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CoolColJ
Demo licensed
even more new pics - not shown yet




CoolColJ
Demo licensed
more from the guy above

http://img4.imageshack.us/img4/5393/dsc00600xu.jpg

http://img232.imageshack.us/img232/7396/dsc00601x.jpg

Quote :Today I had a second session at my local Mercedes dealer (the first one I described in the general news thread) and came well prepared this time (racing shoes iso leather-soled dress shoes). I changed the FFB to 7 (iso 5), steering to simulation and only raced in cockpit view, with all aids off, in pro-mode and without racing line.
The difference from last Friday was amazing! For the first time in a GT game I felt that I was really driving that car. The physics seem to be spot on (seem, because for some mysterious reason I haven't driven a real SLS yet) and the graphics are at par with what we have seen from Tokyo.

Braking, down shifting and lifting off from the brake pedal now really play a role. Do this too late and the car does not shift its weight and under-steers.

The AI is timid when it must be and will not force its way passed you when there is not enough room. At one point a train of cars had formed behind me, not unlike what we will see this weekend at Monaco's GP. But once they decide to pass you, they go for it, and things get really tricky. Don't flank them, because you will spin, not them. So don't play that cop in a police chase trying to bring the fugitive into a spin by hitting the his car on the rear flank (seems to me to be a replacement for the penalty system in Prologue).

And on a final note: It looks like the damage model is enabled in this demo (not visual though). After I had a number of hits with both cars and barriers, the car became very hard to control. In Prologue this happens when you enter and leave the track (grass, gravel), but after a while grip comes back. This does not happen in this SLS demo (a fellow Dutchman - WhiteAnimal166 - describes the same experience). I will check this behavior on a next session....

Quote :Stay off the grass! Once you hit the grass, lift off immediately and slowly steer back to the track. But it is not as bad as the yellow tarmac in the GT Academy TT. The SLS negotiates the bumps quite well, but you must be careful: don't go too fast and enter a bump in a straight line (which makes sense in real life driving too). I find the high curbs (like in T1) much more unforgiving than in GT4.
I don't know (yet) about the tire modeling. So far I have only tried R2 and R3 (R2 is the default setting). I am not a very good racer and those racing tires are just fine for me. But the SLS is a road car, so sports tires should be the choice. Maybe they were lazy with the general car setup (i.e. suspension) for this demo.

Edit> I didn't see any image tearing last Friday, nor today. If only I could play this demo on my own system at home and confirm that they have tackled this problem, and that the image tearing not limited to setups like my own.

and a new video from the Mimaximax dude - he finally got a tripod
http://www.youtube.com/watch?v=fVkQ_UWcKkU
Last edited by CoolColJ, .
CoolColJ
Demo licensed
The first thing I thought after watching the 2nd trailer - the Sims meets driving game
CoolColJ
Demo licensed
here is a pic someone took of the Ring, SLS demo that have been set up at Mercedes dealerships

http://img28.imageshack.us/img28/7373/dsc00583k.jpg

and his impressions

Quote :Just ran a few laps on the Nordschleife with the SLS at my local Mercedes dealer and what a blast it is.

You can now 'feel' every bump in the road and it looks like there are more than in GT4 (so not a one-on-one port). The SLS requires delicate throttle and break control, even in standard mode. The AI clearly have made a step up from Prologue, they are well aware of the other cars in the field and will try to avoid a collision. Which is a good thing, because even the slightest touch results in a spin-out. And this is good news for the online races, because tapping a car from behind (e.g. at the end of a straight) results in you losing the car.

But I do hope that this strict collision behavior can be turned off in private rooms, because it is not very realistic.


Completely different from the TT. Which should not be a surprise given the different track and car.

Maybe next week someone can come along, shoot a video and show how the car and AI behave. (I know that MarcoM has a video camera).

Here is one of the stills I took. (the rest are crap)
I forgot to mention, there is no replay option in this demo, so video has to be made while racing.

Oh yes, it shakes in cockpit view. Almost as good as the RTR racing demo by Simbin (if you are familiar with that)

But no, I don't think the graphics were better than the other tracks we have seen so far in the other GT5 demos. The barriers are still 2D, as are the trees. But the overall graphical experience while racing, borders on nothing less than breathtaking. The immersion is absolute and that is enough for me.

