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Forums - Gaming Discussion - Gran Turismo Sport vs Forza Motorsport 7 comparison with the Corvette C7

its 4 years development time vs annual assembly line production.

Would be a shame if GT Sport wouldnt be that much better then a rushed game that releases every year



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SvennoJ said:
Kerotan said:
Yeah I can get behind shakamura's reasoning for the downgrade. They really should of found a middle ground to keep the graphics at least on par with Forza 6. It just makes no sense for a franchise like this to go backwards visually.

It's no different than GT6 going backwards in detail to GT5 for increasing the resolution and adding dynamic weather and time of day to more tracks
https://www.cinemablend.com/games/Gran-Turismo-6-Graphics-Downgraded-From-Gran-Turismo-5-60910.html

Kinda makes you wonder how DC could look without dynamic time and pre-baked weather.

DonFerrari said:

Well as odd as it could be I see no point to say PD don't offer this co-op crazy mode.

Well I played about 10h of DC VR, seems a good POV when you don't fell like they made the windshield so small that you see only 30% of the road, no car I have driven I got absorved by the frame of the front window... But sure it's better than 2D view from inside the car.

Some of the supercars have really tiny windows indeed. At least in VR you still get a decent view, in 2D it's like staring through a letterbox, feels more like you're sitting in the back seat. Unfortunately I have never driven one in real life to make a comparison.

At least you can make actual use of the mirrors in VR, and look over your shoulder :) There's a clear difference between actual mirrors and cars that have a screen with backward view on the dashboard. Never noticed that in 2D. Ofcourse there's no point in moving your head with a dashboard viewscreen making them instantly inferior. Cool but useless gadget.

Yes some have, even more when we are talking about back window (when I look at Evoque I fell confused at how minuscule is the rear view for that guy). But yes it's better to drive inside the VR than on 2D for interior view. Also about the mirror it's night and day between having to use the directional to look back, mini mirror in 2D dashboard view and PSVR, I drove naturally, always looking to the front, but when doing corners looking about 45 degrees in the way of the corner and when on straights occasional mirror looks to assess the distance to competitors, two things I never had been able to do. I feel like I was able to run a little faster than on 2D.

But when talking about graphics unfortunatelly the clarity looks like a PS2 era arcade (or let's say a PS2.5 generation console).

Replicant said:
SvennoJ said:

Well that's a first, seeing someone promote shaky cam. I hated the effect in NFS Shift. I don't see the world bounce up and down when I'm driving, yet in car views still don't compensate for how your brain interprets the outside or the inertia of your body and head.

And well kite cam, I'm sorry, that's not racing, you might as well play mario kart :)

Nope. Whether a shaky cam would be something of your personal interest or whether it'd make you feel sick is somewhat irrelevant.

As I said, I think PD should include a shaky cam as an optional feature as it would improve the sense of speed for those interested. Since it'd be optional someone like you would still be able to play using a fixed and perfectly solid cam.

Maybe you misunderstand what I refer to as a shaky or bumpy cam. It's not like you describe it as "the world bouncing up and down". It's the small and subtle bumps caused by the uneven surface of the road (link).

The bump on the road on a kite cam, interior cam and real life feel is quite different, so the artificial feeling of the bumps probably won't feel very natural at all.

habam said:
its 4 years development time vs annual assembly line production.

Would be a shame if GT Sport wouldnt be that much better then a rushed game that releases every year

The thing is let's say forza have 2 releases for about each GT release. So although each forza release would look like less evolution the FM and GT released close to each other should look similar because in the end they took the same refinement time. The differences isn't about it being rush for every 2 year release, but more on the competence of the studio. Also Turn 10 is a lot bigger than PD so the difference in amount of releases and time between then is a reflex of the size of studios more than the quality of the games.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

SvennoJ said:
Kerotan said:
Yeah I can get behind shakamura's reasoning for the downgrade. They really should of found a middle ground to keep the graphics at least on par with Forza 6. It just makes no sense for a franchise like this to go backwards visually.

