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CoolColJ
Demo licensed
More premium cars

Miura


Looks like a lot of the older popular performance Japanese cars are premium.
Maybe the whole RX-7 range is all premium, and the Evos as well
There are more premium cars than we think
CoolColJ
Demo licensed
Quote from legoflamb :In the first gif that front corner looks like it is below the the level the road rather than flapping around.

With the damage aside, the game looks good.

A few people thought so as well, but not me

The shadows and perspective just doesn't seem consistent to me if that's clipping, from me being an artist and 3D renderer
I have the video in my editor, and when I go frame by frame, I can see the splitter actually bending.

Guess we'll find out for sure, come November

2 consecutive frame animated gif - pretty clear to me that is not clipping - look at the shadow under the flapping parts
The shadow indicates depth and distance from the road.
CoolColJ
Demo licensed
I made an animated GIF showing what I'm talking about

See the torn front splitter section flapping about? And that small tear off the main one?
Also note the sparks fall back onto the ground and get left behind like physical objects



The splitter actually tearing and then flapping from the aerodynamics is quite complex and hard to do, first I've seen of this in a game
Most games just have pre-scripted solid pieces falling off and breaking in whole chunks. Never has there been dynamic tearing and shredding

The damage looks like pieces should have come off, but they just disappeared

----

I thought the collision physics were ok in the Time Trial. It might be because the beta demo footage shown was run in standard physics

See the tuned 370z spin when it made contact with the wall
http://www.youtube.com/watch?v=UduDpXJn3bE

And this animated gif someone made from E3 - AI car getting pushed back by the momentum of the player's car. It looks correct to me
http://i49.tinypic.com/24loe4w.gif
Last edited by CoolColJ, .
CoolColJ
Demo licensed
Considering it's a beta and dynamic deformation, not canned or prebaked like in other games, I don't think it will be much more "impressive" as it takes a fair bit of horsepower to do spectacular deformation in real time.

Still it damaged a lot faster than the street cars at the same show
Not only that, there seems to be aerodynamics at play, the torn front splitter section after the first contact was flapping around. Plus the rear bumper dented quite easily from just reversing into the wall

You know the funny thing is, 95% of us will never see the damage while we're playing the game, especially from the bumper cam....

report from the guy who took the video
http://www.robgroove.com/

Quote :When i arrived it was so great to be in line for this event, just looking at the other 200+ PS3 gamers was a great feeling. Then the doors opened and we started on our way in, This is it! Without delay i made my way straight over to GT5 3D to give it a spin.

I took a seat and put on my 3D spec’s and took the SLS AMG for a spin on the Nurburgring….. I’am afraid to say i was not too impressed. While I looked at the outside of the car in rear view so i could check out how the car looked, i noticed a few scuff’s and scratches on the SLS, which was my first taste of damage in a Gran Turismo game and that was cool but it was the fact the 3D didn’t really POP!. It seemed to be when i watched the screen without the 3D spec’s it looked ever so slightly blurry. Then when you put the spec’s on it pretty much just looks like normal HD. Don’t get me wrong it did look fantastic but i was hoping for a better 3D experience from GT5. I was expecting the inside of the car to “wrap around me” when in cockpit mode but i got nothing close. However I can’t stress this enough, This is not the finished product. On my very first lap with this GT5 beta the track disappeared completely which assures me many fixes and updates will be applied in the final product.

A little while later while talking to one of the staff from the BetaRooms he was telling me how they couldn’t seem to set it up properly and that there are some 3D configuration settings which should make it look like it’s supposed to. I asked if i could have a fiddle with the settings but then thought it would be unfair as there was a limited amount of time for everyone to get a try of everything. So I now await the release on November 2nd for GT5 to just come out and show the world all the cool features they’ve been keeping secret for so long.

Think about it! do you really think Polyphony Digital would release a game in 3D and have it not be the Best experience out there to date? I have massive faith in this game and i KNOW they will deliver THE! game of the decade.