CoolColJ
Demo licensed
Quote :
Finally some info!
some Japanese interview with Kaz
http://www.ustream.tv/recorded/6557748

Quote :My other friend who knows japanese talking with me to translate it..He translate abit and he continues

-well so far their discussing how they are translating the physics of the real cars to the game this time
-well to be more precise their talking about traction & body roll
their ---now saying how the ps3 is the only console that can run the physics and even a good PC would struggle
-now about efficent streamning of the physics data using the consoles cels and also how it would work over the internet
-going into more detail their explaining that with the improving broadband they are able to allow more & more players to race each other.
-They say that their have been problems with wall bouncing & spinning other drivers out in prologue and this will be addressed for sure by the time of release


more translations


-well its a tit bit but their saying the game will feature Auctions of cars by them and us so its may be a good way to get the really rare ones

-another tit bit is that they are going to continue to give upgrades & updates to Prologue right up to release

-Microphone communication between players online

-The Pit Crew will be fully ready and implemented for GT5 as seen in some trailers

-The Game will have some region specific cars

more to come
CoolColJ
Demo licensed
New Nurb pics - it sure looks improved over what we've seen of the Ring
I always believed the Nurb we've seen is just a really old Prologue build, I was right!

http://img504.imageshack.us/img504/7308/slsnur04.jpg

http://img266.imageshack.us/img266/9061/slsnur02.jpg

And Bernd Schneider driving the SLS demo
http://www.youtube.com/watch?v=0bcyQe7BuVE
Last edited by CoolColJ, .
CoolColJ
Demo licensed
I'm guessing running physics for 16 cars, and 15 AI, and dynamic contact and crash damage, plus recording all of this for replays, at a high fidelity requires a fair bit of CPU grunt
CoolColJ
Demo licensed
Quote from bunder9999 :that sounds like a load of crap, because i was reading an article that said that the ps3 (or the 360 for that matter) doesn't even use half of it's resources...

Well it has a CPU and 7 seperate Cell cores. That's quite a bit of grunt on tap. Not many PC games now even use 4 cores at full throttle, least of all any PC driving/race sim...
As for raw power, a PS3 does seem to be able to render 3D a lot faster than a PC CPU. Much like how GPU 3D rendering on the PC using Cuda is like 10-20x faster than even the fastest chip Intel has. Scenes that take 8+ hours on an unbiased renderer with an overclocked 6 core Intel chip, gets done in 15-30mins on a GPU

Plus the Cell units can do a kind of antialiasing that even PC video cards can't do, and hopefully GT5 will use it, like in GOW3, so that there will be no difference in smoothness between gameplay and photomode
CoolColJ
Demo licensed
Finally some info!

some Japanese interview with Kaz
http://www.ustream.tv/recorded/6557748


Quote :In an interview with Japanese show “Love Cars!”, Yamauchi hinted at updates to GT5’s damage modeling:

“In GT5, NASCAR cars will able to smash into little pieces – some the size of a bolt.”

This sounds like a significant progression from what we’ve seen on the WRC cars so far, and it actually isn’t the first time he has mentioned a more violent damage model. He also states he will be able to reveal the release date of the game “soon” (presumably at E3 in June). The problem is that this interview is on video, so we can’t rely on bungled Google translations to see if there’s any other tidbits that we might be missing. You can see the full unedited clip right here, so if you speak Japanese, please check it out and let me know if you hear anything else of interest.

Thanks to Denur for the tip, and Famine for the clarified translation above!

Quote :My other friend who knows japanese talking with me to translate it..He translate abit and he continues


-well so far their discussing how they are translating the physics of the real cars to the game this time

-well to be more precise their talking about traction & body roll
their ---now saying how the ps3 is the only console that can run the physics and even a good PC would struggle

-now about efficent streamning of the physics data using the consoles cels and also how it would work over the internet

-going into more detail their explaining that with the improving broadband they are able to allow more & more players to race each other.