It's no different than GT6 going backwards in detail to GT5 for increasing the resolution and adding dynamic weather and time of day to more tracks
https://www.cinemablend.com/games/Gran-Turismo-6-Graphics-Downgraded-From-Gran-Turismo-5-60910.html

Kinda makes you wonder how DC could look without dynamic time and pre-baked weather.

DonFerrari said:

Well as odd as it could be I see no point to say PD don't offer this co-op crazy mode.

Well I played about 10h of DC VR, seems a good POV when you don't fell like they made the windshield so small that you see only 30% of the road, no car I have driven I got absorved by the frame of the front window... But sure it's better than 2D view from inside the car.

Some of the supercars have really tiny windows indeed. At least in VR you still get a decent view, in 2D it's like staring through a letterbox, feels more like you're sitting in the back seat. Unfortunately I have never driven one in real life to make a comparison.

At least you can make actual use of the mirrors in VR, and look over your shoulder :) There's a clear difference between actual mirrors and cars that have a screen with backward view on the dashboard. Never noticed that in 2D. Ofcourse there's no point in moving your head with a dashboard viewscreen making them instantly inferior. Cool but useless gadget.

Yes some have, even more when we are talking about back window (when I look at Evoque I fell confused at how minuscule is the rear view for that guy). But yes it's better to drive inside the VR than on 2D for interior view. Also about the mirror it's night and day between having to use the directional to look back, mini mirror in 2D dashboard view and PSVR, I drove naturally, always looking to the front, but when doing corners looking about 45 degrees in the way of the corner and when on straights occasional mirror looks to assess the distance to competitors, two things I never had been able to do. I feel like I was able to run a little faster than on 2D.

But when talking about graphics unfortunatelly the clarity looks like a PS2 era arcade (or let's say a PS2.5 generation console).

Replicant said:
SvennoJ said:

Well that's a first, seeing someone promote shaky cam. I hated the effect in NFS Shift. I don't see the world bounce up and down when I'm driving, yet in car views still don't compensate for how your brain interprets the outside or the inertia of your body and head.

And well kite cam, I'm sorry, that's not racing, you might as well play mario kart :)

Nope. Whether a shaky cam would be something of your personal interest or whether it'd make you feel sick is somewhat irrelevant.

As I said, I think PD should include a shaky cam as an optional feature as it would improve the sense of speed for those interested. Since it'd be optional someone like you would still be able to play using a fixed and perfectly solid cam.

Maybe you misunderstand what I refer to as a shaky or bumpy cam. It's not like you describe it as "the world bouncing up and down". It's the small and subtle bumps caused by the uneven surface of the road (link).

The bump on the road on a kite cam, interior cam and real life feel is quite different, so the artificial feeling of the bumps probably won't feel very natural at all.

habam said:
its 4 years development time vs annual assembly line production.

Would be a shame if GT Sport wouldnt be that much better then a rushed game that releases every year

The thing is let's say forza have 2 releases for about each GT release. So although each forza release would look like less evolution the FM and GT released close to each other should look similar because in the end they took the same refinement time. The differences isn't about it being rush for every 2 year release, but more on the competence of the studio. Also Turn 10 is a lot bigger than PD so the difference in amount of releases and time between then is a reflex of the size of studios more than the quality of the games.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Replicant said:
SvennoJ said:

Well that's a first, seeing someone promote shaky cam. I hated the effect in NFS Shift. I don't see the world bounce up and down when I'm driving, yet in car views still don't compensate for how your brain interprets the outside or the inertia of your body and head.

And well kite cam, I'm sorry, that's not racing, you might as well play mario kart :)

Nope. Whether a shaky cam would be something of your personal interest or whether it'd make you feel sick is somewhat irrelevant.

As I said, I think PD should include a shaky cam as an optional feature as it would improve the sense of speed for those interested. Since it'd be optional someone like you would still be able to play using a fixed and perfectly solid cam.

 

Maybe you misunderstand what I refer to as a shaky or bumpy cam. It's not like you describe it as "the world bouncing up and down". It's the small and subtle bumps caused by the uneven surface of the road (link).

Optional features never hurt ofcourse. It's just that when I'm driving I do not experience it as on the left screen. That's how a fixed camera attached to the car sees things, not how the human brain interprets it. The horizon always stays in the same place while it would be the dash that moves up and down. VR in car view gets it right, kinda hard to do on a 2D screen.

