Indeed. I really don't know how they do it. Forza, Grid, PCARS, default AC really make replays hard to watch. Most AC camtool replays are 1:1 recreations of GT's cameras.
@@Normalaatsra - examining actual trackside camera angles for the most part. That, as well as adding reverb effect (and even delay) to further enunciate the illusion of distance.
Vacuum cleaner fits both GT5 and GT6. It’s incredible how far we have come from since then, Now Gt7 has the best LFA sounds with NFS most wanted and FH2
wait, you think thats a vacuum cleaner ? thats probably one of the better sound samples in the game. gt5 & 6 weren't renowned for car sounds, but that LFA is one of the better ones.
@@mcfly2858I wouldn't say you're right, but you're not wrong either. The glare at GT7 is excessive on some time settings, I never understand why people never want to admit that
You've done it, thank you so much! :) Real life clip: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-M6VP65jg6F4.html BTW, I haven't noticed until today that the LFA logos on the nameplate are different between in GT5 and GT6.
I don't know if you use emulator or the output of PS3 to demonstrate GT6, because last week when I played GT6 on PS3 it's blurry as hell, I could hardly read the display on the dashboard...
@@terrylu4894you should go to the settings of your ps3 and check whether it was set automatically to 720p or is it on 1080p. This can make a huge difference
If this was a Forza video. Every comment would be "BuILt FrOm ThE GrOunD uP" "Its the same fucking game" But because its GT7 its "Wow look how impressive looking the old games are"
Could be an issue with how their engine handles specular reflectance on metallic objects in motion (when combined with motion-blur), which PS3 doesn't appear to simulate. The wheels in GT5/6 are still fully 3D on PS3, but aspects of rendering might be disabled during gameplay and re-enabled in photomode.
Well the PS3's CPU is a rendering behemoth, there's a lot of custom calculations done right on the CBE, the wheels seemingly could be so smooth because it's done on the far more powerful IBM/Sony PPC derived CPU which I don't think an X86 console is going to match on bandwidth any time soon Issue however was keeping the PS3 PPUs constantly feed with complicated instructions but wheel rendering would've likely been perfect for it, that's my guess anyway just based on how it's kind of a struggle on PS3 emulation but haven't vetted more than that
Other than resolution GTA 5 and 6 look more realistic. At least the foliage. The sky and mountains look far more realistic. Mountains 10 miles in distance aren't supposed to look sharp with crisp, contrasty outlines. Honestly, it's pretty pathetic that's the degree of "improvement" they managed to achieve in 12 years". Time for a whole new engine for GT8. They've been recycling the same engine for 3+ generations.
It’s because GTsport/7 models ironically enough have a higher poly count and texture detail! And most cars that were premium in GT5/6 actually got remade for GTsport/7. Now in GTsport the FT-1 was the only car ported from GT6 but its poly count was updated and fixed for GT7!
Yea I really thought of that, but I recently played those again and I felt some lacking of details for today's standard in premium models. (BMW M3 E92 headlight, M5 E60 grill)
Something about the atmosphere rendering in GT5/6 looks much more realistic than GT7. Just look at the distant forests and mountains in the horizon and you will see what I mean.
The problem is that the rough arithmetic difference in GPU performance between PS3 and PS5 is about 50x. If you show this video to a complete gaming layman, he will tell you that it is the same game. PD should be waking up from hibernation by this time.
Well not exactly the base of the game is the same but you should consider the graphic and the physic engine that got improved the ps3 cant handle too much, dont forget the memory space (im only talking about the gt7 the ps3 hardware is too old to handle the updated engine)
There are things PS3 couldn't do well. Ray-marched cloud simulation is just one of those things. Now I'm just talking visual niceties here, but there are likely also some acoustic trade-offs. GT6 has some noticeable shortcomings compared to GT5 with respect to shadow resolution and way more simplistic looking rain effects... but it has nicer sounds and renders at a higher native resolution. I guess my assumptions about having too little space for audio samples could still be right... It's looking more unlikely due to the fact that GT6 actually renders at a higher resolution than GT5. It's more likely that GT6 used the limited split 512MB of RAM in PS3 more effectively with more efficiently compressed audio samples and better sound mixing logic to generate higher quality engine sounds. The amount of geometry, especially in the car models, but also all over the rest of the track... is far higher in GT7 than in GT5 or GT6. From afar GT5 and 6 hold up really, really well (save for the pitifully low res and very short-throw shadow cascading). The major aspects of GT's look come from exemplary handling of shaders. All the materials look very realistic (until you get up close to them in GT games on PS3). GT7 is a massive improvement in all areas when it comes to visual fidelity when you take the time to look at all the small stuff.