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Thread: strictly graphically GT Sport in VR has something that pCARS2 doesn't have.

  1. #11
    WMD Member Invincible's Avatar
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    Quote Originally Posted by UkHardcore23 View Post
    GT6 has 24 hour night cycle and the lighting was still leagues ahead of anything else.
    Wasn't that limited to two or three tracks though?
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  2. #12
    Moderator Mahjik's Avatar
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    Quote Originally Posted by MarleyMoo View Post
    Doesn't GT Sport *not* support dynamic time of day? Without that, the static geometry can have loads of offline precalculated light bounces. The bounces cause object colors to bleed into each other a bit and makes everything look believable.
    Quote Originally Posted by Javaniceday View Post
    huh, that would definitely make it easier to get very life-life lighting, for sure. Maybe that is how they're doing it.
    Yes. This is the exact reason. During WMD, there were may comparisons to the GT titles as they have always had good lighting. It was mentioned that it's much easier to do static lighting as GT does compared to dynamic lighting. However, I will say SMS did improve the lighting for PC2 over PC1 which is a good improvement.
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  3. #13
    Superkart Pilot
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    Quote Originally Posted by UkHardcore23 View Post
    GT6 has 24 hour night cycle and the lighting was still leagues ahead of anything else.
    GT6's lighting cannot compare to GTSport. GT6 has video game written all over it. It's not a criticism, just a point of "whoah" to how GTsport looks *in VR (not in 2D)

  4. #14
    Superkart Pilot
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    Quote Originally Posted by Mahjik View Post
    Yes. This is the exact reason. During WMD, there were may comparisons to the GT titles as they have always had good lighting. It was mentioned that it's much easier to do static lighting as GT does compared to dynamic lighting. However, I will say SMS did improve the lighting for PC2 over PC1 which is a good improvement.
    Indeed. Kinda interesting yea?

  5. #15
    Moderator Aldo Zampatti's Avatar
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    Quote Originally Posted by Mahjik View Post
    Yes. This is the exact reason. During WMD, there were may comparisons to the GT titles as they have always had good lighting. It was mentioned that it's much easier to do static lighting as GT does compared to dynamic lighting. However, I will say SMS did improve the lighting for PC2 over PC1 which is a good improvement.
    And don't forget to mention that PC2 does it while doing 600hz physics ticks at 60fps in consoles as well with dynamic "everything" which adds to complexity, of course.
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  6. #16
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    I've borrowed a PSVR from a friend and played it on VR several times. To be honest, the video captures are more amazing than the real thing, although it's not bad at all. The track model quality drops a hell lot and the resolution is very low, so immersion takes a hit, even with the beautiful lighting. But yeah, the lighting on this game is uncanny. Watching the FIA Championship stuff was almost like viewing a real life event.
    I work with 3D scene lighting and shaders, but on a very small company, using Unity. I agree with others here, the main reason is the static lighting with baked bounces. There's ways to use realtime global illumination and get good results with realtime lights, but it's not quite there yet comparing with bakes.
    Another thing is the offtrack materials and textures. Polyphony have to resources to measure the most pornographic lighting details of every kind of real world material and get the values just right for everything, this counts a lot on a PBR pipeline. I guess SMS probably don't have the resources to make amazing realistic cars AND work every single detail of the tracks to absurd levels of polish like Polyphony.

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