Ergebnis 13.381 bis 13.400 von 22154
Thema: Gran Turismo 5 (GT5)
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17.11.2010, 23:53 #13381PS3SONY
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18.11.2010, 00:09 #13382Ryder
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18.11.2010, 00:19 #13383A.D.I.O.S
AW: Gran Turismo 5 (GT5)
@ ps3sony
da ich weder ein pseye noch einen 3d tv habe, werde ich anfangs erst ma nur mein g25 benutzen...
die kamera ziehe ich jedoch stark in betracht (warte nochma weitere berichte und videos ab, bevor ich mir eine kaufe)
en 3d tv is mir aber zu teuer. außerdem finde ich den 3d effekt nicht so spektakulär... weder bei spielen (im media markt getestet) noch bei filmen.
zur erklärung: headtracking hat alucard ja denk ich schon ganz gut erklärt..(guck dir dazu nochma das video im headtracking thread an)
3d: also bezahlen muss man dafür nix (außer natürlich für 3d tv und brille)
guck dir ma das video an (3:55) YouTube - Head Tracking for Desktop VR Displays using the WiiRemote
leider is die technik noch nich so weit um das richtig umsetzten zu können...
aber da du denk ich keinen 3d tv zu hause hast,, ist das denk ich eh uninteressant für dich...
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18.11.2010, 01:11 #13384Ein Hund im Büro?
AW: Gran Turismo 5 (GT5)
Info Update
Amar
Ausserdem scheint es so zu sein das es zum Launch einen Patch geben wird der einige Funktionen freischalten lässt. Denn auch in der Retail Version erscheinen diese Meldungen:
"Not Available in this Version".
Amar
B-Spec Mode Bild
EDIT: Noch ein Update. Ziemlich viele und coole Infos bei.
Amar
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18.11.2010, 03:48 #13385Alucard117
AW: Gran Turismo 5 (GT5)
Du musst für WipeoutHD und für noch ein anderes Game für den 3D Modus bezahlen. Meines wissens liegt das bei um und bei 5€, also im gegensatz der Anschaffungskosten von nem 3D Fernseher sehr gering. Wenn man sich überlegt, das die Fernseher mal eben 3000€ kosten und die nur eine Brille im Lieferumfang haben ist das schon heftig.
Ich halte derzeit nichts von der 3D Technologie. Im Kino ist sie nett anzusehen, jedoch für zuhause sehr teuer. Dazu gibt es für den Privatbereich noch zu wenig anwendungsmöglichkeiten. Es gibt bis jetzt nur Sky die meines wissens einiges in 3D übertragen, dann auch nur mit Extrakosten verbunden. Filme gibt es nur wenige. Zum glück hat jeder von uns eine PS3, die wirklich jedes Medium unterstützt. Das Gerät unterstützt Blu-Ray's, 3D Blu-Ray's, 3D Spiele und was nicht alles. Ich mein, das ist echt schon ein Kraftprotz.
Also für GT5 allein eine 3D Glotze kaufen ist meiner Meinung nach nicht sinnvoll. Man muss da schon wirklich interesse haben alles in 3D zu sehen. Hauptsache GT5 ist in FullHD und das langt mir schon.
Zum Patch. Wenn es diesen Patch gibt, dann sollte es die meisten von uns nicht stören. Wir haben vermutlich alle Internet zuhause und können da unsere PS3 anschließen. Notfalls wird die halt mal mit zu nem Freund geschleppt. Ich finde es zwar dreist, jedoch um Raubkopierern vorzubeugen auch irgentwo berechtigt. Bei Assassin's Creed Brotherhood das ich heute bekommen habe musste man übrigens auch gleich zu anfang Patchen. Das macht einen GT5 Patch gleich zum release nicht sehr abwegig. Naja weniger als eine Woche und wir dürfen es in den Händen halten.
Amazon gibt übrigens an, das es möglicherweise schon am 19.11 verschickt wird. Sollte das der Fall sein, und es so schnell wie bei Assassin's Creed gehen, dann darf ich es Samstag schon spielen *freu*
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18.11.2010, 08:45 #13386pabblo
AW: Gran Turismo 5 (GT5)
Kann mir jemand verraten was die drei Vierecke (eins blinkt immer) unten links sein sollen?
