Gran Turismo 5 Prologue to feature car damage
http://kotaku.com/gaming/gc07/gran-...-damage-improved-ai-better-physics-293208.php
Ljudi mi smo makar 2 godine od GT5, tako da, polako...
Gran Turismo 5 Prologue to feature car damage
http://kotaku.com/gaming/gc07/gran-...-damage-improved-ai-better-physics-293208.php
Znam ja šta je naslov teme, ali ne pričaju baš svi ovde o Prologu, koliko ja vidim.Ovde se prica o prologu koji izlazi najkasnije do kraja ove godine
To je ono što su oni rekli, a zna se da neće biti tako, jer do sada ni jednom nije bilo tako. Ako bude 6 meseci kašnjenja - da pevamo, a najverovatnije će biti 9 ili 12 meseci kasnije od prvobitno rečenog datuma.a full gt 5 ce do kraja sledece.
To se i ja pitam- ako bude debilan kao u forzi gde se zavalim pri 200 na sat i otpadne mi branik onda bolje da ga nema.
Auuu ovi stvarno nisu bas cisti... Ladno rece da im treba 6 meseci da modeluju jedan auto...![]()
Driveru hoce li to biti realan damage, posto si tvrdio da ce da ubace samo takav ili ga nece ni biti. Ili ce mozda da bude kao u Forzi za sta si tvrdio da je bolje da ga nema nego da je takav.
Originally Posted by Spacemaniac_hr
Greetings to everyone on gtplanet.net. I am not posting very often but I am keeping close eye on informations you're bringing to gt addicts. Afterall, my friend and colleague amar212 is always up to date with new info.
Allow me to say few things and bring you some impressions on Gran Turismo 5: Prologue as I've played it's demo (both single player on SIXAXIS and multiplayer online in seats on G25 wheel w/o gearbox) and co-done interview with Kazunori Yamauchi at Liepzig Game Convention 2007.
1. Gear changes are present in the current demo but their animation naturally depend on car you're driving - sequentional behind the wheel gearbox or standard one (the stick). Sticking to animations, the ones that considers hands of the driver are just incredible with materials streching and changing depending on the action you've taken (fast turning the wheel for 360 etc.). Lightning and shaders are doing their part of the story also.
2. GT stand with multiplayer demo of Prologue had 6 seats with Logitech G25 wheels and pedals installed but without gearboxes. Players could select any car from demo and begin a race on Suzuka Circuit stage at any time regardless of the other players allready doing their best times on it with other cars. F430, Alfa Romeo, VW Golf - everybody on the same track at the same time. Must I describe how good it feels to drive out from the box, come out from the 1st right corner behind GTA and put the pedal to the metal with F430 leaving Alfa behind in matter of no time on short straight afterwards? I thought so.
3. The sound in the demo is absolutely outstanding, with F430 roaming @ 7000 rpm like it's in the room. Even I didn't had headphones, at first (bussiness only) day of show I've turned up the volume on the Bravia at 60 and it sounded just right - deep and hard with different effects depending on the view (bumper/cockpit/behind both front and behind). I would say that PD is doing very good job with engine sounds this time around.
4. GT5P is running on the same engine that will "drive" the full game (GT5) but it is not just yet fully optimized so little yiggies and some very rare slowdowns in "16 cars on the screen" situations are to be evaporate in final version of the Prologue. Every model of a car is build from about 200.000 polygons (for illustration, one car in GT4 was built from 4.000 polys) and every part of the car is done as 3D object (f.e. light lenses are made of as many polys as hole car in GT 4). As sad by Kazunori Yamauchi in the interview. (Thanks for quoting the source: GamePlay Magazine Croatia, www.gameplay.hr)
5. GT5P is definitelly coming out this year, GT5 is coming out next year, and after it's release Polyphopny Digital is planning to take out never forgotten PSP version of GT. As sad by Kazunori Yamauchi in the interview. It is not known yet will portable version be based on GT4, GT5 or something in the middle and will it have any integrations with console games. (Thanks for quoting the source: GamePlay Magazine Croatia, www.gameplay.hr)
6. After game release, Polyphony Digital is planning to continue their design work on more cars that will be opened for download via PSN in the future, and this time they will try to bring players almost every car in history from all over the world (not focusing on the japanesse models mostly like in previous GT games). As sad by Kazunori Yamauchi in the interview. (Thanks for quoting the source: GamePlay Magazine Croatia, www.gameplay.hr)
Also, few more things that catched my eye in this discussion.
