mavericktopgun
Member
GT was once known for quality
If it's that bad...why are they allowing it to be shown? Why wouldn't they put out representative footage?
You can even see that the cars in PCars are jittery too but you would think nobody has played a racing game online before going by this thread
is it me or this looks and sounds vastly similar to GT5/6? I mean is it using the new hardware at all?
No one? :/Regarding bumper cars, how is collision handled in other racing sims/games online in similar situations?
Should kaZ go? PD studio needs a refresh direction, no?
I don't understand how the server-host delay has an influence in spectator mode.ITT: People who don't know how spectator/replay positional data transfer rate and interpolation is handled are emberassing themselves. I suggest looking at online replays in FM6, GT6, PCars or Assetto Corsa and focus on the interaction of the cars that didn't involve the host/player. A frame-perfect representation of all the positions and most collisions would require everyone to have a maximum of 8ms (16ms RTT) delay to the server/host. Everything else is interpolated and predicted data that is corrected at a much lower frequency. This leads to the unnatural movements we see in the spectator mode footage. It can be improved by using much better prediction but it will never be a 1:1 representation of the ingame physics.
I don't understand how the server-host delay has an influence in spectator mode.
I really don't like lag when I'm playing, but you can very well add a 200ms lag (or even more) in spectator mode so that you have a cache and can handle delays or high latency.
Besides that, the amount of data needed to update the position of 30-50 rigid bodies at 60fps isn't high, you don't *have to* send keyframes and interpolate between them. But even if you had to use keyframes, you can do it on a purely "backwards" fashion that don't involve prediction at all and no loss of data.
So I really like GT and need to calm down because I've been participating in the thread? So you decided to quote my posts in it? I'm not even the top poster in this thread I'm sure you know who that is and they're not for it.
It wasn't a lofty standard there is collision detection and a car does get hit off the track. I clearly wanted to know what you though is completely absent because that's the way you worded it. That's not a sign that I'm not calm.
Some of those points I really don't understand. Only great cars? So less cars are better? You do know GTS has "only great cars" too. "60fps"? You do know that GTS is "60fps" too? Camera movement? Which camera? GTS is a VR game and does have camera movement. If you are just going to list some minor things then it would be good to know there are things that GTS does other games don't on PS4. Yellow flags and safety cars, VR etc. You forgot to even mention what makes Pcars great, the massive races. All this hyperbole seems to do is drown what is good and bad in each title.
They're definitely close to losing their reputation completely, but I'm willing to give them the benefit of the doubt one last time. I have no interest in Sport, but I'm pretty sure GT7 will show vast improvements given how much longer it has in development and the Neo.
Buying Sport is pretty much like buying a Steam Early Access game. You're funding development of the final game, and playing an early build knowing it'll be a little rough around the edges and short on content. Hopefully the price reflects that.
How come ? Is it a bug ? Why would you make this kind of decision ?
Looks arcadey
Do they still called themselves a sim? Cause watching that wasn't
I don't understand how the server-host delay has an influence in spectator mode.
I really don't like lag when I'm playing, but you can very well add a 200ms lag (or even more) in spectator mode so that you have a cache and can handle delays or high latency.
Besides that, the amount of data needed to update the position of 30-50 rigid bodies at 60fps isn't high, you don't *have to* send keyframes and interpolate between them. But even if you had to use keyframes, you can do it on a purely "backwards" fashion that don't involve prediction at all and no loss of data.
Was thinking this myself, surely spectator mode could operate slightly delayed allowing everything to iron itself out. I'd expect a touch of lag when actually playing the game myself but then even Rocket League with my ping under 30 and others up to 60 the amount of jumpiness in play is slight.
Spectator mode is a completely different situation, though.Netcode, who does it work?
ITT: People who don't know how spectator/replay positional data transfer rate and interpolation is handled are emberassing themselves. I suggest looking at online replays in FM6, GT6, PCars or Assetto Corsa and focus on the interaction of the cars that didn't involve the host/player. A frame-perfect representation of all the positions and most collisions would require everyone to have a maximum of 8ms (16ms RTT) delay to the server/host. Everything else is interpolated and predicted data that is corrected at a much lower frequency. This leads to the unnatural movements we see in the spectator mode footage. It can be improved by using much better prediction but it will never be a 1:1 representation of the ingame physics.
