The original Gran Turismo was a marvel piece of gaming technology back when it launched on the PSOne. With remarkable graphics for the time, the series has since evolved into something much more.
dang son!!! just amazing
Truly is amazing. Lots of fine details went into caring for this game.
dmn o_O 1 car = 500k-ish polygons 16 cars = 8mil-ish polygons. Dmn.. PD O_O You gotta stop pushing my ps3 so hard, she'll get hurt
And they're only using 80 or so percent of the system's power at this given time. The PS3 is a beastly machine!
It's not 500k polygon.. It's a million polygons in a car !! :D
Playing GT5 scars you for life. From that point on, you will only want perfection! Damn you PD! Bringing us the best you can! ARGH!
dmn o_O 1 car = 500k-ish polygons 16 cars = 8mil-ish polygons. Dmn.. PD O_O You gotta stop pushing my ps3 so hard, she'll get hurt is that a joke ? or do you just not know anything about graphics at all. 1st off 8 mil poly is a joke that wonted even taxe the power of the ps2. The ps2 supposedly could pull off 75 mil per sec. However you Also didnt take in to account frame rate that bring the polys got up to about 56 mil still not an impressive number
@Lightsaber Yeah, cause GT5 is only rendering the cars... Did you forget about the track or something?
Wow, Lightsaber. That's a lot of smoke and no fire. You are completely without knowledge about this topic. I'd point out how ridiculous what you said is, but I'm sure everyone else but yourself clearly understand. My god... you weren't serious right?
GT5 = racing sim king!!
for someone pretending to know anything about graphical specifications, you truly are an idiot. The PS2 can only theoretically "draw out" ~75 Million polygons a second. Not display, draw out. In a sense, it can think about it, but not show it or render it. The PS2 maxes out at ~66 Million, The PS3 running GT5 still needs to render the track, the environment, the lighting, textures, bump mapping, reflections, shadows, self shadows, post-product effects (blur, color correction, HDR, etc). And more than likely the RSX and the CELL will be working together on the graphics, so remember, the CELL still needs to calculate physics and AI, further reducing the amount of polygons available for each individual car to use up. Here I made this just for you so you can understand this next point a little easier. http://i48.tinypic.com/x21m... polygon count does not necessarily mean more realistic graphics. in order to create the most realistic effect, there must be a compromise of polygon count and the effects of other calculations. Which one of the red marbles looks the best? the one with the theoretically infinite number of sides, which would also take a theoretically infinite amount of graphical power to render an infinite amount of points and space; or the red marble with less sides (16), that uses some of that power that could have been used on more sides, but to render shadows, lighting, and reflections. i am sure the answer is clear.
To all those banging on about polygon count: "Polygons per second" is a measure of how many polygons I can draw if I tile them across the screen in 1 second, without texturing or other effects. If I have to draw an object with 500,000 polygons at 60fps (like in GT5) that's 30,000,000 polygons per second. The environment will be made up of at least as many polygons as a car (in fact I'd prefer it if they sacrificed some car quality to give us decent trees) so that adds to it as well. BUT there is something called "level-of-detail" (LOD). It means when a car is miles away, you don't need to draw 500,000 polygons when there aren't even that many pixels where the car's being drawn. You can get away with a lower-poly model because you won't notice the difference at that distance. Also, polygons that are facing away from the viewer (around half of them) don't need to be drawn. So GT5 won't be drawing 500,000 polygons per car every frame.
Racing games have come a long way in 20 years...
"Racing games have come a long way in 20 years..." That's the first accurate Forza 3 vs GT5 comparison I've seen. Note: Forza 3 is first picture and GT5 is the second picture. :p
@Lightsaber: You seem to be forgetting something... The game doesn't render just one frame per second! It's doing 60 fps. One single car at 500,000 polys and 60fps is 30,000,000 polys in one second. That doesn't include the other cars visible on the screen, the track and background, the textures and the lighting, and it doesn't account for all the physics and other calculations that have to be done. So 500k in a car is REALLY impressive.