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18.11.2010, 08:47 #13387Sir Onkl Happy
AW: Gran Turismo 5 (GT5)
Das sind die Anzeigen für Gas und Bremse
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18.11.2010, 08:51 #13388piotrmike
AW: Gran Turismo 5 (GT5)
passt hier vielleicht nicht ganz rein da es aber um 3D in autorennen geht (und das ja jemand wissen will) kann ich nur sagen das ich ein 3D tv habe die letzten tage motor storm rift in 3d gezockt habe!
habe nicht den werbefutzis geglaubt als sie sagten man hat eine viel bessere uebersicht! das stimmt aber wirklich, bei GT5 wird das denke ich nicht so extrem sein wie bei motor storm (da in MS baeume, wald usw...da sind und in GT die strecke gut sichtbar ist) aber man sieht genau den weg, weil er ja in den bildschirm reingeht, ist nicht flach 2d wie normal, man sieht genau wo man hinfahren muss - auch die groben abstaende zu den anderen autos kann man sehr gut einschaetzen! habe die 3d funktion in GT nicht getestet/gesehen aber wenn aehnlich ist wie motor storm dann wird es schon sehr sehr geil! bessere uebersicht und wie gesagt die STRECKE sieht man ganz genau....
brauch dann nur noch ein G27, mein sessel vor dem TV ziehen, lenkrad aufbauen, brille anziehen und los gehts - ein traum
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18.11.2010, 10:46 #13389P.S.3
AW: Gran Turismo 5 (GT5)
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18.11.2010, 10:53 #13390Uwe_D-G
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18.11.2010, 10:56 #13391robbie
AW: Gran Turismo 5 (GT5)
Das sieht mir aus wie ein Modem, das neben dem TV/Monitor steht.
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18.11.2010, 10:59 #13392Sir Onkl Happy
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18.11.2010, 11:00 #13393Ein Hund im Büro?
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18.11.2010, 11:19 #13394M0CA
AW: Gran Turismo 5 (GT5)
Neues von AMAR
# FOURTH UPDATE
At this update I'll try to tackle some issues from yesterday, with focus on some questions I found interesting and some elaborations regarding various parts of the GT5.
With physics being most important in my book, I understand that some observation from tomorrow were somehow misleading. So, here are the further impressions.
I drive with G25, no assists except ABS (1), and no clutch (although it works as previously mentioned). I have no idea about limitations of sequential shifters on G27 (as witnessed in Prologue and TT demo), none of my friends have it and I can't try it at this point. I also have a Fanatec 911 GT3 RSV2 Clubsport waiting to be mounted, but until my new rig comes that baby will not start it's GT5 life.
As I mentioned yesterday, most important issue in physics is disappearance of STD/PRO distinction. Instead, GT5 introduces new driving-aid, Skid Recovery Force, which somewhat limits car lateral movement allowing for easier control. I presume it also applies some kind of steering buffer for controller users, but I haven't try the game with the pad so I can't elaborate further. As said before, all license test in N-B and N-A divisions comes with SRF enabled and I presume it can be disabled by progressing into higher tiers of Licenses - as logic of the licenses determines, since by advancing you can turn-off almost every assists (or the appropriate test turns it off as mandatory).
My physics impression comes from driving stock RX-7 (N2), stock M3 (S1) and racing Castrol Supra (R1) on dry surfaces. GT5 physics is the most advanced physics any any GT game to date, more complex than Prologue, demanding as Academy TT physics, but much more subtile and profound. Tire-snap is now logical, you can feel the surface, suspension and weight on tires and you can perfectly determine what is going on with the tire-grip. I'm impressed with modeling of suspensions - feel of the road is phenomenal and in every moment you know what your car is doing through the force feedback effect delivered on the wheel.