Throughout the rest of my time at the BetaRooms I tried a few different cars on different tracks just to check out some stuff and one of the things i wanted to do was smash up a NASCAR. I remember Kazunori Yamauchi saying the NSACAR will break into a 1000 pieces, so i decided to test it out on this E3 beta demo version of GT5.

First of all the car seemed to feel pretty heavy in its handling. It seemed to really just want to go in a straight line with a lot of power but still manages to turn. I think (sounds obvious I know) it will be great for long tracks with long straights but if you need to whip this whip round lots of little tight corners, you’re gonna have a hard time. As for the damage, well it’s not that easy to demolish a car in the short amount of time the demo gives you but i tried my best. The point’s of impact seemed to crumple, exposing both front tires but I didn’t notice any pieces flying off the car really which brings me to thinking the finished product will have a whole new level of detail. But don’t mark my words as this is only me giving my impressions and thoughts. The only way to really know what’s going to happen is to play the game when it comes out.

Don’t worry people’s GT5 WILL be the greatest racing game you have ever played and the 3D will be just as good.

Last edited by CoolColJ, .
CoolColJ
Demo licensed
I haven't played LFS in ages, just not enough content to entice me

some footage of Nascar damage - finally

http://www.youtube.com/watch?v=92mDRnjgwmc
CoolColJ
Demo licensed
SE in Australia is $300AUD....
$130AUD for CE
And $120 for normal version, but you can preorder for $90 from Gamelane online, including postage. Waiting to see if Gamelane will do a CE for $100
And see what stealth cars are offered

CE is only $10 more, so it's not too bad for the book, the DLC cars, dynamic PS3 theme and poster cards.
Seems like the US CE is inbetween that and the SE
CoolColJ
Demo licensed
The above show the stealth models, but I'm wondering what these ingame chrome line models are? Regular cars with chrome trim?

edit

The 5 "chrome line" cars for the European collector's edition.

Audi R8 5.2 FSI quattro

BMW M3 Coupe

Lamborghini Murciélago LP 640

Mercedes-Benz 300 SL Coupe

Shelby Cobra 427
Last edited by CoolColJ, .
CoolColJ
Demo licensed
EU special edition

http://blog.eu.playstation.com ... %80%93-something-special/


GT branded SLS AMG 1:43 model car beats the Stealth GT-R model IMO
Quote :This is in addition to five ‘ChromeLine’ Collector’s Edition cars plus six ‘Stealth’ vehicles, both featuring enhanced performance and liveries and an exclusive dynamic theme.

so 11 DLC cars altogether?
Tasty!





edit

This clarifies things - no Stealth cars for CE

http://buttonmasher.co.nz/blog ... ons-officially-announced/

Quote :News out today has confirmed the rumours that there will be three different ‘editions’ of Gran Turismo 5. Standard, Collectors and the Signature Edition. Final pricing is yet to be announced for New Zealand, we do know the the EU Signature Edition will retail for €179.99 and the lesser Collectors Edition will be €79.99.
Full details and picture past the break:

Standard Edition:

More than a thousand cars, a global community of racers, the world’s most iconic racetracks and the drive of a lifetime – that’s Gran Turismo 5.
Experience astounding realism, pulse-raising physics, high-speed thrills and a full tank of international motoring glamour as you race against friends at home or online against champions from around the world, and build yourself a stable of the finest cars ever to have graced the tarmac anywhere.
One of the world’s best-selling driving games is back, packed with new features, new rides and new experiences that’ll take your life into the fast lane like never before.


Collector’s Edition:

A highly-desirable upgrade for serious racers and motoring fans, this eye-catching edition comes with plenty of added horsepower inside its high-end collector’s box. As well as the game itself, you’ll get:
» Exclusive Special Edition inlay sleeve art
» 200+ page Apex driver’s magazine with hints on driving technique, car tuning, future technologies and more
» Five Collector’s Edition artcards featuring exclusive artwork
» In-game ChromeLine vehicle pack: five performance-enhanced cars ready to race
» Exclusive dynamic theme to customise your PS3™ XMB™ (XrossMediaBar)


Signature Edition:

