Quoting the press release: As well as learning the race tracks to gain split-second advantages, players will start to see, hear and feel nuances in taking one racing line or another. For example, players might see a contour made by another car through some gravel, which if they follow will help them gain speed, whereas if they take a fresh route through the gravel it could potentially slow them down. It's these gameplay elements that give extra depth, is what players expect from a next-gen console and is something no game has done before.
HOW DOES IT WORK?
Most games use a 1 metre polygon grid to drive upon, but that was never going to work for the level of details aimed for in SEGA Rally. Because of this, the entire drivable surface of every track within SEGA Rally is modelled at the massively high detail of 6 centimetres for every single polygon - that's 17 times more detail and means that each tyre of each Rally car interacts with up to 12 polygons at any time.
Importantly, the physics engine powering SEGA Rally also runs the detail at a high frame-rate, reacting to every bump in the highly detailed scenery. For every surface, there are a number of characteristics - in addition to the normal static and dynamic slip components SEGA Racing Studio has modelled wear rate and how ruts form for every polygon, how the friction changes as players dig down into the surface, and the profile of the debris which tyres leave as they churn each surface up. SEGA Racing Studio are even able to model the higher grip levels expected on tarmac as traffic lays down rubber - and that means real live racing lines forming that can and must be reacted to as in a real race.
sounds good, but lets see how well they pull it off, motorstorms "real time" deformation is nothing more than a gimmick and doesnt do anything to the actual track
6 centimetres instead of 1 metre means 277 times more details (approximatly 17x17) times more details, not only 17 times?
hmm. graphically, the game looks good, but there's something unnatural about these screenshots, can't tell what it is...
are there some bikini girls ingame that will clean up the cars after every stage? ;)
EDIT: The environmental shots look much more natural again - the trees/palms are even moving in the wind! Maybe it's just the strange view angle and zoom in the first load of pictures that make them look so unnatural to me.
Insane!
How many polygons are they pushing? That track/ground mesh seems pretty dense, much needed for the trackdeformations otherwhise it wouldn't look correct. It's like simulating cloth physix, for that it's best to have a dense mesh.
lol, the deformation in motorstorm is streamed to the track, anything over like, a foot away from the car, is just a texture, yes, it affects handling slightly, but its just crap, they cut so many corners, sega rally revo is doing it properly
i just saw the new pics added.... fuck me, that poly count is insane, this game does what motorstorm was supposed to do according to sonys bollocks talk :P
"I mean the side with those trees looks and feels like a solid wall.." My thoughts exactly..I was close to getting claustrophobic whil watching the vid ;-)
Cheers
Some games choose to put more polys on the cars. Sega rally puts them on the floor!
I don't know about you, but the PS3 shots (aside from having a wierd black border) look a bit cleaner than the 360 shots. More AA and better particle effects. bullshots?
It does affect the handling only slightly, depends on the vehicle. If its a light bike, you'll feel the bumps more. If you're driving a truck, you won't feel it much.
Man Motorstorm is pretty. And yeah, while it's not as pronounced in Motorstorm the tracks do affect handling. After a few laps especially if you take a wrong turn with a bike and end up where the big trucks go.
Between this and Flatout UC, some crazy muddy messyness is finally heading the 360's way though! :)
It does affect the handling only slightly, depends on the vehicle. If its a light bike, you'll feel the bumps more. If you're driving a truck, you won't feel it much.
Stop spewing nonsense.
What actually happens in Motorstorm is that the wheels leave a normal mapped texture behind them so they appear 3D at most angles. If you swing the camera down low to the ground you see that they are not actually affecting the polygons at all, just creating an admittedly nice looking illusion.
I believe they use a simplified invisible deformed mesh to make the wheels bounce over these "ruts"
I believe they use a simplified invisible deformed mesh to make the wheels bounce over these "ruts"
I don't know who told you that, but it's not true. I have the game and I have tried just playing around with the mud, while turning the camera 360 deg around to see the wheels touching the deformed ground and reacting to every bump, so definitely no invisible mesh there. I can see the diff. between 3d deformation and texture mapping, I'm a 3D artist.
I'm not sure how to prove you wrong but maybe you should try out the game and play around with the mud. If deformation is just texture mapping, why would Sony be so proud of that?
