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Old 16-12-2013, 14:32   #16
Viperized
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Quote:
Originally Posted by Nifty1Pound50 View Post
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
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Old 16-12-2013, 17:54   #17
MoLieG
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Quote:
Originally Posted by Viperized View Post
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.
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Old 16-12-2013, 18:45   #18
Nifty1Pound50
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Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.Nifty1Pound50 is most likely an Admin or a Mod. Or a blight on the PESGaming community.

Quote:
Originally Posted by Viperized View Post
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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Not even sound same!

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