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Alt 12.09.2013, 10:15   #1061
crysmopompas
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Aus dem Interview http://www.polygon.com/2013/9/11/472...ne-linkups-and

- Demo mit Physikupdate auf der TGS
Zitat:
Yamauchi also addressed the idea that Gran Turismo often "feels" a lot different from other driving sims in action, pointing out that the physics engine could have a lot to do with that impression. "We develop our physics engine based on the results of all the test measurements that we make," he said, "but it's not necessarily the case that these measurement results are always going to be the same as actual driving conditions. What's more, even now there are still a lot of things that happen to a car in motion that we don't fully understand. In other words, there's room for imagination in this genre, and I think the part of any game's physics engine that's more 'imagination' is what makes one sim feel different from each other."
Zitat:
"The PlayStation 4's large memory size is a unique trait," he said, "but in terms of CPU performance, the PS3's Cell chip, while difficult to handle, is really capable. They both have different advantages. Besides, I think the online community aspect, one of the most fun parts of GT, doesn't have anything to do with the platform.
Zitat:
"We're devoting ourselves to two forces in GT6," Yamauchi said. "One is honing the internal mechanics of the game, the physics engine and user interface and so on. Another is pushing the title's external energies, trying to help it break out of the shell of the video-game industry. I'm hoping that everyone is looking forward to seeing what efforts we're making on both fronts."
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Alt 12.09.2013, 10:21   #1062
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Zitat:
"The PlayStation 4's large memory size is a unique trait," he said, "but in terms of CPU performance, the PS3's Cell chip, while difficult to handle, is really capable. They both have different advantages. Besides, I think the online community aspect, one of the most fun parts of GT, doesn't have anything to do with the platform.
Mach nicht gerade einen optimistischen Eindruck. Vor allem weil man trotz langer Erfahrung mit Cell noch immer in nicht gerade unwichtigen Punkten Probleme hat.
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Alt 12.09.2013, 10:28   #1063
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Oder er hat ein paar gute Worte für die PS3 übrig nachdem er zuletzt etwas über diese gemeckert hat. (in manchen Punkten langsamer als PS2 )
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Alt 12.09.2013, 11:26   #1064
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Vlt bin ich auch etwas übertrieben pessimistisch, aber während andere Entwickler Luftsprünge machen, dass man nun endlich RAM im Überfluss hat und für die vertraute x86-Architektur entwicklen kann, kommt von einem jap. Studio erstmal "eigentlich waren wir mit der schnellen CPU eigentlich eh ganz glücklich".

Für sich genommen ist so eine Meldung ja eigentlich nur wohlbekannter Fakt, aber Vaproware wie TLG oder dem steinigen Weg zu GT5 bin ich da was Japan betrifft etwas skeptischer.
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Alt 13.09.2013, 12:23   #1065
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Wird man seinen GT5 Spielstand importieren und so auf sein erspieltes Geld und Autos zugreifen können inkl. Level)?

Bin jetzt erst mit GT5A dran und würde mir dann natürlich eher GT6 kaufen, wegen ein paar neuer Wagen, Strecken etc.
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Alt 13.09.2013, 12:30   #1066
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Da geh ich mal nicht von aus. Vielleicht gibts nen kleinen Bonus, war auf PS2 Zeiten afaik auch so, aber niemals die ganze Garage und das ganze Geld.
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Alt 13.09.2013, 12:39   #1067
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Zitat:
Zitat von bastiHST Beitrag anzeigen
Da geh ich mal nicht von aus. Vielleicht gibts nen kleinen Bonus, war auf PS2 Zeiten afaik auch so, aber niemals die ganze Garage und das ganze Geld.
+1
Wäre sonst ja auch langweilig.
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Alt 14.09.2013, 08:58   #1068
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Alt 14.09.2013, 13:42   #1069
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Ging das nicht bei GT für die PSP?
Mir war so, als ob man Autos in GT5 freischalten konnte, wenn man die in GTm besaß.
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Alt 14.09.2013, 13:56   #1070
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Zitat:
Zitat von Spawn Beitrag anzeigen
Ging das nicht bei GT für die PSP?
Mir war so, als ob man Autos in GT5 freischalten konnte, wenn man die in GTm besaß.
Ging nur beim Arcade-Modus.