Reminiscent of a no-expense-spared supercar launch, this luxury edition puts the pedal to the metal as soon as you open its contoured steel case, which is finished in Mercedes-Benz SLS AMG Obsidian Black. As well as the game, the Apex driver’s magazine and the ChromeLine car pack, you’ll get:
» An exclusive, branded Mercedes-Benz SLS AMG 1:43 scale model car
» A Gran Turismo leather wallet and metal Gran Turismo key fob
» A Signature Edition coffee table book featuring the beautiful cars and locations of Gran Turismo
» A bespoke Gran Turismo 5 USB key with a trailer showing the collaboration between Mercedes-Benz and Polyphony that brought the SLS AMG to screen
» Six additional in-game Stealth cars including the McLaren F1 and the Mercedes-Benz SLS AMG and a dynamic theme
» For those 18 or over and resident in a participating country, the chance to win a real-life Mercedes-Benz SLS AMG – your very own gull-winged, 6.3-litre-engined supercar, in a competition like no other! Full terms and conditions will be made available at www.gran-turismo.com.


If that doesn’t whet your appetite enough, an additional six in-game ‘Stealth’ cars will be made available, which include:

» Audi R10 TDI Stealth Model
» Honda NSX GT500 Stealth Model
» Mazda 787B Stealth Model
» McLaren F1 Stealth Model
» Mercedes-Benz SLS AMG Stealth Model
» Nissan GT-R GT500 Stealth Model


Last edited by CoolColJ, .
CoolColJ
Demo licensed
can't use wheels or analog pads on these programs unfortunately, otherwise I'd try to run Enthusia on em
CoolColJ
Demo licensed
wind?

In this video, at roughly 1:15, you can see dust kicked up and blown away: http://vimeo.com/13797725
In this video, at roughly 1:25, you can see dust kicked up, but it simply dissipates without being blown away http://www.viddler.com/explore/EverythingPS/videos/20/

both videos from the same beta event
CoolColJ
Demo licensed
LOL GT4 is nothing like GT5...or even GT5 Prologue
Anyway it looks like there are 3 driving physics models now

begineer - like GT5 Prologue standard, tons of grip, and no oversteer in powerful cars. Kinda like GT4, but a little easier
Standard - a bit more oversteer etc, for the controller pad users
Pro - more hardcore, need a wheel

Some impressons from the UK Beta event. Probably why it's still glitchy, beta code. Seems like different code from the E3 demo.
Apparently damage was most dramatic with the Nascar cars, but less so with the street ones

Quote :I’ve just got back from the beta rooms event in Birmingham. Played gt5 in 3D. The 3D effect was very subtle on the example I saw. The physics were excellent. There was beginner, intermediate and pro. Pro seemed v similar to gt academy demo. Extremely difficult on the narrow roads of the nurburgring. Intermidate was a great compromise of difficulty and feel. Beginner was similar to prologue standard. Graphics were excellent but we already know this. Toscana was beautiful, especially to day to night transitions and the way the headlights pick up different sign posts etc. Handling was slippy as you’d expect, nothing unusual for a rally racing game. There were however variations in the road surface, going from sand up gravel to some harder stuff ( not quite Tarmac). Damage was a lot more dramatic than I’ve seen on previous videos circling the web. Saw some people mash their cars up pretty good. Polyphony can now say they have the best damage physics on a console driving sim. Didn’t notice anydamage affecting the car handling. Thing that most impressed me? Probably the feel given by the new physics. Probably the best I’ve experienced from a driving game. Pretty close to real driving, and that is a massive complement. Spoke to a Sony guy about a uk release date, he said the “20th of November or around there”. Sorry if my writing is poor, I’m typing this on my phone.

Quote :Just got back though, wow, great event, GT5 is simply superb! There can be no doubting any of it.
The rallying is very different to GT4, a lot harder, you have to really fight the car, but it doesnt really feel like its on ice. Lots of understeer from the C4 though. The madrid track is wonderful, great layout and really really fun to drive.
However, for me, the Gallardo on the Nurburgring (albeit the first 2 minutes of the ring) was the most fun, such a great car to drive and the overall improvements to the look and feel of the ring are excellent, the textures are super real!
Tried it in 3D, not sold on it, appeared to only be 30fps to the 2D's 60fps, was quite cool though.

