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Gran Turismo 6 [PS3]

Haribo

Super Moderator
I made the GT5 thread, so here I am again.

[youtube]ZM-8_N8gcaw[/youtube]

- New game & physics engine
- From historic cars to the latest racing cars, the game contains a total of 1200 cars
- 33 locations, 71 layouts
- Adaptive tessellation (I have no idea what this is, but apparently it's good)

Due out for the holiday season. So Christmas.

 

Makavelian

Registered User
Awesome.
Hopefully they sort out the shit AI, add qualifying and update the tired dated career format.
 

IronCity

Banned
is this really going to be that much different? New cars of course, new tracks, but GT5 already has a very complex vehicle tuning and handling system. Probably some graphic changes but most of those not noticeable unless you are watching the replay after a race. if anything, they could probably better the sound, particularly when you bump someone.
 

IronCity

Banned
^well that would make a difference

edit - just read for the PS3. Seemed like they reconsidered not making for the PS4 recently, so not part of the original plan
 
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MoLieG

Registered User
Apparently it's more like GT5 Spec 3. More tracks, yeah. A few more cars, yeah. But it's pretty much the same. AI it's still bad as f***, many users at GTPLANET.NET report the game crashes a lot, espeially on old PS3's, no qualifying sessions for career mode, bad payouts, no endurance races...

Sure, it still has some good stuff, but overall, it's nowhere near the level of the early GT games, which of course, are legendary...
 

Nifty1Pound50

Insert user title here
The AI in career mode is a complete joke. Much worse than it ever has been.

They actually slow down to let you win. Ridiculous.

In terms of physics, beautiful cars and the experience of hurtling around some gorgeous tracks in an array of vehicles - nothing touches it.

But the single-player gameplay is woeful as far as I am concerned. Much worse than GT5. Online needs to save this for me. Or maybe they only slow down in the earlier races.

As always, I am expecting a lot of patches to correct faults. If you're going to release an unfinished game, fucking patch it. They did with GT5 - I expect the same for GT6.
 

Viperized

Registered User
This is why I'm happy to skip GT6 and wait for the inevitably superior PS4 version. I have paid for every single GT game but I'll pass on GT6 for the first time.
 

Nifty1Pound50

Insert user title here
This is why I'm happy to skip GT6 and wait for the inevitably superior PS4 version. I have paid for every single GT game but I'll pass on GT6 for the first time.

To be honest, the types of problems the current release has are not ones that would've been down to the console it was made for.

Problems symptomatic of a shortfall on the hardware front would've included physics engine, rendering, graphics, that kind of thing. The game excels in those regards.

The scripting involved in sorting out the AI - which for me is the single, biggest problem right now - just needs Polyphony Digital to change their thinking. They've done it to attract more 'casual' fans and make the game accessible.

Let's be honest - it is more of a driving simulator than a competitive race game, especially once you clock the simple, linear career mode. Most existing fans want it to be super-realistic. They want to be rewarded for shaving a tenth of a second due to a superior driving line, a momentary late-brake, that kind of thing.

The way they've set this up is so all the handbrake kids can go careening around corners way too fast, go wide, but then still catch the leader.

I am desperately hoping enough people whinge online that they will eventually patch it. Because, otherwise, I'll have more fun just running laps against the clock and building up a garage than I will doing the career mode.

Fucking moon buggies, as well. I mean, what the actual fuck.
 

fick

Registered User
The AI in career mode is a complete joke. Much worse than it ever has been.

They actually slow down to let you win. Ridiculous.

Most definitely this. Career mode has few points worth noting, in the main it feels soulless. I turned up the ai aggression in the hope of more challenge only to be frequently nudged off the track.

The lack of tyre wear, fuel use and damage in arcade is also hugely remiss.

On the whole it currently feels more like GT5.3

On the positive, Mount Panorama is a plus as it's a wonderful circuit, shame about the lack of Aussie V8's to blast round it though. Have to applaud the loading times too, a significant improvement to say the least.

Still some way to go to get this title to where it should be. Let's see if PD can live up to their lofty promise...

Sent from my HTC One using Tapatalk
 

Viperized

Registered User
To be honest, the types of problems the current release has are not ones that would've been down to the console it was made for.

Problems symptomatic of a shortfall on the hardware front would've included physics engine, rendering, graphics, that kind of thing. The game excels in those regards.

The scripting involved in sorting out the AI - which for me is the single, biggest problem right now - just needs Polyphony Digital to change their thinking. They've done it to attract more 'casual' fans and make the game accessible.

Let's be honest - it is more of a driving simulator than a competitive race game, especially once you clock the simple, linear career mode. Most existing fans want it to be super-realistic. They want to be rewarded for shaving a tenth of a second due to a superior driving line, a momentary late-brake, that kind of thing.

The way they've set this up is so all the handbrake kids can go careening around corners way too fast, go wide, but then still catch the leader.

I am desperately hoping enough people whinge online that they will eventually patch it. Because, otherwise, I'll have more fun just running laps against the clock and building up a garage than I will doing the career mode.

Fucking moon buggies, as well. I mean, what the actual fuck.
A.I. requires computational power. The game is already tapped out with the physics engine and rendering output.

More powerful hardware allows them to do much more - improved damage, improved sounds (this requires RAM/CPU), improved AI. Who knows, they might revamp the entire game. The issue is that PD currently have their priorities wrong.

I don't agree that GT has turned casual. It's probably the most hardcore console racer out. It's incredibly unforgiving for newcomers. I'm fairly average at the game (compared to 'most people' but would get dwarfed by some of the pros at this game). :p
 

MoLieG

Registered User
This is why I'm happy to skip GT6 and wait for the inevitably superior PS4 version. I have paid for every single GT game but I'll pass on GT6 for the first time.

I might skip it, too. But since I don't have many more games to play with, I think I'll end up picking it on a bargain...

But let's be honest. Both GT games for PS3 have been bad. End of the story. :realmad:
 

Nifty1Pound50

Insert user title here
A.I. requires computational power. The game is already tapped out with the physics engine and rendering output.

More powerful hardware allows them to do much more - improved damage, improved sounds (this requires RAM/CPU), improved AI. Who knows, they might revamp the entire game. The issue is that PD currently have their priorities wrong.

From my lofty perch as an IT professional, with a pretty good understanding of how 'computational power' is used, let me tell you that the scripts they are currently using are equally 'complicated' to those that they could use to make the AI behave properly. They are using more variables now.

The behaviour they have implemented at the moment is complex. It's just fucking stupid as well.

A very simple step in the right direction would be to have the AI travel at an appropriate, constant, racing speed that each car is capable of. This would mean that the player would only be involved in a constant 'race' situation if the variables outside of the game's control (driving prowess and car selection, to an extent, for open-class races) if those variables levelled out to equalling the lead car's pace. If you were too slow or too fast, you'd be just that. But it wouldn't vary wildly within a single race as it does now. That has always been the bedrock of the GT series.

What it could easily be (and has been in previous iterations):

Foot down all the way when on the throttle, break at given point, turn, back on gas, off you go.

What they currently have in GT6:

Foot down all the way when on the throttle, break at given point, turn, back on gas, off you go, continuously check for gap to human player, cross-check against total race-time remaining, based on values returned by numerous variables at any given point adjust driving speed of lead car by n%, go through variables cycle again over and over again until requisite gap is closed, then begin to consult same variables but with second table of outcomes which results in adjusting driving speed of second-placed (first AI) car by n% the other way.

Which of those two scripting descriptions sounds simpler and, thus, requires less 'computational power'?

The prosecution rests.
 
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