-They say that their have been problems with wall bouncing & spinning other drivers out in prologue and this will be addressed for sure by the time of release

Interview is 37 mins long, so there is still more to be translated
Last edited by CoolColJ, .
CoolColJ
Demo licensed
It's just a mistranslation error

By Interior they mean the engine bay. So "premium" just means race cars and such. When these cars get damaged, the bonnet can come off and things can fall off, hence the need for the engine to be modelled. The standard cars just get cosmetic external damage.

They really need a translator that understands the game and cars in general, and can read between the lines when it comes to English words....

here is another interview
http://www.autoexpress.co.uk/n ... 8/kazunori_interview.html

Quote :We have seen preview pictures and videos of Gran Turismo 5 that feature new cars such as the Ferrari 458 Italia, Lamborghini Gallardo and Mercedes SLS. These are pretty exciting models - are there any more cars that are still to come?

Yes, we’re holding back more exciting models for when the game is released.

A Japanese release date of March was announced for GT5, but this didn’t happen, can you offer any explanation why?

Deciding a release date for a game is always difficult, as it’s not something I can decide on my own. The agreement on a date comes between various parties at Sony, and it’s not necessarily a date I would be hoping for.

Would you have liked GT5 to be released by now?


Actually, I think that March would've been too early. We could have produced the game in time to make that deadline, but the finished product wouldn’t have had everything that I wanted to include.


Quote :Are there any car makers that won’t be appearing in GT5 that you’d like to see in GT6?

GT5 will have a few historic models in it, but looking back at automotive history there are a lot of cars that would be nice to have. I couldn’t narrow it down to one manufacturer, but Porsche is definitely at the top of my wish list.


and one from TopGear - he must be stuck in the UK due to the Volcano
http://www.topgear.com/UK/phot ... -gran-turismo-5?imageNo=0

Quote :How did you map out the TopGear test track on Gran Turismo 5?

We had a helicopter taking aerial photographs of the circuit, and had ground crews taking photos and measurements of the track all the way around. It took about three to four days to finish the whole thing.

What did you think of the TG track?

I tried driving it myself, but it's really hard to find the driving line. It's so wide that it becomes difficult to find markers and visual points. It was only after I sat with The Stig as a passenger that I finally realised where all the turn-in points and the correct driving lines were.

Last edited by CoolColJ, .
CoolColJ
Demo licensed
HKS CT230R on Nürburgring interior view

http://www.youtube.com/watch?v=zj2Mxqgg1OU
CoolColJ
Demo licensed
Quote from e2mustang :i wanted to give it a go,but while unpacking it had an error so i cant try it,any1 had this problem?

I had the same issues using Winrar, but using 7-Zip to unpack fixed it

In previous times using a download accelerator caused the same issue, but using good old Firefox and doing a regular download had no issues. And it seems some of the sites like the Filefront ones have corruption issues
CoolColJ
Demo licensed
Locations/layouts --> error in translation

I saw this the other day - pretty cool - Tiff needell at the GT4 launch party
http://www.youtube.com/watch?v=JM0-dE9NwvY
CoolColJ
Demo licensed
Quote from brandons48 :
Why are those crap little cars even in this game?

because someone might own it in real life, and want to drive, race and mod it


that's what makes Gran Turismo tick.....
CoolColJ
Demo licensed
Quote from Boris Lozac :Offcourse you do, i'm always right..

I'm loving the main menu btw


You can see it in motion here. The rims on the NSX are lush!
http://www.youtube.com/watch?v=7KiSWJYltkw

I'm guessing it might be like the home page in Prologue, except you can choose a few of your favourite cars and it display it like that
CoolColJ
Demo licensed
Quote from Boris Lozac :C'mon Cool Cool, after that 'rain going inside the car' debacle you should know better about posting stuff like this. That means nothing, let's wait for some official release..

yes but a Sony exec also let a September release window slip out a while back, so it just might be true


don't know if this has ever been posted here before, but it details how PD replicates the cars

http://jalopnik.com/238136/fro ... scanned-into-gran-turismo

Quote :The key to the binary reproduction of the Corvette came in a box with a crew of two. In a darkened room a thin red beam of light shot from the box across the up on the rack Corvette, and relayed data through a three-quarter inch data cable snaking from the back of the black box on a tripod. Art and son Craig Morrison were both amazed.