Netcode, who does it work?
Cars going at 280 km/h is quite different from Rocket League gameplay, and you can still get rubberbanding there.
Also it's not about ping, it's about the tick/update rate, and updating at 60 Hz when you're doing 280 km/h is also probably not enough, especially when you take into account packet loss and latency fluctuation.
That said, spectator mode seems to be working at 30hz or so right now, and I do agree that they should target 120hz.
Also LOL at the people saying this looks worse than P Cars. And I'm not saying P Cars sucks or anything, but 60 FPS sims can only look so good.
The amount of trolling and hyperbole in recent GT threads is incredible, so I guess I shouldn't be surprised.
I didn't compare it to any other games but now that you bring it up I do play mainly iRacing and Dirt Rally.
I played GT5 a few years ago, funnily enough it was got me into Sim Racing games. I was obviously let down by GT5 but started with iRacing after that.
It does look arcadey compared to iRacing. I've never played PCars; from what I've heard that is arcade like as well
Did you think GT5 was an arcade racer?
Did you think GT5 was an arcade racer?
Spectator mode is a completely different situation, though.
There's issues with netcode when you try to have two computers as synchronized as possible in realtime. Since there's transmission lag involved, you have to do tricky things to fill the blanks before the synchronization happen.
In spectator mode, you have a computer that send another computer all needed data to reconstruct the same results, without hard real-time requirements.
Stupid example: assuming you have enough bandwidth and enough processing power, the original console could encode a HD video stream and transmit it over the net. The receiver, using a cache to handle small network delays, will have a perfect reproduction of the original stream although a couple hundred milliseconds late.
Now, there's both the bandwidth and the computation power issues.
There's two solutions:
- send the *result* of the physical simulation running on the console that broadcast the race. The data throughput is low (since there's mostly rigid bodies involved, and a small number of it), 60Hz is enough since you'll just "draw" the scenes. You can always send body deformations at a lower rate.
- send the *input* and redo the physical simulation on the client console. That's trickier, since you have to send the inputs at the rate they're polled, and redo the simulation exactly with the same parameters (a different polling in GT3 simulation and replay gave me once a replay where, although I had won the race, the replay was showing my car stucked into a wall in the second corner)
I think they should go for the first solution, it's far safer, and the data throughput isn't that higher.
I can't really remember to be honest.
Ah, that explains it then.
First, I doubt that even awful 60Hz interpolation of 30fps data can even show visible errors.I think they're using something similar to the first one. It's just, on a road as bumpy as Nurburgring's at such high speeds, the interpolation can't predict movement correctly and you get position updates very different from the predicted position, maybe even at 30 hz (which was a standard tickrate for AAA MP games until recently) which accentuates it even more.
First, I doubt that even awful 60Hz interpolation of 30fps data can even show visible errors.
Second, a error of 1G over the acceleration would result in a 0.04 inch (1mm) error of position. Maybe there can be slight errors on wheels, but barring violent collisions between vehicles (and even with those, in facts), I really doubt you can make 1G+ errors on acceleration.
That being said, it's only that I don't understand why the spectator mode should be jerky, but I don't imply anything about the handling of the cars...
I take this as guaranteed.
Thanks for drilling down into the nitty-gritty behind spectator modes and replays, but wouldn't a race like this play out over a LAN?
I don't understand how the server-host delay has an influence in spectator mode.
I really don't like lag when I'm playing, but you can very well add a 200ms lag (or even more) in spectator mode so that you have a cache and can handle delays or high latency.
Besides that, the amount of data needed to update the position of 30-50 rigid bodies at 60fps isn't high, you don't *have to* send keyframes and interpolate between them. But even if you had to use keyframes, you can do it on a purely "backwards" fashion that don't involve prediction at all and no loss of data.
Actually an interesting note about the physics. In Tokyo and I am guessing many other parts of the world we have this high grip red paint stuff on sections of road to make it safer. Its really grippy like sandpaper. These sections are also present in the Tokyo GTS track but I haven't driven on that yet. However you can see from the videos that these sections of track actually do have the increased grip that their real life counterparts have. Players hit them and the tyre squeal stops and the understeer goes away. Very cool, I never though PD would go to that detail in track surface.