Quote :Went to BETA event today unfortunatley camera battery died before I got to record footage of nascar. The car was awesome as it had actual deformation damage and looked miles ahead of anything we have seen of the damage for GT5 except for the trailer. The rear bumper crumpled and deformed quite a bit exactly where I hit it. The other cars had damage like all other previous demos but the nascar damage was on another level. Hopefully someone recorded some nascar footage. I will upload some footage I managed to record before battery died later on today.

Quote :Things I noticed
1) The nurb is more realistic in regards to the track feels thinner and the bumps really catch you out.
2) Rally is much more fluid and in my opinion feels more like driving a 4 wheel drive on a low friction surface
3) 3D is not ready yet. (If you tilt your head the 3D effect stops working and their were some major glitches in the graphics still)
4) When 3D has been finished I WANT IT! the depth of field in the cockpit view was awsome but the ability to judge the distance between other cars and breaking points really helps the realism.
5) That SLS on pro physics with everything off on the Nurb is a pig to drive with a pad, I need to get practising!

Quote :The demo was great, in 3D I noticed a few (I think) bits of bumper/debris flying out towards the camera. The 3D effect was very subtle but in-car was great! The 'ring was indeed very hard to drive and a lot of people were spinning. I noticed bumpers hanging off and the like. The rally stage however there were doors hanging open and the dust effects and headlight effect were simply amazing!

Couldn't hear any sounds unfortunately Very loud in there with music and most TVs were turned down.

As you could see there were 5 tracks on the demo and if I'm honest the loading times didn't feel overly long! I did however notice some trees and scenery didn't properly load and my wingmirror went through a wall on a tight corner in Rome. A few glitches/bugs here and there such as those 2 which should be ironed out before release but overall the game felt solid with the handling spot on imo! Roll on November

Oh, one other thing, the lighting/shadow effects were brilliant

Last edited by CoolColJ, .
CoolColJ
Demo licensed
Some vid from a UK event

Gallardo loosing the rear end under heavy braking.
That bumper cam really needs to be changed to a proper bonnet cam so that the smoke you see makes sense
Damn the bronze Citroen GT in the vid looks nice - sweet colour
http://www.youtube.com/watch?v=s-PTHADG1DU
Last edited by CoolColJ, .
CoolColJ
Demo licensed
I've never driven on dirt in anger, so I can't say for sure either way, but Loeb is friends with Kaz, so he only has to ask him how it feels
CoolColJ
Demo licensed
I think he is refering to dirt roads
CoolColJ
Demo licensed
for the people that were wanting instability under brakes - your wish has become reality
Though that is to be expected being a mid engined car

http://www.4news.it/gran-turis ... ial-magazine-francese.php

Third paragraph

Quote :More accurate driving.
In his previous conventions, Kaz has repeated that driving in GT5 will be different from GT5P. After several hours of driving with a steering wheel, the differences are not that obvious, though one has to admit that some cars have their own temper. The Lamborghini Gallardo LP560 is very difficult to control while breaking. You have to hold on a perfect racing line, or else you lose the back of the car. The NASCAR “monsters” are very particular: they’re very easy to drive on their favorite ground, the ovals. However, on a sinuous track, you’ll have to be careful with the gas pedal. In a fast curve, such as the one from the urban track of Tokyo, at 160 kph, even if you feel like you have maximum stability, you can lose the car at any moment if you go flat out. Concentration is the key, even more so with rally cars. It’s hard as hell! WRC cars are the most difficult to handle. Driving Sebastien Loeb’s C4, you constantly feel like you’re walking on eggshells. Steering out-and-in to get the car into hairpin curves requires a lot of skills. Contrarily to asphalt racing, it is very difficult to gauge the level of grip. On the opposite side, driving the Nissan Xanavi Nismo GT-R is bliss! This car, from Japanese Super GT championship, gives a driving experience that shows the true potential of GT5, being technical and precise. On the Nurburgring, only a few corners are enough to convince you that the new addition to the GT series takes driving to a higher level. You pass one corner after another flat-out, and on the end of the straight, you jump on the brakes, shift down, the front-end remains stable, and the cars gets into the curve with an amazing accuracy. Exiting the curve, you carefully push the throttle, before going flat-out in the following straight. And here we go again! The engine revs up quickly, shifting up, and you’re already at 220 kph. That’s how you get immersed into racing in the matter of minutes. Everything flows so quickly, your movements become automatic; you become one with the car. Very few games can make you feel such feelings, and GT5 delivers.