"The first scan they did was the underside of the car. They did a pan of the chassis. As they were scanning it, in real time, there was a 3-D wireframe model being built of the car on the screen. You could actually see the relationship between the body mounts and the floor. You could see the exhaust and the clearance that the exhaust had. You could see the tread pattern on the tires, the horns, and all the fasteners holding those in place, the whole chassis, the headers, the oil pan - everything", said Craig.
After the bottom half of the car was scanned in the rack was dropped and the interior transferred into binary for a complete 3-D model.

"It was bizzare. A red line swept across the interior. It was sort of a spacey type of a deal. The room was somewhat dimly lit, and you would see this red line sweep across - bzzzzzzzzt. As soon as it finished it was producing a 3d wireframe model to scale on the screen", said Art.

When the scan was complete a full 3d model of the car was soon rotating around on the computer screen. With a click or two of the mouse the entire car began unfolding in three dimensions on a screen in front of Art and Craig's eyes. To fill in the wireframe back at GTHD central a four-person crew took video and still imagery of the car.
"They took video of me going through the gears, and the starting sequence of the car. Turning the wheel. Setting the e-brake. Pulling the hood release. Hi-beam Lo-beam. Everything." said Craig.

While the binary crew is likely to come along for some more work when the Vette goes out for track testing in April of 2007, the method in which actual car handling translates into accurate gameplay remains mysterious. Art Morrison asked the digital crew a question from an analog chassis builder perspective. "Obviously an F1 car handles better than a Toyota Corolla, but how do you make it handle better on the screen"?

The answer will remain a secret, but as the Gran Tursimo faithful know the cars on the screen really do handle like their genuine counterparts. To insure the car handles as it should the Project Manager on hand promised an advance digital copy of the Corvette to Art and Craig for an in-game handling test. Astounding is that it will likely take more hours to reproduce the digital version of the Corvette for Gran Turismo than did building the analog nuts and bolts version.
"They have a crew of 40 people that are going to spend the next six months building our car for the game. That's the amount of detail", said Craig.


PD usually needs the car's stats and measurements, and engine details etc to get the car to work like it should in the physics engine. You would have thought they would be asking the people behind it for the data
CoolColJ
Demo licensed
http://playstationfeed.com/gra ... -5-release-date-unveiled/

Quote :UK online retailers CDWOW and Play have both stepped out and listed a release date for the long overdue racing simulation game Gran Turismo 5, on the product page you’ll find that the game is currently available for Pre-order and you’ll also see Gran Turismo 5 is Due for release on 24/09/2010.
We all knew this is the year for GT5, Polyphony confirmed the game will make it’s debute this fall but like always we were kept in the Dark about the Exact release date but now with two retailers spilling the beans this could be the real deal, well it wouldn’t be the first time retailers outed an official release date.
But with the long history of delays we can’t be certain until Polyphony comes out and confirms the release date, although it looks pretty promising to have retailers show the exact same release date but one thing for sure is that Gran Turismo 5 is coming out this year.
Regardless the release date we will definitely get our hands on the racing sim, GT5 is set to be one of the biggest PlayStation 3 exclusives, according to a recent study 33% of people who plan on buying GT5 don’t own a PS3 console. Which just goes to show the level of demand.

CoolColJ
Demo licensed
yeash I can't believe how much G25 are selling on ebay - crazy. And new g25 prcies have been going up too around here..

BTW I've seen someone sell replacement g25 shifters on ebay
CoolColJ
Demo licensed
Well the physics have certainly changed!

The tyres now have much more bite, and you can actually catch slides and drift the car in the demo
before it felt more like the 370z in the GT5 Time Trial

Nice and driveable, even with a Logitech dual stick control pad
CoolColJ
Demo licensed
guy was a liar - nuff said....
CoolColJ
Demo licensed
AI swerving to avoid player

CoolColJ
Demo licensed
some possible insider info - but no way to tell if this guy is legit, guess we will find out soon