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Alt 16.09.2013, 11:14   #1071
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Werden die Standard Modelle das gleich Physikmodell kriegen, wie die Premium-Autos?

Gruesse, Pablo
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Alt 16.09.2013, 13:33   #1072
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Zitat:
Zitat von palmann Beitrag anzeigen
Werden die Standard Modelle das gleich Physikmodell kriegen, wie die Premium-Autos?

Gruesse, Pablo
Wieso nicht?
Gab es da in GT5 unterschiede?^^
Is mir wenn gar nicht aufgefallen ...

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Alt 16.09.2013, 14:18   #1073
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Zitat:
Zitat von Hellseeker1332 Beitrag anzeigen
Gab es da in GT5 unterschiede?^^
Afaik nein.

Physik dürfte auch in GT6 wieder für alle Autos gleich sein. Offiziell gibt's sowieso keine Standardautos mehr.
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Alt 16.09.2013, 23:24   #1074
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Zitat:
Zitat von crysmopompas Beitrag anzeigen
Afaik nein.

Physik dürfte auch in GT6 wieder für alle Autos gleich sein. Offiziell gibt's sowieso keine Standardautos mehr.
Das hab ich aber anders vernommen.^^ Korrigiere mich, wenn ich falsch liege, aber ich hab das so mitbekommen, dass es nicht mehr so wie jetzt in GT5 von Gebraucht=Standard und Neuwagen=Premium unterschieden wird ...

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Alt 17.09.2013, 08:27   #1075
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Gran Turismo 6's audio likely to be patched post-release

Zitat:
"I think I mentioned this in the past, but we're really working to change the fundamental way that the engine sound works," Yamauchi said in a press event at Polyphony's offices in Tokyo. "Right now I have a feeling that it might not make it for day one for GT6."
kein Datentransfer von 5 auf 6:

Zitat:
"For Gran Turismo 5 to Gran Turismo 6 there'll be no real transfer of data," Yamauchi said. "The main reason for that is the GT5 save data has been cracked already, so we can't really confirm the validity of the save data. So my hope is that between GT6 and GT7 we can transfer some of that across."
Zu den Nachtrennen:

Zitat:
"Unfortunately it's not for all the tracks that [a day/night cycle] will be implemented," said Yamauchi. "Obviously we want to include day/night racing for all tracks, but that won't make it for day one. For the day one, all the tracks that are known for 24 hour races, all those tracks will be made available for day/night racing."



Night racing has improved for Gran Turismo 6, though. "The dispersion of light from the headlights has advanced greatly from GT5 to GT6," said Yamauchi. "So night racing should be a lot better in GT6."
Quelle

Mir hätte eigentlich flüssiger gereicht.
Gefällt mir ehrlich gesagt nicht, dass gleich zum Launch schon mal angekündigt wird, was es alles vlt später mal als Update schafft, gerade bei solchen Sachen wie den Sound.
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Alt 17.09.2013, 09:36   #1076
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Zitat:
Zitat von Hellseeker1332 Beitrag anzeigen
Das hab ich aber anders vernommen.^^ Korrigiere mich, wenn ich falsch liege, aber ich hab das so mitbekommen, dass es nicht mehr so wie jetzt in GT5 von Gebraucht=Standard und Neuwagen=Premium unterschieden wird ...
Jein
Zitat:
Will there be “Standard Cars” in GT6?

We won’t be making all the Standard cars from GT5 into Premium models, and we won’t make all of the GT5′s Standard cars fully “Premiumized”.

Up until now, we used to categorize them as Standard and Premium because there were functional differences between them: some of the Standard models might not have tuning parts, or couldn’t be used in Photo Mode. That will all be cleared so every model can be used in Photo Mode, and every car can have parts fitted for it.

In terms of graphics quality, the bad quality Standard models we’ve updated so they look better.

Will all of the cars have interior views?