CoolColJ
Demo licensed
CoolColJ
Demo licensed
I wish

I'm a freelance Mastering Engineer and I do deliveries on the side
CoolColJ
Demo licensed
It's by Amar - I believe he runs a website, store, maybe a Beta tester, seems to seems to have a lot of NDA type info

http://www.gtplanet.net/forum/ ... 8&page=39#post3921138
http://www.gtplanet.net/forum/ ... 8&page=41#post3921630

He was the one that offered up a riddle April last year about many things that seem to be confirmed for GT5, except the release date

Quote :There are many winds blowing in the air right now, and every one of them is telling its own tale.

First wind whispers that final reunion will happen thirty nights before twelve months pass and that all winds from the whole world will reunite in the same moment for the first time.

Second wind says there will be more than half of dozen hundreds birds flying in the beginning of the reunion on almost eight dozen of skypaths, and some of the birds will come from the past reunion just resembling the looks of the newborn birds.

Third tale says that for the first time ever skypaths will not be just solid and already known but that new skypaths will be built by birdtamers from the parts of existing skypaths.

Fourth wind is talking that birdtamers will reunite in numbers greater than ever and will be granted with ability to talk to each other, make guilds and alliances with undisputed freedom.


Fifth wind says that reunion will happen in two forms, one greater than other and birdtamers will have freedom to decide which reunion they will attend. Greater reunion will ask for great sacrifice to be made in order to get all present and future treasures without new sacrifices needed, while smaller reunion will come in form already known, asking for more sacrifices if future treasures catches the eyes of the birdtamers.

Sixth wind is telling the tale about different reunion but almost the same as known one, smaller only for the eyes of those who do not want to see it in its whole glory. That different reunion will not happen in the realm same as the known one, but in the different realm which still has not been uncovered to the birdtamers. That realm will resemble realm already known but it will be divine new and made in the image of it.

All those birds, skypaths and birdtamers from all realms will unite for the Feast. And as it is already known, it will be the Feast of the Gods.

#2 More than 1000 cars, with many of cars being transferred from GT4. 20 tracks with 60 layouts
#3 Track editor
#4 Online lobbies with Text/Voice chat options and Private Rooms
#6 Gran Turismo Mobile for the new PSP Go have become Gran Turismo PSP and it will be released on October 1st


--------


SimHQ Staff member Tweets during E3 - in reverse order


Chunx: GT5 overall - awesome graphics, convincing physics (on Pro), good AI overall, FFB stronger feeling today and good tire grip cues.

Chunx: GT5 NASCAR stockers @ Indy felt really good IRT Physics reponse, but didn't have to steer right to go straight, just as with FM3

Chunx: Rally cars on gravel very, VERY slippery. Maybe too much. Cars would spin even with neutral throttle and no brake.

Conmanly and magnum gets some GT5 hands on, confirmed all have some type of cockpit, only 200 have thier own cockpits

GT 5: Concensus was that "pro" physics felt pretty realistic, but overall FFB resistance was weak, despite a physics overhaul from Prologue

GT 5: Gameplay adjustments for 2 levels of physics, auto or man transmission, Multi-step Traction Control, and at least 8 tire compounds.

From Chunx: Just tried the GT5 demo with simpit and Logi DFGT. Sony allowed pro physics. Gorgeous and felt good.
Last edited by CoolColJ, .
CoolColJ
Demo licensed
Puts things into perspective. All the Standard cars will probably be used cars, and the Premium ones will be from dealers.