Quote :
From what I've seen tyres get deformed and can also tear & shred during massive crashes like in NASAR, the deformation of super-cars is as real as it gets.
I've also seen rain in action and it truly blew me away. The individual droplets of rain pouring down on the windshield actually cast shadows on the top of
the dashboard and the physics during rainy conditions become ultra hard (as in extremely real in simulating driving on a wet road).
In WRC the tracks gradually deform from your tyres and it stays that way all in real-time. When it starts to rain the ground gradually becomes very muddy
causing it to stick to the side of the car and it also builds up on your tyres. Barriers are fully deformable and you can fly well off the course, not to
mention that wipers can be activated to wipe off mud on your windshield.
Lighting has been greatly improved and the graphics of every track in the game has been improved 20x's over from the current build you guys are seeing on
mimiximax's YT channel, PD have also over come those fuzzy shadow problems. The showroom looks very different (but it's only a test) and the textures within
every cars cockpit have been vastly improved, hand cross over animations have come back, but this time the animations look very solid and incredibly real.
Animations for gear shifting looks 10x's better and there's no more hand clipping with the steering wheel. There's now a new animation for scrolling down
windows which brings a new element of PD's GT5 engine, 'dynamic sound' meaning PD can accurately capture the sound of a car from the inside with the windows
scrolled down having sound coming in from the outside at the same time. Cars zooming by with your windows scrolled down sounds very very real and during
rainy conditions rain can enter your car if your windows are scrolled down (that just blew me away seriously).
Grass can tear and flick up in the air and muddy grass gets stuck on your tyres and suspension. During night races rain can still be seen with your
headlights reflecting light off of the rain drops. Animations for switching you wipers on have also been added.
PS-Move support has been added for pit stops and rough driving animations have been added such as the drivers hands and arms shaking (this feature is greatly
shown off in WRC).
There's tons of more info and it's coming soon. The game is 97% complete.


----

I work for Sony in the SOE devision (Sony Online Entertainment) and I got to see the game in person at PD's studio. PD are heavily focused on GT5's online
components and I had to be there 2 weeks ago and during my stay tons of info was revealed to me and I had actually seen a completely brand new build of the
game.
As I said features like window scrolling may be removed or become an option (I personally find it pointless) but what I said about damage is solid info.
The PS-Move support for pit-stops is currently in the testing phase since the PS-Move dev kits came over a week before I went to PD's studio so it hasn't
actually been fully utilized yet.
The build that I saw has been in PD's studio for about a month & a half but the builds shown at CES10 weren't very new to begin with.

CoolColJ
Demo licensed
it's all about the whole car nerd experience

I always wondered what cars Kaz has - well the info is here
http://www.importtuner.com/fea ... _turismo_5/formula_d.html

Quote :How do you like the new GT-R?
I have one. It's a very fine car, but I'm waiting for the Spec V to come out.

What other cars do you own?
I have a Porsche GT3, a fully tuned Z33 and S2000, a Mercedes SL55 AMG, and a Ford GT.

What have you done to the Z33?
Mainly body modifications. It has a rollcage and the body's been reinforced. The sheet metal in the front of the car is twice as thick to increase rigidity. The engine is normally aspirated and puts out 355 ps. What I wanted is a high-performance car that doesn't have body roll, but is very comfortable to drive. It took almost a year for all the chassis modifications to be completed.

Did you ever take it to the track?
Yes, of course! I ran a 1:04 at Tsukuba in my fully tuned Z33, and a 1:01 in my carbon-fiber S2000.

Wow. What's been done to the S2000?
A lot. All the body panels are now made of carbon. It weighs 930 kg (2,050 pounds) and puts out 280 ps, and is really easy to drive. Opera did all the work.

So, will we be able to win a Kazunori-spec Z33 or S2000 in Prologue pretty soon?
The Amuse GT1 aero kit is in the game already. I designed that body kit. The body kit I designed for the Z33 is also in the game.

Last edited by CoolColJ, .
CoolColJ
Demo licensed
I read this old interview, and contrary to what people think, Kaz is aware of Forza and what it has, but they're not trying to compete with it feature set wise. Quite a good read, lots of stuff I was not aware of actually
Looks like Prologue changed a lot from this interview's pics to what we have
http://archive.videogamesdaily ... zyamauchi_iv_oct07_p1.asp

some highlights

Quote :Kikizo: Could you give us your opinion on Forza MotorSport 2 for the Xbox 360, and in particular, the ability to reskin your car in very great detail - are you going to have this degree of superficial car customisation in GT5?
Yamauchi: Straight off the bat, I think that in terms of feature sets, Forza is ahead of us. They have more options, you can do basically anything. We take a different approach obviously - we try to concentrate on what are the core values for a racing game, and we try to elevate those standards up as high as we possibly can. I am having difficulty trying to explain the differences, but one way you can look at it is, you can buy a watch that is super multifunctional, but economical, or a watch that is reduced in functions, but premium - higher end.