No.
http://www.gtplanet.net/kazunori-yam...dpremium-cars/

Das Spiel unterscheidet die Fahrzeuge nicht mehr in diese beiden Kategorien. Die Car List in GT6 hat kein P/S mehr (was man bisher sehen konnte). Gewisse Unterschiede bleiben, sei es die Optik, oder Cockpitansicht.
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Alt 17.09.2013, 12:53   #1077
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Alles ein wenig enttäuschend und wirkt so als ob die Zeit wieder mal nicht ausreicht (Sound Patch später, Tag-/Nachtrennen für alle Strecken wohl später, kein Cockpit für alle und scheinbar wurden nicht alle S Cars aufgehübscht).

Vielleicht wird es ja wieder eine Academy Versionen geben, die in aufgehübscht GT7 ergibt.
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Alt 17.09.2013, 13:07   #1078
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Zitat:
Zitat von Spawn Beitrag anzeigen
Alles ein wenig enttäuschend und wirkt so als ob die Zeit wieder mal nicht ausreicht (Sound Patch später, Tag-/Nachtrennen für alle Strecken wohl später, kein Cockpit für alle und scheinbar wurden nicht alle S Cars aufgehübscht).

Vielleicht wird es ja wieder eine Academy Versionen geben, die in aufgehübscht GT7 ergibt.
Kein Wunder, wenn da nur 150 Leute dran arbeiten. Das ist für so ein Mammut Projekt, schlichtweg viel zu wenig. Mal schauen, wie die japanischen Studios das endlich mal schnallen...
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Alt 17.09.2013, 14:38   #1079
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Zitat:
Zitat von AngelvsMadman Beitrag anzeigen
Gran Turismo 6's audio likely to be patched post-release
Ein neues Soundsystem als Update? - Das kann dauern wenn es überhaupt jemals für GT6 kommt.

Zitat:
Gran Turismo's audio has long been a source of criticism, with its weak engine notes paling in comparison to the more full-throated tune of competitors such as Forza's cars.
Wobei ich sagen muß, daß mir die übertrieben verzerrten Sound in FM4 mittlerweile nicht mehr so gefallen. Kürzlich hatte ich FM3 eingelegt, und der klarere Sound wirkte irgendwie erfrischend.

Zitat:
kein Datentransfer von 5 auf 6:
Brauch ich sowieso nicht.


Zitat:
Zu den Nachtrennen:
Zitat:
Night racing has improved for Gran Turismo 6, though. "The dispersion of light from the headlights has advanced greatly from GT5 to GT6," said Yamauchi. "So night racing should be a lot better in GT6."
Hoffentlich wird nix verschlimmbessert. GT5 hat mit die beste Nacht in einem Rennspiel.
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Alt 17.09.2013, 21:32   #1080
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http://www.gtplanet.net/forum/showthread.php?t=288295

Zitat:
For many more pictures embargoes, wait a few days.
Da war also nicht nur Eurogamer bei PD.

---------- Beitrag um 22:32 Uhr hinzugefügt ---------- Vorheriger Beitrag um 22:25 Uhr ----------

Spoiler:
Zitat:
Zitat von Google Translate
In the house of Gran Turismo 6

When we talk about Gran Turismo, is a bit 'effect know to be already aware of the release date months before the actual arrival in stores. This thing, however, has not changed one iota our excitement after receiving the invitation from the studies of Polyphony Digital in Japan and the menu for the day included a further test of the game, a round table discussion with Mr. Yamauchi and a study tour very interesting which we will discuss in the next lines. Nella casa di Gran Turismo 6 The main office of the Japanese developer is on the second floor of a building located in the district of Echujima, and is home to the beauty of one hundred and fifty people employed in the many aspects of development. However, there are two other detachments, the first located in the Ueno district, a workshop in which designers work of game machines and the other in Fukuoka, following the ominous events of Fukushima when Yamauchi decided to move westward everyone in the team who worked near the nuclear power plant. At the entrance to the main office there are two televisions and two webcams that allow you to always be connected with the other places, on the right hand there is a very large space bordered by two meeting rooms. Nella casa di Gran Turismo 6 At the end of the hall you can see a dj console with two huge boxes: Polyphony in fact occasionally organizes a party with all employees, pilots who have contributed to the game and journalists, if you find yourself in these parts at the end of year, you're all invited to the next appointment in sight. Our tour began with a spulciatina of all prizes and platinum records obtained by the chapters of the series: Gran Turismo is by far the best-selling automotive simulation, and each episode always stood around 10 million copies. Thanks to this successful collaborations have been numerous, we saw among other things a nice set of wheels Yokohama used by the Nissan GT-R (sponsored Gran Turismo) in the 24 Hours of Nurburgring. Soon after, a sensational location with three sixty-inch screens and flying a short distance, this is to simulate the view inside a real car and in the specific case of Gran Turismo to test the physics of the game and all the settings.