since I've been corrected a dozen times by now, apparently its 30mil +++ poly's per sec O_o *faints* <no i dont know much about polygons and how they work.. except when a game looks fantastic, it looks fantasic.. no need for a polygon count=p >
Not only does it have a lot of polygons, but they actually use them correctly and to the best effect. Remember, the number of polygons isn't always as important as how you use them.
from GT5P(200K) to GT5(500K) Thats aazing that they can get that much for each car
My fellow Sony gamers, we should thank Polyphony Digital for putting a lot of effort into making this game. This is an indisputable fact that Gran Turismo series have a high level of standards to meet the expectations of classy, mature, and intelligent gamers. Sony Gamers Lead the Way!
we need the game now! i don't care if it's as glitchy and garbage like flopza! /s
This sounds like reason enough to buy both the steering wheel and the camera for head tracking. I can only imagine how amazing this game looks in motion!
Says it all. Quality over Quantity. Forza brins more titles, but less technology and less features. Gran Turismo brings more features (quantity), and way more technology and quality (quality). I guess you can have them both! Unless you buy Forza and get neither. To recap: Gran Turismo: Quality and Quantity Forza: Neither .
500k polys? That's simply unprecedented in any game. But this of course is the Real Driving Simulator...
Have to make it look as real as possible. Haha
is 500000 Polygons lol very impressive pd
The way they are talking lately make it seems as if the game is done
according to PD. The reason why it was delayed in Japan is more of a financial/production/strategic reason on Sony's part.
I remember him saying that they could release the game now if they wanted in the e3 interview or somthing
80% of the PS3's power huh?
"4 minutes ago | By: BLA BLA BLA | Block LOLO that game did not use 80% of the cell.prolly the blue ray disc, cuz if it did damn thats the wrost ps3 game that i ever seen the cell use lol" First, dont bother sending me a PM if you cant say it in the comments section, because then I dont want to see it. Second, learn to spell. Third, show me a better game. Where is the proof to back up your opinion, that you are presenting as fact?
yeah get owned bots :)
Why are people shocked this is Polyphony we are talking about. They are perfectionist. Sony's devs are very serious about their craft.
Bu bu but Flopza!!!
Lol b.b.bu.lol.,you got a nice line there dud.
They don't need to convince me anymore cause its already been in my list, what i wany PD to do make another Omega Boost game.
hahah best Omega boost review ever http://www.youtube.com/watc... and one of the best game intro @ 7:00
@eddy That is a great video review, thanks for the link. I think im gonna search for my old copy of Omega Boost and play it again on my working PS1 hehe.
...and 5 polygons per tree , hehehhe!!!
LOL let's hope they can improve trees and spectators drastically before release. At least from what we have seen so far they need to work on this stuff. Glad we have a delay. There are way too many games coming out.
There is no denying the trees look like crap on a stick, but IMO when I'm driving 190mph I'm not looking at the God damn trees.
HAHA, I don't know if you were trolling but that was funny cause its true so I gave you a bubble. Although I totally agree with Logic, I'm really not paying attention to trees, skidmarks or tire smoke. I try to acctually drive.
The spectators don't look that bad, all they need are better animations.
I think they could have added more to the backgrounds. They could have probably shaved 1/3 of the poly count off the cars without noticeable effect and put them in the track. But you do look at the car a lot more than the environment.
That's basically WHY the cars look so nice. It's mainly because all of this 80% power is going into car models and things relating to them such as ambient occlusion, physics, weight, blah blah and such. Also, rendering a racing game may not take as much "horsepower" as say rendering a game like Uncharted 2, that has constantly changing environments, whereas Gran Turismo 5 will most likely have a lot of static environments simply because they're not needed when you drive over 100mph. In fact, for all we know, Gran Turismo 5 could have a skybox that's placed right behind the fence, and we would never know. HOWEVER- There's absolutely nothing wrong with this, and it allows PD to work solely on the beauty and power of each car individually, and thank god they did.
forza 3 have more than this... check out sony soldiers: http://www.videogamecritic....