You have a constant idea what your car is doing and you just know when you did something wrong. It is very difficult to explain by words, but all variables that determines the feel of the car on particular part of the track are linked perfectly. You just know when you're going over the top, when the line you've taken will not be good or when you've applied the wrong steer. Also, greatest improvement is done in realms of racing cars, where Kazunori finally reached the levels of his only inspiration, Yu Suzuki's masterpiece F355 Challenge. Sense of speed through corners is now perfect. The insane level of grip and power of race cars has been finally toned down, and feeling of having an ultimate driving machine now comes from ability to steer perfectly, to have control of throttle and brakes, to feel the suspension and to have time to prepare for next maneuver. Refinement in this area is the most important to me, because in all previous GT games I had problems with insanity of race cars. Now everything is in place as it should be, and I love that aspect most.
Of course, in days to come, GT5's physics will be analyzed as no driving-game physics ever was. I expect many criticism, searching for flaws, comparisment with "this game" or "that game", but I have strong impression that physics in GT5 is the most refined physics ever introduced in virtual world - as long as "physics" is determined by the feel of actual driving, feel of tires, feel of suspension, weight transfer, engine momentum and actual feel of steering. Sense of speed, grip, weight and car-performance is just logical and natural - and that is what matters most.
I tried to drive without ABS on both stock cars mentioned above, but even G25 pedals are not up to that task Although overall effect of non-ABS braking is more refined than in Prologue, brakes needs to be approached with great attention. Actual tire-lock is easy to be done and I really have no idea how will users of DFGT/DFP drive without ABS if wanted . Watching braking without ABS in replays finally looks logical and natural and later afternoon I'll be doing much more research in that particular field. On the other side, driving a Castrol Supra on R1 without ABS was totally different from stock-cars, I could tackle braking more efficiently and I presume that mechanical setting (tire compound, suspension, brake power distribution) have lot to do with the overall immersion of the non-ABS braking.
One of the most common questions was one regarding the sounds. GT5 have drastically improved sounds over Prologue in every way. I started a Demo Drive for F430 and it sounds much better than in Prologue, as well as all cars I've driven. Notice that sound changes when driving in cockpit, as I mentioned yesterday best (loudest and clearest) sound is when driving from the roof-cam. However, it is logical to be as that, because the sound of the car from outside and from inside is not the same, as in real life. In the sound department I really love the way in which Doppler effect have been implemented during replays. It shines in surround setting and everybody who got any kind of surround system will enjoy probably the most realistic interpretation of audio-design in virtual racing from "spectator" point of view.
Speaking about replays, they're much more complicated in execution than in previous games, with much more option on disposal. You have 2 interior views focused solely on driver (not sure about that view being available for STD cars) and animation of the driver and interior lightning is just phenomenal.
More serious drivers will love the fact that fuel depletion is now inter-connected to the power of the engine, it's aspiration and way of driving. Although I didn't research it yet in any longer race, menu clearly says that driving more aggressively, with revving into red-area and such will consume more fuel. I hope I'll have time to tackle both tire-wear and fuel-depletion today and it is clear it will add whole another dimension for online racing. I have no idea about brake-fade and such but I'll share any insights as soon as I realize them.
Slipstream has finally been reduced to normal levels and I can't wait to go online and try it in real races. Insane slipstream does not exist anymore and it is noticeable from few licenses that includes slipstreaming. Slow drivers will not be happy, fast drivers will finally get a deserved on-track advantage for their skill outside the straight.
Shirakawa Akira made some interesting questions that deserves serious answer
SHIRAKAWA Akira View Post
- Can the car be stalled?
- Are bad shifts harmful or have they been correctly dealt with?
- Can the clutch be burned or otherwise damaged?
- Does the clutch slipping point change with modifications or wear?
- Is it possible to choose the amount of fuel in the tank before race start?
- Is it possible to know in detail tire temperature data with the data logger, meaning not only each tire as a whole, but in separated sections? (usually in PC sims outer, middle, inner portion)
- ...or better, what exactly can the data logger do/analyze?
- Can tire inflating pressure be changed and checked?
.