7. "Professional mode" is, by the words of Kazunori Yamauchi himself, a mode that will simulate (new) physics (engine) of the car movement as accurate as it is possible with new hardware and is ment for players who want to experience real professional driving. (Thanks for quoting the source: GamePlay Magazine Croatia, www.gameplay.hr) Describing difference between normal and "pro" mode is not something I can do yet but in shortly - pro mode was definitelly more difficult (challenging at least) than the normal and felt like the real deal (I've tried driving VW Golf on N1 to pull some comparisations with real life experience). Result? Far more swinging, more leaning, more weight shifting, more everything. More "playing" in sandbox than in normal mode when going over the edge.
8. Stands with seats with Logitech G25 wheels on it, had three pedals (from left to right - clutch, brake and gas) but clutch pedal was out of function / non-functional. Options menu couldn't be entered so the clutch support in demo remains a mistery for now even thou Kazunori Yamauchi in our interview stated that he would like to implement clutch in new GT games very much. (Thanks for quoting the source: GamePlay Magazine Croatia, www.gameplay.hr)
9. G25 wheels had "rumble effect" on them but the force of Force Feedback seamed like on very low level. I personally guess that was for the safety reasons and/or easier manuverability of broader audience (public purposes).
10. Some cars (f.e. Nissan GTR Prototype) didn't have designed interior (cockpit) like the others but all cars will have it fully designed in final version of the game. Racing car Nissan Z350 MOTUL couldn't be selected for driving in demo. Depending on the cars (Japanesse/American/European/UK's) in-cockpit view puts the driver on the right or left side behind the wheel like in real life that gives whole new perception of the track when driving. Perspective of the track from cockpit view (personally my favourite in every game that gives that view option) in Gran Turismo 5: Prologue feels very good and natural. Unfortunatelly, movements of the driver under inertion forces (known as "G-force" also) that appears when braking/accelerating/taking turns wasn't noticable (maybe even fully non present) as I expected them to be in turning at high speeds, fast accelerating or hard breaking. Maybe it was because of the strongly secured driver's sitbelt?
11. Replay mode in GT5P demo is good as it ever been in GT series. "Triangle" button gives you on-push leveled zoom-in, "circle" turns off/on background music, "cross" changes car/stage view, SELECT changes car views (bumper/cockpit/windshield/3rd person) and "square" turns off/on dials/tachos. With directional buttons on D-pad you can change focus on "target car" and with (if I remember correctly) L1 you can look behind the car. There weren't any video-music synchro mode available in a demo, but the (in)famous transparent circle ring in the middle of the screen during replay was once again present. Why? I've never knew that.
12. When playing the demo in multiplayer, "game-pauses" (they definitelly weren't lags and I wouldn't called them frame-drops either) were noticable. Sometimes they've lasted for about 1 or 2 seconds and that wasn't nice experience. At least the car(s) stayed where you had him before the picture stop moving so you knew what to do when it continues. I guess that was happening when someone new joined the multiplayer game (respawned with car in pit line) and the time for "one session" driving in multiplayer was limited to few minutes (if I remember correctly - about 3 minutes or so - I must check my videos).
Keep it real, drive safe, live and let live!
4. GT5P is running on the same engine that will "drive" the full game (GT5) but it is not just yet fully optimized so little yiggies and some very rare slowdowns in "16 cars on the screen" situations are to be evaporate in final version of the Prologue
1. Naravno da nema problema sa framerateom.
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