It's the difference between making it look like tv footage and real life experience. In 2D the best way to translate a bumpy road is by sound and rumble. Or with 3D car interiors. (Yet on a 2D screen that feels like sitting in the back seat)



SvennoJ said:
Replicant said:

Nope. Whether a shaky cam would be something of your personal interest or whether it'd make you feel sick is somewhat irrelevant.

As I said, I think PD should include a shaky cam as an optional feature as it would improve the sense of speed for those interested. Since it'd be optional someone like you would still be able to play using a fixed and perfectly solid cam.

 

Maybe you misunderstand what I refer to as a shaky or bumpy cam. It's not like you describe it as "the world bouncing up and down". It's the small and subtle bumps caused by the uneven surface of the road (link).

Optional features never hurt ofcourse. It's just that when I'm driving I do not experience it as on the left screen. That's how a fixed camera attached to the car sees things, not how the human brain interprets it. The horizon always stays in the same place while it would be the dash that moves up and down. VR in car view gets it right, kinda hard to do on a 2D screen.

It's the difference between making it look like tv footage and real life experience. In 2D the best way to translate a bumpy road is by sound and rumble. Or with 3D car interiors. (Yet on a 2D screen that feels like sitting in the back seat)

Hmm.. Maybe you're right.

Occasionally, I just find myself longing for a better sense of speed in cockpit view. But maybe you're right that in real life we feel the sense of speed through sound and rumble (as in being physically in the car feeling the rumble) and not at all through a shaky view.

I believe you're right regarding VR offering a view with a far better sense of speed. I gotta try it soon.



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The gifs..... jebus.

 

GTSport (PS4pro):



JRPGfan said:

The gifs..... jebus.

 

GTSport (PS4pro):

 

This game might actually have the best lighting I've ever seen in a video game.



Bet with Adamblaziken:

I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.

Normchacho said:
JRPGfan said:

The gifs..... jebus.

GTSport (PS4pro):

This game might actually have the best lighting I've ever seen in a video game.

Yeah I think this is the best Ive seen ever too.



Replicant said:
SvennoJ said:

Optional features never hurt ofcourse. It's just that when I'm driving I do not experience it as on the left screen. That's how a fixed camera attached to the car sees things, not how the human brain interprets it. The horizon always stays in the same place while it would be the dash that moves up and down. VR in car view gets it right, kinda hard to do on a 2D screen.

It's the difference between making it look like tv footage and real life experience. In 2D the best way to translate a bumpy road is by sound and rumble. Or with 3D car interiors. (Yet on a 2D screen that feels like sitting in the back seat)

Hmm.. Maybe you're right.

Occasionally, I just find myself longing for a better sense of speed in cockpit view. But maybe you're right that in real life we feel the sense of speed through sound and rumble (as in being physically in the car feeling the rumble) and not at all through a shaky view.

I believe you're right regarding VR offering a view with a far better sense of speed. I gotta try it soon.

And you are also right that some people may want the shaky cam option as well.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Replicant said:
SvennoJ said:

Optional features never hurt ofcourse. It's just that when I'm driving I do not experience it as on the left screen. That's how a fixed camera attached to the car sees things, not how the human brain interprets it. The horizon always stays in the same place while it would be the dash that moves up and down. VR in car view gets it right, kinda hard to do on a 2D screen.

It's the difference between making it look like tv footage and real life experience. In 2D the best way to translate a bumpy road is by sound and rumble. Or with 3D car interiors. (Yet on a 2D screen that feels like sitting in the back seat)

Hmm.. Maybe you're right.

Occasionally, I just find myself longing for a better sense of speed in cockpit view. But maybe you're right that in real life we feel the sense of speed through sound and rumble (as in being physically in the car feeling the rumble) and not at all through a shaky view.

I believe you're right regarding VR offering a view with a far better sense of speed. I gotta try it soon.

Here's a gif I made of taking corners in DC VR, it just doesn't compare to driving on a screen.

Ofcourse in VR you get it in 120hz goodness, although blown up the detail is pretty poor.