improvement






Best ATD developer out there for racers.......Kaz on this easy to develop PS5 and the fastest console will net some insane results...
 
God of War Generated Half Billion In Revenue For Sony, Horizon Zero Dawn Hit 400M






Damn! 😱
This is why Microsoft are buying all those studios. Services are not enough. To earn more you need to make your own content.
 

BGs

Industry Professional
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.
 

By-mission

Member
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.
👏👏👏👏👏👏👏👏👏👏👏👏👏👏
 

onesvenus

Member
GranTurismo is supported by the FIA, and for the Digital Cup GranTurismo
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.
 

kyliethicc

Member
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.
The head of Polyphony Digital is a professional race car driver. He knows what they should sound like.

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.
 

BGs

Industry Professional
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.).

INDIANAPOLIS 500
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FLIGHT SIMULATOR 3.0
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Since then until now I have tried everything that is labeled "simulator". The best version of every existing platform. Both with static or dynamic steering wheels with their respective controls as well as in VR in hydraulic machines (obviously they were not my property, I am not rich).

But I don't like being deceived, so I accept reality as it is, like it or not. My admiration (or fanaticism, as you prefer to call it) for this type of "game" do not prevent me to be objective and critical of it. But there are times when you have to work on something to understand it. In the same way that it takes being a father to know what is being talked about. There is no use taking care of the neighbor's child or assuming what someone else explains to you, you must live it.

And regarding your question, yes, I have been inside several machines in operation. And several times, both on the road and on the circuit (Montmeló and Nurburgring). When one likes something, one is in charge of surrounding oneself with the right or necessary people to satisfy those exclusive whims that are not suitable for all budgets (nor for my own either).

Aston Martin DB9
Ferrari Testarossa and F430
Lamborghini Gallardo and Diablo
BMW M4
Mercedes-AMG GT3
Audi r8
Mazda rx7

Although as a driver I have only had the privilege of driving the RX7 and the Testarossa.

I don't like to secure things without having experienced them enough to be able to comment on the matter. Either from personal experience or professional issue. And although I have not experimented with all cars, I do have a minimum experience to be able to differentiate between a constructive criticism and a child criticism.

Although personally all this is of little use (to faithfully represent sound) if it is not accompanied by vibration and inertia (made to be exquisite).

It's like having an orgasm without contractions.

It is logical to think that you may not have liked my arguments, but you cannot always pretend to hear or read what is convenient for you. In the same way that I do not pretend that my opinions please everyone. If they like it well, and if not the same. I don't like to live cheated.
 
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onesvenus

Member
The head of Polyphony Digital is a professional race car driver. He knows what they should sound like
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.
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
Most racing simulators have professional drivers playing them. Look at the testimonials page of iRacing for example: https://www.iracing.com/testimonials/
or the one for Project Cars 2: https://www.projectcarsgame.com/two/project-cars-2-testimonials/

I'm not saying GT is not a great sim, I'm saying there are now multiple games doing similar things to what GT does
 
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