| hated_individual said: Grand Turismo 5 does not use 100000 polygon models of premium cars, that is for standard cars in photoshot/photobooth/garage mode in same mode Premium cars have 500000. You keep mixing up information between gameplay and photobooth/garage models. *facepalm* Also your self denial, screenshots that Kane took are from Cinematics otherwise there would have been a HUD and again I said simple design not detail, do you even know meaning of design and detail? They do not have same meaning at all, do you even know english? Are you using a translator or what? Here is an example; Imagine you have 1500 to play with and you make a sphere that has 1210 polygons and you add 13 spikes and each has 22 polygons which totals 1496 polygons. Then you get a task to make a 3D character and lets say you choose to make Mario and with that much polygons you can make Mario from Super Mario Sunshine on Gamecube. Do you understand now? This is a very simple example that you should understand. I am not sure if that one gauntlet has enough polygons for bowsers head, I would need to examine various angles too see if Bowsers head has more polygons or are comparable... |
here is a quote from digitail foundry
"There's little you can fault with the overall presentation of the visuals: there are some absurdly high-quality models for each of the premium-level cars (reputedly allocated a budget of 100,000 polygons for the highest LOD models on the premium cars) and while lighting is basic compared to some of the techniques seen in other racers - Need for Speed: Hot Pursuit's environmentally sampled lighting model is pretty awesome - Polyphony's pristine specular sheen on the cars has an aura of beauty about it, a sense that you're being immersed in a CG-quality world."