Kaz said 6 months for each car. So 41 people, maybe split into 4 groups.
So 8 cars a year x 5-6 years

Quote :
To be honest, nothing negative.

Without going into deep analysis, I do not find it that much problematic.

People often do not realise that past 6 years of GT5 development went into much important things such as actual physics engine, overall game design, game structure, creating online, community and network enviroment that GT series never had and upgrading the huuuuuuge PD's databases to HD-quality of this and next-next-gen.

Although I'd like to see all 1000+ cars available in Premium quaility, it was clear (at least to people that had inside info) it was just not going to happen. Such monumental task, with only 20+ people working on actual car modelling is too much work.

Worth mentioning is that all Standard cars will probably be available as Used Cars - not as new cars - so new models from Dealerships will all be Premium.

Back on your question, even from just what we saw untill now, GT5 will bring so much features into series and genre - especially on consoles - that this whole Standard/Premium debate should be non-existant IMO.

However, when final game hits the retail and everybody get their hands on GT5, it will be forgotten more-less. Criticism will remain, no doubt, but I presume nobody actually have an idea - myself included - what obstacles had to be done in order to get a final product od such technical quaility that GT5 will be on hardware from 2007.

Overall GT series philosophy of actual ownership and vehicle maintanance, mechanical and visual damage modelling, car tuning and such, night/day transitions, online, community and network features, possbile inclusion of weather effects, still non-determined option of track editor, countless options from audio/visual standpoint, 3D support, head-tracking, support for force feedback wheels, enhanced PhotoMode (18 megapixels probably), direct YouTube HD upload of replays, brand new and as rumored epical single player career mode, etc... I really do not care about Standard/Premium after all that.

It is an issue, I agree. But really...


Quote :Correct number should be 40, sorry if that mislead anything.

Quote :GT5P's credits list 37 cars modellers, and 4 car model leads.

Quote :You're calling 200/800 a "fiasco", I'm calling it a "bonus".

You're calling them "secondary features", I call them "primary difference".

It is a matter of opinion.

You know, if you already ask me how do I look to that particular issue as a gaming critic, you're going to like my opinion even less.

As s fan I could be disappointed about Standard/Premium issue up to some point. But as a game critic I would even forget that particular thing, because in the overall scope and importance of GT5 for racing genre and overall gaming it doesn't mean a thing.

To elaborate.

If you want to be serious gaming critic (or journalist, call it what you want) you must put things into perspective. And when you put all features of GT5 into perspective, whole Standard/Premium issue become non-relevant.

Is iRacing a bad game/bad simulation just because it has less than 20 cars? I don't think so.

Is original F355 Challenge by Yu Suzuki-san a bad game because it has just ONE car? I don't think so, even 12 years after it is still a non-doubtful masterpiece and it boosts few options and features that none racing game - even GT series - hasn't surpassed yet.

If you look just at the list of confirmed features - not to speak about all surprises that still awaits us - Gran Turismo 5 will certainly be the title that will change the genre, as all previous games did.

We still have to see the actual shapes of the GT5's most important features - single player structure and online structure - but from previous experience with GT series we can expect nothing less than AAA.

When I look at GT5 as a game critic, I see the driving game that boosts unprecedented list of technological features that no other games on consoles have - from 1080p, 60 fps, 3D, 7.1 DD sound, head tracking, PhotoMode, to FF wheels support.

I see game that will further expand the most important and revolutionary aspect of the series, that no other game on genre and on ANY platform have never managed to come even close - the single-player RPG aspect of ownership of the car, car maintenance and feel of connection to your vehicle(s). Not to even speak about the world of Licenses and Missions which remains milestone of the series forever.

From the driver point of view I see game that will give us the most advanced possible physics model ever on consoles and possibly overall, engine made in tight collaboration with Nissan and Mercedes-Benz, with almost genre-unique simulation of USABLE different tire-compounds, day/night change, possible inclusion of weather change and ONLY game in the genre that gives us opportunity to drive on all imaginable surfaces and almost all imaginable car-classes that exist today in the world of motorsport.