A world of machines

Unlike so many other developers, Polyphony decided to run "at home" even the cover design and promotional items around the game, from the smallest to the logo font of the writing of any billboard.Moreover, if there is one thing in which he excels is the extraordinary attention to detail and passion that shines through even in the seemingly less important things. Not always this turns out to be a positive factor, see delays or absence of the output characteristics of the game, but so be it, Gran Turismo so, give or take. Obviously check that everything goes in the right direction there Kazunori Yamauchi, who has an office a bit 'special: inside there is first of all a big rectangular table which is used for meetings, on the right is its workstation consists of multiple monitors while on the opposite side of a very spacious living room with a sofa and several armchairs. Nella casa di Gran Turismo 6 What is the purpose is obvious: first for more informal chat with friends or guests of honor, next, however, you can see a bulletin board full of wine, locked by a padlock. Yes, you read, Mr. Yamauchi is a big fan of wine bottles and presumably has a value of several thousands of Euros in his collection. Last but not least, continuing there are a number of different jackets and suitcases, Mr. Yamauchi told us that it is always ready to go for a business meeting in Japan or abroad. The next stop on our tour was targeted at developers and designers of the tracks, the idea is that each of them goes directly to the "field" for a more accurate representation possible of the slopes, accompanied by a myriad of pictures (for Goodwood Hill Climb it were taken over 130,000) and precise data provided by GPS. We are also talking about the reflection of the sun on the buildings, sponsors and textures, for example, we noticed that a programmer on a monitor had several photos of the trees on the track, on the other development tools thanks to which it is playing the exact same conformation in digital. Nella casa di Gran Turismo 6 The study of Polyphony is also composed of many engineers that interface with the drivers and car manufacturers to the specifications of the machines, aerodynamics and other similar data. They are also entrusted with the task to program and test the game online, and just as transitavamo in the area, were struggling with sixteen machines simultaneously on the network. On an adjacent wall we loved the sketches illustrating the prototype developed with Red Bull X2011, up to the brand new weblog 2014 which will see the light right in Gran Turismo 6. As for the cars we saw a brief presentation of how one is created for the game, using Autodesk Maya 2012: we start with a basic model and then increased the complexity and accuracy of all the details in several steps. Once you have a satisfactory form, you go to the paint that are internal and the tiniest details, even to the management of the lights on the car itself. Think about that for a single complete car it takes three to six months of development time depending on the experience of the programmers, the purpose for the PlayStation version 4 will be to maintain the same timing, optimizing the development process. Our tour ended with a visit to the library populated with magazines and books related in some way to the world of Gran Turismo, and with a series of boards that housed model cars disparate, including the Spear of the good times, in able to churn out gems such as the Delta and Stratos Turbo.
twittalo!twittalo! We flew to Japan by Polyphony for a Studio Tour and proof of Gran Turismo 6

Start your engines!