Answer to them is mainly negative or still unknown . GT series was always different from PC simulations and it is very clear that Kazunori's vision is different from one of hard-core PC simulations. I still have no idea about execution of mechanical damage and I presume that Extreme races (unlocked after Lv. 20) will offer more answers in this area. But it is safe to presume that some features such as clutch wear, separate sections for the tire-wear and tire-pressure will stay out of the GT world for time being. As for amount of fuel and functions of the logger, I have no idea yet. I'll take a notice when I tackle them.
I don't know anything about Qualifications process since I didn't go into A-Spec races yet.
PPT values are nowhere to be shown (maybe in A-Spec races?) and if they're still in, they could be part of the online portion of the game. As for yesterday, connecting to PSN haven't prompt any update or allow that menu for Community features becomes available. As I noticed yesterday, I am getting the same message as other members with the game about some functions "Not being available in this Version of the game". It is very safe to presume that players with connection to PSN will get some serious update as servers go up (on 24/11, as being announced on official web) that will unlock or make visible all community/online features.
Somebody asked about tuning and adjusting process being available in Practice mode - it is. You can take any car in Practice mode, tune it there, do Free Runs, Drift trials or do One Make Races. Unfortunately, legendary Test Track is nowhere to be found, together with 0-400, 0-1000 tests. Maybe I didn't search enough.
I didn't try all surfaces yet (rain, snow..), report on that comes later today. Many other advanced options as variable weather and such will probably be introduced in Endurance races (wherever and on whichever Lv. they are) and in settings for still unavailable online races (Private Lobby and races settings).
Also, I couldn't find an option to create a point-to-point track in Course Maker and it remains to be seen will it unlock on some point.
I have a PSEye and I'll be post impressions of headtracking later today.
In the end, I will conclude with overall impression of the Graphical User Interface. As always, GUI created by Polyphony Digital is the most beautiful in the genre and beyond. Everything is designed to insane level of logic and beauty and navigating through menus with great music in the background (lounge and jazz selection is perfect) is a treat of its own. Shortcuts are also welcomed again and although many new users will loose themselves in the beginning, it has to be noticed that complexity of the game structure is almost perfectly executed through GUI.
This concludes this update, I'll be tackle other issues in the early evening (around 18:00 CET).
Thanx for reading.
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18.11.2010, 11:21 #13395IceViper
AW: Gran Turismo 5 (GT5)
Die "große" Installation belegt satte 6,8 GB der Festplatte und benötigt dazu 40 Minuten. Hmmm einfach krass....
Gran Turismo 5 - Große Installation benötigt 40 Minuten - Playstation 3 News Forum
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18.11.2010, 11:45 #13396pabblo
AW: Gran Turismo 5 (GT5)
More serious drivers will love the fact that fuel depletion is now inter-connected to the power of the engine, it's aspiration and way of driving. Although I didn't research it yet in any longer race, menu clearly says that driving more aggressively, with revving into red-area and such will consume more fuel. I hope I'll have time to tackle both tire-wear and fuel-depletion today and it is clear it will add whole another dimension for online racing. I have no idea about brake-fade and such but I'll share any insights as soon as I realize them.
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18.11.2010, 11:46 #13397Uwe_D-G
AW: Gran Turismo 5 (GT5)
Ein "Felgen kaufen und umlackieren-Video"
Falls dieses Video schon hier gepostet wurde sag ich mal sorry, abba ich habs hier nicht wahrgenommen...
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18.11.2010, 12:19 #13398jimcarry
AW: Gran Turismo 5 (GT5)
TV Spot aus Japan
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18.11.2010, 12:58 #13399Ryder
AW: Gran Turismo 5 (GT5)
Es geht vielmehr darum, dass es Im arcademode überflüssig ist wenn es so unrealistisch aussieht. Wie es in GTLife Mode aussehen wird und inwiefern mechanischer schaden das Fahrverhalten beeinflussen wird weiss kein Mensch(ausser vielleicht dieser Kroatische reviewer).
Totalschaden wäre für mich wirklich ein Traum.
Das wäre Realismus pur!
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18.11.2010, 14:02 #13400Kickboxritter
AW: Gran Turismo 5 (GT5)
das mit dem benzinverbrauch is richtig geil... da muss man bei den 24H rennen dann richtich aufpassen, 1 boxenstop zuviel und der platz kann weg sein
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