Quote :Yamauchi: I think they have different levels of damage, perhaps depending on their relationships with each of the brands. What I mean is, there is still a limitation that still exists within the agreements that we have with car manufacturers, even with the example of Forza; one car will be more damaged than another, and that is probably because they are limited with that brand. And that would apply to us as well. To clarify, our main objectives are to raise the bar for AI, physics, car modelling, sixteen cars on the track, 1080p, 60fps, these kinds of things - the core of the racing game category, we want to bring the standards to a high level. Of course, on our road map, yes we have damage, we have changing weather etcetera, but we will get to that once we build our pillars first; those are details that you can add afterwards.

Quote :Kikizo: Does the AI make mistakes now? Or is there a dynamic element to the AI opposition drivers, now that you have more power with PS3, so that it is more authentic in a race?
Yamauchi: The simple answer to that is yes. But in reality when you design the AI, the most difficult part is to make sure that all of the opponent cars are driving and trying to keep their positions without bumping into each other, or destroying the race. It is actually easier to incorporate, for example, what a driver would do under pressure and things of that nature, but we need the core bit done first, to allow for that. The AI has also been redesigned completely; it had to be; the new AI drives the opponent cars more smoothly throughout the track.

Quote :Yamauchi: So, the front end of the game is quite different and unique this time. The standard configuration before was that you would have a title screen and then a game mode underneath, inside the game mode second layer would be to select the track, select the car, but now, it's a big difference. This was our answer when we studied, what happens when we combine the Gran Turismo experience together with the online feature set. In a nutshell, the user has his own 'Mypage' within the world of Gran Turismo. For example, players can collect their favourite cars and their favourite background image to be part of their Mypage.
The one I showed you happens to be a background showing a town in Germany near the N�rburgring track, but eventually we will have background scenes for Tokyo city at night, London, whatever - a variation of locations, and various cars that the users can select and combine to use as the background for their Mypage. Looking at the top of the Mypage, you will be able to put on the global map where you are located, it will display your time zone in your local area, and you will be able to see other players online who you have met - maybe someone in London or so on - and you will see on the map where they are, their time zone, and their weather, and it gives a more intense experience by getting to know them online. The scheduler you see here will help players do their schedule management, remind you of race events that are coming up, and things of that nature.

Quote :Yamauchi: If we then look at the icons at the bottom, we can start the race - very straightforward; the next one is Garage, again something you may be familiar with in the GT franchise, it's the collection of cars you have obtained within the world of GT. Just like in previous GT, when you start the game, there are zero cars in your garage, but as you play and build experience, you will obtain more. The next icon is TV. To give you a conceptual idea, this is a mix of car related video material - it could be a famous TV show that covers cars, it could be in-house Polyphony-created video features, it could be something car manufacturers give to us, asking us to make it part of the content - it's something people can come to when they want to watch car-related things of this nature.
The Album is another feature that is part of the user's profile, for example in Photo Mode you can take still photos of your experience in GT, and you can put them in there to show to your friends. The same applies to any of the replay movies from in the game experience, for example I can post my best lap time from Nurburgring and show it to my friends, and challenge them to beat me. The final icon we have is Home. We are trying to create a seamless experience between Home, within the PS3 environment, and for players to be able to seamlessly go interact between the Home environment and the GT environment.

Last edited by CoolColJ, .
CoolColJ
Demo licensed
Quote from 65D :Where should I start?

I realize that in Gran Turismo 5 will a lot of beatiful details and hopefully physics as well. But what I see in Gran Turismo 5, is crash model. I really don't like it. It's unrealistic what I have seen in trailers. I don't know actually what to expect in Gran Turismo 5 case though.


We'll probably find out in a few months time at E3. Nobody knows what the real GT5 is going to be like yet
FGED GREDG RDFGDR GSFDG