The second round table in a few weeks with Kazunori Yamauchi has allowed us to learn a little new information in addition to those that we reported during the Gamescom in Cologne. From now to December 6 there will be further announcements in terms of additional tracks and cars, and support after the release will be huge in the form of free and paid content. Australia will dawn with a couple of tracks / locations top secret for now while you can transfer part of the contents of bailouts GT GT 5 to 6. Not everyone, however, also because they have been modified by the users most geeks, and would not be safe for the new chapter. Also in this case we required to Mr. Yamauchi update status of the work in terms of sound associated with sound of engines. Nella casa di Gran Turismo 6 Polyphony is perfectly aware of the criticisms of users with regard to this aspect, the problem however lies not in the fidelity of sound, captured in a "native" by machines, but by technical problems that must be solved with programming rewritten from scratch to avoid this, but that most likely will not be able to launch the game, although the situation has improved compared to Gran Turismo 5. To keep company with Mr. Yamauchi were Malte Hammerbeck, designers within Volkswagen, and Michael Grassl of KW Automotive, well-known brand of suspensions for racing cars. Do you think that Hammerbeck has just thirty-four years and takes care of the top models of the famous German brand. Not only that, he also managed to emerge among his fellow designers and to be chosen as the person in charge of the development of the prototype Volkswagen exclusive Gran Turismo, according to the project's vision which we talked about in a previous preview . Because obviously this is a prototype that will never see the light in the shops, but not because unrealistic because it would cost millions of euro, Hammerbeck has been satisfied nell'estremizzare forms of the Golf GTI, using many slits for air and carbon fiber in quantity, with a very aggressive line. As for KW Automotive, their suspensions are greatly appreciated in the racing field and in fact are already being used by many manufacturers such as Nissan GT-R, including that of the Gran Turismo team. Nella casa di Gran Turismo 6 Their collaboration in the game, Polyphony has allowed the Japanese developer to have extremely realistic and complete data for the behavior of the cars on track, the same players will also test the suspension when they play with a multitude of settings, even for beginners, increasing the degree of realism and accuracy from this point of view. Just the management of the suspension and the car's behavior in curves and ups and downs are one of the most important aspects of the model and unpublished driving Gran Turismo 6. The demo indeed, was not very different in terms of content and progress compared to what we saw a few weeks ago, but there is no doubt that the behavior of the cars is more realistic. So we have a guidance system extremely pleasant and enjoyable but also preserves those defects related to collisions and accidents, only to find out that actually play out as they have been improved. The graphic impact is really great, thanks to the models of exceptional machines and all the new management of the shader and light sources. The track at Goodwood Hill Climb is very nice to see and notice how it was developed from scratch and as always we will have ups and downs from this point of view, but we are on very good levels for the current generation of consoles. Meanwhile, the release date of Gran Turismo 6 is approaching and in the coming days we will offer you also our interesting press tour in the form of video, also to let you inside the studios of Polyphony Digital.

http://multiplayer.it/articoli/12335...turismo-6.html


Zitat:
some info
150 employees at the Tokyo Studio
Red Bull X2014 for GT6
2 "Top Secret" Australian Tracks / Location (Mount Panorama)
you can transfer part of the contents of the GT5 save in GT6, not the ones modified by users with hacks
http://www.gtplanet.net/forum/showth...71#post8825871
Irgendwie soll das Savegame doch berücksichtig werden, aber logischerweise keine kompletten, gehackten Autos.



Zitat:
“I think I mentioned this in the past, but we're really working to change the fundamental way that the engine sound works,” Yamauchi said in a press event at Polyphony Digital’s Tokyo office, reports Eurogamer. “Right now I have a feeling that it might not make it for day one for GT6.”

It’s impossible to make a case that Gran Turismo’s audio has improved at the same rate as the series’ visual and simulation aspects; GT5’s often anaemic engine notes proved a huge bugbear for many.
Fortunately, it’s possible that improved audio could be patched in down the track; “There’s a good possibility that we might do this,” said Yamauchi when asked whether addressing the audio problem could be part of GT6’s post-release support.

Yamauchi also confirmed data from GT5 would not be recognised by GT6.

“For Gran Turismo 5 to Gran Turismo 6 there’ll be no real transfer of data,” he said. “The main reason for that is the GT5 save data has been cracked already, so we can’t really confirm the validity of the save data.”

Yamauchi hopes that data will be able to be transferred from GT6 to GT7.
http://www.ign.com/articles/2013/09/...gran-turismo-6
__________________

30fps is not "very smooth" it's a fucking slideshow. || Give me 60fps or give me death!

Geändert von crysmopompas (17.09.2013 um 21:55 Uhr)
crysmopompas ist offline   Mit Zitat antworten
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