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| X360, PS3 Jeudi 21 juin 2007 | 13:31

Images de Sega Rally

Images de Sega Rally

Sega nous offre gracieusement ces six images de Sega Rally tirées de la version Xbox 360 ainsi que 12 autres de la version PS3. En bonus et pour ne pas s'arrêter en si bon chemin, vous avez aussi droit aux images d'un des environnements proposés à différents moments de la course. Le jeu met à profit une nouvelle technique qui permet aux roues de laisser des traces plus ou moins profondes dans le sol, rendant le circuit plus difficile à appréhender pour les concurrents qui arrivent derrière. Plus d'infos dans la news.



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.

Tous les commentaires

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Commentaire du 21/06/2007 à 23:26:21
Motorstorm does just use textures, there is no track deformation going on in that game.

It may use something like parallax mapping, not just normal mapping, because it really does look like real deformation, but you can tell it's just textures when you see the texels or by the way the camera gives away the illusion when moving close to the ground.
Commentaire du 22/06/2007 à 00:08:54
Posté par KORNdog
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.
Your comment makes me wonder if you ever have even touched a Sonic game... actually it doesn't make me wonder because it's pretty obvious.
Commentaire du 22/06/2007 à 00:15:48
Colour me unimpressed. It's OK, but nothing amazing, especially in motion.
Commentaire du 22/06/2007 à 02:01:44
Posté par Nik
Anyway not every part of the tracks in Motorstorm have deformable grounds so maybe you are also misleaded by other screens.
http://tekunorobby.com/Motorstorm-Mud.MOV

No deformation, only superficial texturing. It employs (nice looking) tricks to fool you.
Commentaire du 22/06/2007 à 04:30:02
Posté par KORNdog
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.
If it loses all of that "Sega vibe" a lot of old fans of the franchise won't be too interested in it. I love me some Sega arcade racing. Daytona 2 <3
Commentaire du 22/06/2007 à 04:30:19
I made a video showing the deformation. Check how the wheels does collision detection with the deformed ground, reacting to every bump. It uses both layered 3D and textures to make this effect. Games like VF5 used it in the snowing stage.

http://www.gamevideos.com/video/id/12477
Commentaire du 22/06/2007 à 06:49:58
Follow the link for 3 new Sega Rally Revo videos:

http://www.gamevideos.com
Commentaire du 22/06/2007 à 10:13:18
Posté par Nik
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.
my mate had a whole lecture at uni with a dev of motorstorm, it streams deformation to the track, at the wheels, its poly based deformation, but beyond like 1meter from the point of contact, its bump mapped textures, and yes, it effects the suspension and handling etc, but its still not proper deformation, with sega rally revo tho, im wondering how much of the track stays deformed, before it starts disappearing like skid marks do in most games
Commentaire du 22/06/2007 à 18:33:30
Thanks ACM, so at least I'm half right. ;) It's sort of a "LOD" for further objects to be of lower detail, in this case to just bumpmapped textures.
Commentaire du 22/06/2007 à 19:00:05
However, it's definitely more than 1 metre if you look at my vid.
Commentaire du 22/06/2007 à 23:20:35
Posté par Tinks
Your comment makes me wonder if you ever have even touched a Sonic game... actually it doesn't make me wonder because it's pretty obvious.
im sorry, i was wrong, your right, sonic doesnt have any bright green palm tree filled levels *rollseyes*

the overly bright, very, "fake" looking environments just dont match this game imo. if i play rally games i expect at least a sense of realism, and this, well, isnt, not even visually. track deformation is cool tho, if not as new as they state. *cough* motorstorm *cough*
Commentaire du 23/06/2007 à 03:29:18
I think they're trying to appeal to the fan base they already have a little.. even if they're trying to expand that to other gamers as well. There's always Dirt. This appeals to me though.. I like Sega's arcade racers.
Commentaire du 23/06/2007 à 17:52:11
Motorstorm used a mapping technique to achieve a visual illusion. The illusion was that the car was sinking into the ground, when what was really happening, was that they just used bump/normal mapped tire tracks, to give the illusion of depth. The collision detection was awful in Motorstorm. The cars wheels sank into the ground. If you could look at the car from under the level, the wheels would be sticking through the flat surface. Its not as if they actually had tons of layered textures that you could literally sink into.

Like the other guy said. Cheap gimmick. I want real-time deformation.

This is actually all fully 3d modelled, and looks like it really does deform realistically.
Commentaire du 23/06/2007 à 18:01:38
Surface deformation and its effect on handling is just a fraction of what makes Motorstorm awesome. You're literally reducing both games to insultingly few variables by calling it a gimmick.

They're not the same and the reasons they're great (or Motorstorm is, and this might be) will be wildly different.
Commentaire du 25/06/2007 à 00:04:25
cant say i was overly impressed with motorstorm, short lived, nice enough
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A propos du jeu
  • Sega Rally
  • PC, X360, PS3
  • Edité par Sega
  • Developpé par Sega
  • Sortie française: Dispo


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