When you control the client, it seems to me that it's logical using a peer-to-peer approach to increase the number of possible clients without impacting the upload of the original source.If they are playing on a network that won't matter as I doubt they have code scaling for bandwidth and as I have already said this game is special in that the replay mode used for that race is designed as a mass broadcast. The less data they send the less chance their servers will meltdown driveclub style when millions login to watch the first race. Comparing to spectator modes in other games isn't fair because they aren't the same thing.
I definitively don't, it's just I'm not fond of the way they handle this kind of non-interactive broadcasting.Now criticise the quality of the stream feeds, that is valid but you simply can't judge physics from them.
I don't think you can design a (semi)-realistic racing game without modelling some physics. There's a direct link between the torque on the wheel axis, the force of the suspension on the wheel and the force between the wheel and the road.Very cool, I never though PD would go to that detail in track surface.
https://youtu.be/dGBgdXJGOts?t=962
The game should, at the very least, look as good at this in spectator mode. I've watched hundred of live iracing events and they don't look like the mess that was shown in the OP. Netcode blah, blah, blah.. I don't know the technical speak I'll admit, but this is not a a good showing.
Looks great.
I see the usual suspects with their smear campaign.
So you just ignored the point of my post and are reproaching me for not giving an exhaustive list of good and bad of P cars and GT? (I am not even going to argue about the car lists... or on 60fps: I was just givng examples of what SMS got together in a brand new series financed through kickstarter...which is a remarkable achievement)
I am talking about production value. basically you are comparing the most successful and wealthiest car franchise in the industry, 1st party and exclusive to the most powerful console,... to a brand new franchise made from scratch and that runs pretty well and Xbox One, PS4 and PC.
How can you be indulgent with PD and not with SMS ? Why defend such ovious shortcomings when PD has all they need to do so much better ? Why is the franchise loosing all its reputation year after year? Did I make this up?
Shouldn't be. Projectcars on the current PS4 looks great and that's from a thrid party developer.
Why on Earth wouldn't anyone praise what SMS did...And praise the mess that GT is since GT5 ? This is beyond me.
There is more ideas in P cars alone than in the whole Gt franchise.
I don't understand how the server-host delay has an influence in spectator mode.
I really don't like lag when I'm playing, but you can very well add a 200ms lag (or even more) in spectator mode so that you have a cache and can handle delays or high latency.
Besides that, the amount of data needed to update the position of 30-50 rigid bodies at 60fps isn't high, you don't *have to* send keyframes and interpolate between them. But even if you had to use keyframes, you can do it on a purely "backwards" fashion that don't involve prediction at all and no loss of data.
https://youtu.be/dGBgdXJGOts?t=962
The game should, at the very least, look as good at this in spectator mode. I've watched hundred of live iracing events and they don't look like the mess that was shown in the OP. Netcode blah, blah, blah.. I don't know the technical speak I'll admit, but this is not a a good showing.
Regarding bumper cars, how is collision handled in other racing sims/games online in similar situations?
I think all the complaints really show how many different kinds of GT players there are. A lot of people prioritize graphics, car lists, single player, etc or any combination of the above over cleanly raced competitive online play. GT Sport appears to be ignoring a lot of things that people find important while focusing on what is in my opinion a pretty niche market. It'll be interesting to see how things play out.
The game LOOKS like garbage. It is what we are being shown and all we have to go on. If we aren't supposed to comment on what we are shown then shut the damn thread down because there is nothing to discuss.Are people ignoring the fact the game is incomplete and pointing out missing things that clearly were just not implemented yet?
Spectator mode done right. I don't care if they 'play back' the race from a small buffer, ironing out the latency spikes, this is how spectator mode should look in 2016.Yeah, frame-perfect does not happen even in iRacing. but it's lightyears ahead of this GT Sport footage.
Simply put, ITT: People who have apparently never seen a proper spectator mode in a racing sim/game.
AC, RaceRoom, and iRacing demonstrate how good online multiplayer replays can look like if everyone is using a decent connection. They still fail when confronted with high latencies. My initial comment was a reply to the posts drawing conclusions about the handling or physics of the game.