From additional features standpoint I see the game that will incorporate in-game streaming TV channels in form of GT:TV, HD YouTube support, numerous community features that still remains undisclosed (BBcode and 32-player lobbies being most interesting), together with some options we do not know about certanly yet - such as evolution of B-Spec mode, actual options of car-tuning and such.

To put it perspective of journalism, if Gran Turismo 5 would be Call of Duty game, it would have more than 1000 weapons to choose from (200+ Premium ones with slightest details nobody ever seen in the genre and 800+ made from assets from previous games), almost 100 maps available from the box, epic single-player, great community features and it would have day/night transitions, photomode, etc.

You can use your imagination to put into perspective same comparation inside any other genre.

As a game critic I can be only amazed with everything that Gran Turismo 5 will bring the the video-gaming in general, standards it will introduce to genre - especially on consoles - and overall size of the game that will be nothing less than unprecedented.

Issue that used cars - probably, it is my own presumption, but very logical one from series philosophy standpoint - will be "Standard" - and we still do not know what it means for sure, but we only know they will look different than Premium to some point and will not have detachable parts when taking damage, everything else will be the SAME - is non-important from game critic point of view.

Taking that as a game-breaking feature in perspective with everything else that GT5 will bring would be nothing less than deliberately ignorant

Last edited by CoolColJ, .
CoolColJ
Demo licensed
you mean safe to drive fast
CoolColJ
Demo licensed
maybe that's how those cars are in real life? I know even in GT4 braking an old RUF was tough to handle

look at these cars doing limit braking, I don't see any twitchiness at all

http://www.youtube.com/watch?v=Jyuzz4PblsQ
http://www.youtube.com/watch?v=blGl_dR5MIY
http://www.youtube.com/watch?v=zwvtYllqykg
CoolColJ
Demo licensed
hard does not mean realistic, and the Time Trial certainly felt different to Prologue

The shadows do get longer as the sun sets



BTW The ISR guy mentioned 48 people in a lobby? So up to 32 in race sounds plausible now
CoolColJ
Demo licensed
I don't like the mail program compared to the old Outlook Express
CoolColJ
Demo licensed
SimHQ E3 Writeup and some staff forum comments

http://www.simhq.com/_commentary/all_104a.html

Quote :The demo stations for Gran Turismo 5 were major hits as well. GT5 was the only racing product demo with a wheel and pedal setup featured in a racing cockpit. This was such a hit with the SimHQ gang that we asked the attendants if they minded us staying in the seat longer than the two minute demo time. The line for the demo was long, but everyone waiting wanted the 3D experience. Fine by us, because we were able to rack up a good bit of time in the 2D version that nobody was interested in playing because they were enamored with the 3D version. I don’t have a PS3 but I may need to invest in one for this title. It has NASCAR and I’m sold.
Just like the exciting points of E3, there were of course let downs.

http://www.simhq.com/_commentary/all_101a.html

Quote :Grand Turismo 5: 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.

http://www.youtube.com/watch?v=tz0gfRRoEfU

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.

Quote :BTW, on the last day of the show Sony let the SimHQ staff have 3 sim cockpits for about an our each, and we drove the heck out of GT5 with all the aids turned off. Comments coming in a future article, hopefully next week. Bottom line: Once you try it, it seems to be on a par or just a tad better than FM3. Some things we liked more, some less, but it felt really good, and better than GT5Prologue.

Quote :From Edmunds' E3 Report on GT5: "GT5 has 9 NASCAR models in the game now, and is expected to have a few more models by the time the game is released. All the NASCAR rules, such as yellow course cautions, have been included in the game. NASCAR actually requested that they'd like to see the cars on other tracks, so if you've ever wondered what it would be like to drive a NASCAR Sprint Cup Car at the Nurburgring, now you can get a close approximation."

Heard the same thing at the show. I drove the Cup cars at Indy, several times. That report is still in guod's hands, waiting to publish. I didn't have to steer to the right in order to drive straight (ie, no staggered or asymmetric chassis setup) but other than that the car felt like a high-fidelity racing sim in terms of grip in the corners and over/understeer. Sounds and visuals were very good. More later, when we finally publish the GT5 stuff.

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