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....
Agreed. So many people are making claims about what is and isn't in the game that the only info that you should believe is that from PD itself, but Kaz is being tight-lipped as per usual. Until Kaz says "this and that are in, this isn't", it's all speculation and should, as you say, be taken with a pinch of salt.
Not to mention GT3 came out early/mid 2001 and 4 late 2004/early 2005, which is nearly four years. Five years for the move to a next-gen console is perfectly reasonable.
For reference, the NA release dates of GTs 1, 2, 3 and 4:
GT1 May 12, 1998
GT2 Dec 23, 1999 (~ 1.5 yr)
GT3 July 10, 2001 (~ 1.5 yr)
GT4 Feb 22, 2005 (~ 3.5 yr)
One of the main reasons GT3 was released that shortly after 2 is that it has a fifth of the cars. Had PD upgraded everything in GT2 (meaning 800 cars instead of 150-odd), GT3 wouldn't have been released until late 2002/early 2003 at the earliest. With that in mind, I have no problem with a 2010/Q1 2011 (Jan-March) release date for 5 as making the transition from PS2 to PS3 while adding in more vehicles and tracks as well as other goodies such as damage, weather (we hope), interior view isn't something you can do in two weeks.
Could be worse, be grateful this isn't Half-Life 2 EP3 we're talking about...
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
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
For me though GT3 was probably the best in the series, there taking considerably longer for each one after, i would prefer if they make every 2nd one half the game like GT3 and then a full blown one later on like GT4, we are really only going to get 1 Gran turismo for the PS3 becuase of this.
He's just throwing those percentages for a laugh... maybe it would be 99% if there wasn't that 3D garbage they had to implement... And when will people realise that some games and studios do not set up deadlines?
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!
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.
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....
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.