". The environment does a nice job of showcasing MotorStorm's deformable terrain, with tires cutting through the crusty top layers of dirt to reveal the slick and wet mud below." http://ps3.ign.com/articles/749/749979p1.html
"The new mud track also appeared to be delivering on the promise of the early demos of the game that showed off the messy, gooey physics you'd expect when tearing through a muddy course." http://www.gamespot.com/ps3/driving/motorstorm/new...
Anyway not every part of the tracks in Motorstorm have deformable grounds so maybe you are also misleaded by other screens.
i dont like it, it has that sega vibe that i just dont like. where it looks more like an environment sonic would look more comfortable in rather then rally cars. i'll stick to DiRT thanks.
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Page 1 2 >>hmm. graphically, the game looks good, but there's something unnatural about these screenshots, can't tell what it is...
are there some bikini girls ingame that will clean up the cars after every stage? ;)
EDIT: The environmental shots look much more natural again - the trees/palms are even moving in the wind! Maybe it's just the strange view angle and zoom in the first load of pictures that make them look so unnatural to me.
best regards,
ScarJack
How many polygons are they pushing? That track/ground mesh seems pretty dense, much needed for the trackdeformations otherwhise it wouldn't look correct. It's like simulating cloth physix, for that it's best to have a dense mesh.
This all looks very good imo.
pretty fucking amazing
http://www.gametrailers.com/player/usermovies/66104.html
pretty fucking amazing
sounds good, but lets see how well they pull it off, motorstorms "real time" deformation is nothing more than a gimmick and doesnt do anything to the actual track
You are mistaken. The deformations made by Motorstorm has collision detection with the Vehicles. It's the same as what Sega Rally is doing.
OMG that looks amazing,i think the mud spray a bit OTT,but love the floor pyhsics
Anyway, hows the online MP in this game? (That's the most important thing for me)..
Cheers
Some games choose to put more polys on the cars. Sega rally puts them on the floor!
I don't know about you, but the PS3 shots (aside from having a wierd black border) look a bit cleaner than the 360 shots. More AA and better particle effects. bullshots?
;)
I wonder how easy in it is in MP to take the time to drastically change a part of the track and ruin a race for others...
lol, the deformation in motorstorm is streamed to the track, anything over like, a foot away from the car, is just a texture, yes, it affects handling slightly, but its just crap, they cut so many corners, sega rally revo is doing it properly
http://media.ps3.ign.com/media/748/748488/img_4097...
It does affect the handling only slightly, depends on the vehicle. If its a light bike, you'll feel the bumps more. If you're driving a truck, you won't feel it much.
Stop spewing nonsense.
Between this and Flatout UC, some crazy muddy messyness is finally heading the 360's way though! :)
Wrong. Check out this pic, it shows the deformed ground. Same as what the pics above are showing.
http://media.ps3.ign.com/media/748/748488/img_4097...
It does affect the handling only slightly, depends on the vehicle. If its a light bike, you'll feel the bumps more. If you're driving a truck, you won't feel it much.
Stop spewing nonsense.
I believe they use a simplified invisible deformed mesh to make the wheels bounce over these "ruts"
What actually happens in Motorstorm is that the wheels leave a normal mapped texture behind them so they appear 3D at most angles. If you swing the camera down low to the ground you see that they are not actually affecting the polygons at all, just creating an admittedly nice looking illusion.
I believe they use a simplified invisible deformed mesh to make the wheels bounce over these "ruts"
I'm not sure how to prove you wrong but maybe you should try out the game and play around with the mud. If deformation is just texture mapping, why would Sony be so proud of that?
Here's more pics taken at a lower angle. http://media.ps3.ign.com/media/748/748488/img_4355...
http://www.gamespot.com/pages/image_viewer/frame_l...
". The environment does a nice job of showcasing MotorStorm's deformable terrain, with tires cutting through the crusty top layers of dirt to reveal the slick and wet mud below."
http://ps3.ign.com/articles/749/749979p1.html
"The new mud track also appeared to be delivering on the promise of the early demos of the game that showed off the messy, gooey physics you'd expect when tearing through a muddy course."
http://www.gamespot.com/ps3/driving/motorstorm/new...
Anyway not every part of the tracks in Motorstorm have deformable grounds so maybe you are also misleaded by other screens.