You guys actually like being called sony soldiers? If a fellow 360 fan called me a Microsoft soldier I would tell them off outright for being such a loser. For real.
flopza3 has 100k poly per car and is the biggest flop of 2009 haha 250k in us ---175k in october, <30k in november biggest flop of 2009 <800k ww ltd GT5 will easily sell millions first day
Why are you talking to me about GT5? I'm talking about you people calling yourselves sony soldiers. Edit: umad?
How dare you steal that from my profile. :<
Turn 10 & Microsoft's Response: "..Wait! Err... we have, umm... 1,000,000 Polygons in a single car seat! ...Yeah, that's right!" Joking aside, that's amazing. That's detail that will not be surpassed until.... Gran Turismo 6.
as opposed to 500k for GT5 However GT5 has 16 cars per track vs just 8 for forza3
that is just insane
Wow talk about playable car porn
Which is already a huge leap over the PS2's power (4~5K per character), but jesus. Half a million polys per car??? You really only see that in CG models for commercials and films. Not videogames. Krazy Ken did a bang-up job with the hardware. =]
80k per character? Wow.. I'm sure they could have chopped that number in half and still had them look close, but wow. I had not idea they were that much. A 15k poly character with normal maps would look just as good as something with over 100k polys I'm sure. Crazyness. Edit: definitely not "just as good", but it'd still be pretty.
A decent (real nice actually) character would have about 10-15k poly's (unless they're going all out), but 500k is INSANE. Even for a vehicle. My only worry is that the environments are going to look like crap, which I really really hope isn't the case. The environment is half the game really..Not paper-thin guard rails, no flat trees, no brown, solitary gravel. I hope they took a glance at Motorstorm when they made GT5. Oh man I hope they did.
but when i miss work ill have an excuse. "THE CAR RIDE JUST SEEMED SO REAL!!!!" lmaoooo
Now they went the EXTRA mile. Gosh, what else can we expect from perfection? IS GT6 EVEN NEEDED? -Go Figure!
5 polygons per tree and 4 for the spectator is not acceptable. At least they should have made the textures okay to make it look 3D with angles not card board cut out. I love Gt but i just don't get it that they cannot put decent textures on trees and NPC. I'm not asking for moving trees or with physics reaction or spectators that move but at least make it look decent and not looking like cardboard cut outs use to practice for shooting.
I love GT but I am going to be heavily disappointed if they do not fix those exact same things. I have faith but we need to see some sort of result. I will honestly think twice about buying if I don't see these tracks heavily refined. The good thing is that these guys have some time and I trust them.
Hey look on the bright side, there might be teams that run out and change your wheels for you, and they look fantastic. I'm not sure if they're actually in the game, but they keep being shown.. *fingers crossed*
Have you played Prologue? You're right about the trees, they need work, but the spectators are full 3D models. AND they move. In fact, they'll react if you drive too close to them and they applaud as you pass. Do they look great? No, not really, but I'm surprised there's power left to render them at all. However, they look 10x better than what you're describing. This makes me think you haven't actually played Prologue and you're just complaining. Edit: It occurs to me that you might be referring to the large crowds up in the stands rather than the ones standing right next to the track. I've never looked at those before, so I can't comment.
Yes, the crowds in the stands are absolutely terrible and I think they will be changed. They had better be.
The cars look great okay, i know being nit picky is bad ,okay no skid marks i forgive that, but come one 500k for each car and yet they cannot make at least a decent textures for the trees and spectators. i'm not asking for physics for all of this but at least make it look 3D or at least not looking like cardboard cut outs use for target practice in shooting. Its just a constructive criticism. i know it is a racing game and we don't give importance to this thing but at least make them look decent.
not GTree 5.
You literally got me to chuckle with that one PS3FB ~ you get a bubble for that!
but they need to leave some processing for other things unless they are already taking it into count. there needs to be enough room for snow tracks,rain and wet tracks,dirt kicking up tracks,etc.i want my weather and day/night cycles too.i wonder though..... the cars WERE pushing 2-4 hundred thousand polygons before.i wonder what the field of nascar vehicles will be on the rings?if 16 cars have about 400-500 thousand polygons,splitting that up to 200 thousand polygons per car on the road,that would put 32 cars or so on th