SolidSnakex
Member
If they tune the headtracking properly then turning your head is the best option. You won't have to turn it much at all, and certainly not to the point that it's difficult to keep your eyes on the screen.
-viper- said:An interesting post by Amar on GTPlanet. I can't believe only 20 people @ PD are modelling the cars. No wonder we've only got 200 fully recreated cars. 10 cars per person in 5 years? Kaz was telling the truth after all - 1 car takes 6 month to model. D:
Death Dealer said:Insane. And then people come onto gaf and tell us how they modelled a car in a month in their spare time, and ask wtf is taking so long. :lol
Metalmurphy said:They need to tune that down a notch. We should have to turn our head that much.
SolidSnakex said:If they tune the headtracking properly then turning your head is the best option. You won't have to turn it much at all, and certainly not to the point that it's difficult to keep your eyes on the screen.
MikeDub said:As far as head tracking goes, aren't you failing to look at the road whichever way you do it? Your either not looking at the TV (head turning) or not looking at the in game road (head moving).
dalin80 said:It can never be natural due to the need to be staring at a fixed point on a screen.
All signs point to this being in the game...brotkasten said:Will there be a track like Forza's Fujimi Kaido in GT5?
Goldrusher said:All signs point to
Goldrusher said:All signs point to this being in the game...
http://i47.tinypic.com/2vbwn77.jpg[/QUOTE]
Uhm, thats looks treacherous to drive on, lol.
gluv65 said:In the video, using a clock as a reference, straight ahead being 12 O'clock. The Sony Producer was turning between 9 and 10 O'clock. So a good turn would be what? look left 11 O'clock and look right 1 O'clock. Are you talking about that type of tuning if this makes since? Or a sensitivity setting?
Goldrusher said:
brotkasten said:It's not Fujimi Kaido, but ... interesting.Holy shit
Goldrusher said:
Dedication Through Light said:Uhm, thats looks treacherous to drive on, lol.
It's a lot more useful than modeling photo mode locations.thuway said:I don't even want to know the nightmare of modeling that track in game :lol.
The guard rails, the walls, the tunnels, the landscape, the silhouette of the mountains, etc.Valkyr Junkie said:Don't get too excited. The only "signs" pointing to it come from the FT-86 video in which we see a new, unidentified road with guardrails apparently similar to the ones on that road in real life. Hopefully it's true, but it's just wishful thinking at this point.
paskowitz said:Its the worlds greatest driving road... IN THE WORLD!
The Transfagarasan pass looks better too.SolidSnakex said:Jeremy said that he made a mistake in naming the Stelvio Pass as the greatest driving road in the world and that it's actually Transfagarasan. Here's that road
http://www.topgear.com/uk/videos/brand-new-clip-tg-goes-to-romania-part-6
Wow. That looks fucking amazing.SolidSnakex said:Jeremy said that he made a mistake in naming the Stelvio Pass as the greatest driving road in the world and that it's actually Transfagarasan. Here's that road
http://www.topgear.com/uk/videos/brand-new-clip-tg-goes-to-romania-part-6
-viper- said:The Transfagarasan pass looks better too.
http://www.fourthirds-user.com/galleries/data/501/Transfagarasan.jpg
Yep. Which is why I prefer it to Stelvio Pass.UnluckyKate said:It looks way more smooth to drive.
Goldrusher said:All signs point to this being in the game...
The birds >_>ghostofsparta said:what signs?
Valkyr Junkie said:Booo @ reused texture.
Melfice7 said:the FT-86 vid always gave me the impression of a remade eiger but im dumb
SIMHQ said:Of all the studios that were showing racing titles, only Sony chose to showcase their new game properly with a racing wheel and pedals. As a result, the entire SimHQ staff were drawn to the Sony PS3 mega-display like flies to, well, stuff.
Chunx was first up. After confirming with the Sony assistant that he could turn off the game's driving aids and set the physics to it's most realistic level, he took a seat in their sim cockpit and selected a Japan Super GT 500 Nismo GTR race car for a trip around the Nurburgring GP circuit. Every sim cockpit in the Sony display was equipped with a Logitech Driving Force GT wheel and pedals.
The car felt and drove as expected, demonstrating understeer, oversteer and power-on oversteer in an intuitive way. Although the physics engine of GT 5 has been extensively reworked since GT5-Prologue was released, the game still had a too-faint feel to the force feedback repsonse and wheel resistance. Entering the short back stretch of the GP circuit, the game abruptly shut off and defaulted back to the user interface. The assistant explained that the game demo was designed to run only for 2 minutes too short a time to complete a lap at any road course on display, and certainly too short of a time to develop much of an opinion about the game.
Joe, guod, and Chipwich also got some seat time with GT5, but ConManly got to try out the game's Rally Cars on a gravel road. Having RBR and DiRT2 to compare it to, he felt that GT5's physics seemed to do a good job replicating this form of racing, although once again the feedback and resistance seemed to be a bit weak. Those of us with higher-end racing controllers such as the G27 and Fanatec PWTS or GT3RS were a bit underwhelmed by the DFGT, but that's not an issue for the game itself. We just hoped that the force feedback response on those products would be a bit more robust.
What little we did see of GT5 was impressive particularly the graphics and car variety, and certainly seems to have physics and eye candy on a par with GT 5's main rival, Forza Motorsport 3. But GT5 has many game elements that set it above the bar raised last year by FM3, mostly due to limitations of the Xbox360 platform. In GT5, multiplayer races can host upwards of 30 participants, far more than the eight in FM3. And GT5 also boasts day/night transitions, something not available in FM3. It also has a wider variety of track surfaces, including gravel rally roads. While we wish GT5 had more robust force feedback effects strength, it does seem like a worthy simulation product, as far as we could tell. We expect that this game will sell many new PS3 boxes for Sony.
scandisk_ said:
Sony PS3 Update: Sony announced games will be on Blu-ray discs. WIth several times more data capacity than DVD discs, the move seems like a great idea and has potential to up the graphics on PS3 games and possibly set Playstation games on a higher level than Xbox.
Not every game can be a Stardust but it's clear that it's still early days for 3D performance optimisation. MotorStorm: Apocalypse certainly looked far more impressive than the Pacific Rift demo, Killzone 3 is still in pre-alpha and Gran Turismo 5 looks simply phenomenal - to the naked eye there was no discernible impact on the visuals or frame-rate.