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Gran Turismo 6, Official Topic
GT3 RS |
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WME King Cat
         
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GTPlanet interviewed Kaz at E3 this week about several things... QUOTE | GTP: Are the engine sounds that we hear in the demo representative of what we will hear in the final game?
KY: No, those are just in there as sound effects.
GTP: So we will see some changes in that area?
KY: Actually, we are doing research right now to generate the sounds in a completely different way. I’m not sure if it is actually going to make it into GT6 in time yet, but we’ll have to see.
GTP: The artificial intelligence of the other drivers, will that see any changes or improvements in GT6?
KY: Like the sounds, that is something that we’re rebuilding for GT6. It won’t be the same as GT5. In addition to the things we’ve already announced, like the new rendering engine, the new physics, suspension, and handling modeling, the AI and the sound simulation is something that we are working on. As with pretty much everything in the game, we are going back to the basics and rebuilding it. We don’t know when the results of all that effort will come out yet, but of course, it’s not going to be the same as GT5. I know there were some rumors that the sound for GT wasn’t recorded with the engine under load. That was actually true until GT4 was produced, but for GT5 all of the sounds that we’ve taken were from cars that were on a dynamometer and placed under load. That’s not the whole of the problem, though, and obviously that’s not good enough for GT6 and for the future. We’ve been working on a new system for generating sounds for a few years now, we just haven’t made that breakthrough yet, and we’re still working. That’s what we’re aiming for – to make that breakthrough – so that we have something of a high quality to show. In terms of physics we were able to show that, but for sound simulation, not yet.
GTP: Regarding car damage, will that be roughly the same that we see currently in GT5?
KY: Yes.
GTP: At Silverstone, you described GT6 as a modular platform that can easily be expanded upon. How will you decide what content to include within the game and what to add later as DLC?
KY: Well, that’s really not been decided yet!
GTP: Will time-of-day changes be available on all tracks in GT6, or will this only apply to new tracks in the game?
KY: On Silverstone and Willow Springs, you can see they have time changes. They will be compatible with weather as well. Whether or not that will be applied to all tracks in GT6 hasn’t been decided yet. The issue is that if you set a certain time and set certain weather conditions, and build it to those conditions, you get a better quality result. However, when we do weather simulations or atmospheric simulations, if we can get it right, it’s going to raise the overall quality of the actual track beyond having it in a fixed condition where things are always going to be the same. That’s what we are aiming for and that’s the breakthrough we want to make, but it’s something else that we still don’t know if it will make it in time for GT6. We still haven’t given up on that dream of making a breakthrough, and that’s why Silverstone and Willow Springs have changing weather and changing time, as you saw on the show floor.
GTP: What are some of the most interesting or surprising things that you learned while working with Yokohama and KW suspension to improve GT6?
KY: When working with Yokohama tire, we got to work with their testing equipment to really see the differences between racing tires, sports tires, and comfort tires. Being able to perform this type of test is really a big deal. You’re able to do a bench test on the equipment they have, and at the same time you can perform actual road tests, like, for example, what we did on the Nurburgring. That GT-R that we ran in the 24 Hour Race, it has a lot of sensors mounted all over it for research. We can also compare that with the simulation in Gran Turismo. All of that is available for us. As for KW, they have a testing setup called the “Seven Post Rig”, and it’s a rig that allows you to move a car in a variety of different directions so you can see the vibrational characteristics of a car. The data that we can get from that equipment is really interesting to us. The body and the chassis of the car are a spring and damper in themselves, and the bushings that go into a car are a spring as well, and the tires. All of those things move separately and independently of each other, and we couldn’t tell how all of those things moved together until we actually were able to take these measurements. That’s really going into detail, but what we did at KW was very interesting to us in terms of data, and we learned a lot about synchronous vibrational dampening characteristics measurements. It’s just a major thing for us to be able to learn more about the things that we really need to know. |
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WRX22B1998 |
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22B - Ultimate Impreza
         
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QUOTE (GT3 RS @ 4 hours, 51 minutes ago) | -He hinted at the company's recent visit to Australia's Panorama Circuit (aka Bathurst), where a team of developers were spotted there in March of last year. |
 they should bring back some old tracks too (apricot hill, midfield, seattle, tahiti maze) This post has been edited by WRX22B1998 on Jun 19 2013, 02:55 AM
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GT3 RS |
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WME King Cat
         
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Another GTPlanet interview with Kaz was published today. He mainly talks about ideas and inspiration, and hints at some of the mobile apps that will be related to GT. QUOTE | What drives your decision making process when you choose which cars to include in a new version of the game?
KY: “The first factor is if a car has historical significance, whether the car is something that is really considered a ‘treasure’, sort of. And, of course, the newest cars, and the sexy cars! Also, some of the cars we just come across by chance – they just come from out of the blue – and those cars are selected just because we have ties to it somehow. Sometime we go out searching for cars, but sometimes car manufacturers will show us their new cars and say ‘Hey, we have this, are you interested?’ If we end up really liking that car or end up liking the people involved in that car, we will often select it to be included.”
One of the new original tracks announced was Matterhorn. How has your approached to original track design evolved over the course of the franchise? How do you do things differently these days?
KY: “The tracks in GT1 and GT2, most of them were just designed by myself. It was just me designing those tracks, so I could do whatever I wanted! Looking at it now, I realize it is really tricky or strange terrain that we often laid the track on. I still like the tracks like that, but now, we have several teams of people working on a single track. Of course, with the photo realism of the tracks we build now, the requirements are much higher than they used to be. I think that’s one of the reasons why even though it’s an original course, we started basing them on real-world environments. The Yosemite course we had in the past was like that, because when you work with a very large team, it’s a lot easier to work if you have a single clear goal you are all working towards. But I think that, for myself, that’s not enough. I would like to see more fantasy tracks, and I think we will make more fantasy tracks in the future as well, and bring up the level of the tracks so they are more photo realistic, so it’s fantasy but looks real.”
Regarding tracks, you may have heard there is a track in Iowa, Greenwood Roadway, which is very similar to Deep Forest. What are your thoughts on that?
KY: “Ahhhh! Yes, it’s really by accident. I was really surprised when I saw your article. Back when we were making Deep Forest, going outside of the country to data capture a track was just out of the question.”
One of the interesting things at E3 this year has been the proliferation of companion mobile and tablet applications, and that’s one of the features you’ve already announced will be included with GT6. What are some of the things that you are hoping to accomplish with the mobile apps, and where do you want that functionality to go in the future?
KY: “I can’t really go into details yet, here at E3, but in GT5 there were a lot of online features of which just the community feature was missing. We really want to support that well in GT6, and we realize that in managing and interacting with the community, you don’t necessarily have to be using a PS3 for it. I think a smartphone or a PC or a tablet is much more suited for this purpose. That’s why we want to support that. I’m also concerned about balance when we actually implement these features, because GT6 is not a “social game” – it is a driving simulator. We want users to be satisfied with these features and appreciate them without screwing up the balance of the game. We’ll go into more details on this at another opportunity.”
Besides making the game even more realistic than it’s been in the past, is there anything about the culture of motorsports or racing that’s changed in the last few years that you’re looking to capture in GT6?
KY: “I think this is another thing that we’re not really able to get into details at this time, but one of the major themes of GT6 is that edge effect of how we affect the car industry and other industries around the world, and how they affect us as well. When these ecosystems intersect with each other, you get some very interesting results and new things are born from them. That’s something that we have focused on in GT6, and is sort of outside the evolution of a normal racing game, but that’s something that kind of opens up new possibilities and brings up a lot of new and interesting things for people to experience and that’s what our focus is on. We’ve done things like improved the rendering engine and improved the physics, and that’s a very important part of the core of the game, but we want to both keep the basics in line and updated properly while branching out into new fields like that as well. As I mentioned earlier, in addition to working on the physics engine, rendering engine, AI, and sound simulation, we are really working to a higher target for these things, and one of these days we will be able to show everyone the outcome of what we are able to achieve.”
What feature of GT6 are you personally most excited to see implemented?
KY: “It might be a strange answer, but making Gran Turismo kind of made me realize again just how fun cars are, and you never grow tired of them, and I feel that every day.”
Do you guys ever look for inspiration outside of the racing genre, or draw inspiration from places aside from other racing games?
KY: “I think so, because I love my iPad and my iPad games – I play a lot of those! I think Bad Piggies is a really cool game! I think if I saw that game when I was in elementary school, I think it would be one of the favorite games of my entire lifetime! I was even playing that before I went to sleep last night!” |
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GT3 RS |
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WME King Cat
         
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Through the preorder details, we have learned of more cars that will be in the game! Sony revealed the preorder details today. Preordering the game will give you 4 cars at the beginning: BMW Z4 GT3 ’11 Nissan GT-R NISMO GT3 ’13 Tesla Model S Signature Performance ’13 Chevrolet Corvette Stingray (C7) ’14 GameStop is offering additional upgrades, called the "15th Anniversary Edition Upgrade". In addition to those 4 cars, you will get 16 extra cars, your own customized paint chips, race suit, helmet, PSN avatar, and a copy of the Beyond the Apex II app. Each of the vehicles offered in this upgrade will have their own enhancements, either visual or mechanical. More details will be given at a later date. Here is a full list of cars offered here. Cars in italics are new items never before featured in a GT game, or have not yet been listed: BMW Z4 GT3 2011 Nissan GT-R NISMO GT3 2013 Chevrolet Corvette Stingray (C7) 2014 Tesla Motors Model S Signature Performance 2013 Alfa Romeo TZ3 Stradale 2011 Alpine A110 1600S 1968 Aston Martin V12 Vantage 2010 Audi R8 LMS ultra 2012 Ford Focus ST 2013Ford Mustang Shelby GT500 2013Honda HSV-010 (SUPER GT) 2011 KTM X-BOW R Lamborghini Aventador LP 700-4 2011 Lexus IS F Racing Concept 2008 Lotus Europa (type54) 1968Mercedes-Benz SLS AMG GT3 2011 Renault Sport Megane Trophy V6 2011SRT Viper GTS 2013TRD 86 Racing 2008Volkswagen Scirocco GT24 Race Car 2008Amazon is offering their own upgrade as well. If you preorder it through them, you'll get 1 million free credits to start the game, along with the 4 cars listed above. There has been some slight confusion over the cars. Ken Chan from SCEA has confirmed in multiple comments on the U.S. PlayStation Blog that all of the above cars will be available in all versions of the game. Pre-ordering simply gives you access to all of these cars from the start and makes their “special visual & performance enhancements” available to you. This post has been edited by GT3 RS on Jun 24 2013, 08:22 PM
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