Gaming Gran Turismo 5

Sorry, I've not really played the other GT's much, since until I got into actually driving fast cars driving games were never up my street.

However I find it strange that they'd have adjustable diff, anti-roll bars and brake balance, but not tyre pressures? That makes no sense to me at all.
 
No, I meant your comment about Forza only being on the 360 and GT5 being the first (proper) GT on PS3 seemed a little out of place. I didn't quite get who or what that was aimed at :confused:

At you, modelling the physics of tyre pressure wasn't really within the scope of the PS1, the PS2 could have possibly pulled it off, but was too busy feeding the GS. The PS3 now has the umph to allow for it. GT4 was released before Forza Motorsport in any case.
 
At you, modelling the physics of tyre pressure wasn't really within the scope of the PS1, the PS2 could have possibly pulled it off, but was too busy feeding the GS. The PS3 now has the umph to allow for it. GT4 was released before Forza Motorsport in any case.

I think you are over thinking what I'm saying.

Tyre Pressure, thus heat, thus grip isn't going to be any more intensive on the physics engine than changing differential settings, or anti-rollbars. As with everything else, they all would have been scaled back to suit the power of the hardware anyway. My point being is it seems a silly thing to miss out on.

BTW Forza 1 on the Xbox had tyre pressures and a reasonably good tyre modelling system. Forza 2 and 3 obviously dramatically stepped it up as will GT5.
 
What have you got Spoony? My weapon of choice is an E36 M3 (the good 3.0, single vanos one). I've had it round one or two corners in my time, hence why I glad the car is on FM2/3 and GT5 so I can use it to properly compare.

Though obviously no game comes close to feeling the arse go out on you in real life ;)

3.2 GTV. It's costing me an arm and a leg thesedays. But you clearly know what I mean, Lambs. In GT5, the cars felt heavier. . .as if they were weighed down. And yeah you can't beat the real feeling. Which is why car games don't do it for me. As for barriers thing, GT5 is less forgiving. For me, it felt a more serious car game whereas Forza was more arcady/fun.
 
3.2 GTV. It's costing me an arm and a leg thesedays. But you clearly know what I mean, Lambs.

Nice looking cars those, correct me if I'm wrong, aren't they V6 FWD? Any idea how they handle compared to the Focus RS?

Not that I'd get the RS, unless it's had a RWD conversion of course ;)


In GT5, the cars felt heavier. . .as if they were weighed down. And yeah you can't beat the real feeling. Which is why car games don't do it for me. As for barriers thing, GT5 is less forgiving. For me, it felt a more serious car game whereas Forza was more arcady/fun.

As I've said, Forza on the most difficult level with all driver aides off and your car set up properly is more sim than any other console driving game, and isn't actually that far off. I still don't get the barrier thing, although you are aware there are a few levels of damage settings right? It isn't perfect, but it can't be considered arcadey unless it's being played in that mode.

However, I stand by what I've said before that I'm genuinely hoping GT5 can give me the gaming experience I'm after. Even if it's only slightly better than forza, as long as I can use a feedback + clutch/gear steering wheel, look around at the mirrors/windows properly and set up my car exactly how I like it, I'll be happy.
 
To be fair redlambs, if you want a true to life gaming experience. Get on the pc. You'd be amazed at what LFS and I-Racing offer. Especially the latter. It's expensive but with a good wheel, its quite literally the closest thing to real racing.
 
Nice looking cars those, correct me if I'm wrong, aren't they V6 FWD? Any idea how they handle compared to the Focus RS?

Not that I'd get the RS, unless it's had a RWD conversion of course ;)




As I've said, Forza on the most difficult level with all driver aides off and your car set up properly is more sim than any other console driving game, and isn't actually that far off. I still don't get the barrier thing, although you are aware there are a few levels of damage settings right? It isn't perfect, but it can't be considered arcadey unless it's being played in that mode.

However, I stand by what I've said before that I'm genuinely hoping GT5 can give me the gaming experience I'm after. Even if it's only slightly better than forza, as long as I can use a feedback + clutch/gear steering wheel, look around at the mirrors/windows properly and set up my car exactly how I like it, I'll be happy.


Yes, V6 FWD. No idea how it compares to an RS, though. And I think having a Logitech(?)steering wheel, break and accelerator must be the only way to play a car racing game.
 
REAL VS GT5 can you tell which is which ?

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To be fair redlambs, if you want a true to life gaming experience. Get on the pc. You'd be amazed at what LFS and I-Racing offer. Especially the latter. It's expensive but with a good wheel, its quite literally the closest thing to real racing.

I have them, and I have a monster PC.

However, what I don't have is my PC in the front room connected to my rather large and good t.v.

Hence why I also own and play consoles ;)


Yes, V6 FWD. No idea how it compares to an RS, though. And I think having a Logitech(?)steering wheel, break and accelerator must be the only way to play a car racing game.

I use the MS feedback wheel on the 360, but will look into the best one to get for my PS3. What I meant was as long as GT5 is compatible with gear/lunch extras on the wheel (which no doubt it will), I'll be happy. I need to look into it, but does anyone do a feedback clutch/brake pedal system? Probably pricey, but would be nice.
 
I use the MS feedback wheel on the 360, but will look into the best one to get for my PS3. What I meant was as long as GT5 is compatible with gear/lunch extras on the wheel (which no doubt it will), I'll be happy. I need to look into it, but does anyone do a feedback clutch/brake pedal system? Probably pricey, but would be nice.

Well the PS3 uses the open standard, however it specifically supports the GT branded wheel, yet the Logitecs are fully supported G25 or G27 as far as I know. You can't use those wheels on the 360 as Microsoft in their wisdom decided to use a proprietary protocol, not standard HID.
 
Well the PS3 uses the open standard, however it specifically supports the GT branded wheel, yet the Logitecs are fully supported G25 or G27 as far as I know. You can't use those wheels on the 360 as Microsoft in their wisdom decided to use a proprietary protocol, not standard HID.

Yep. The G27 is more than a PS3 though! I doubt it's that good, it doesn't appear to have feedback pedals (just resisted ones).


Oh it can render alright, thus the 20mp photo mode. Those pics are not out of the GT5 engine though, I'm quite sure about that.

You know what I meant :lol:
 
Here are some standard cars.



And some cars flying in the air.




Damage model
Code:
                                               Premium cars       Standard cars
Physics-Affecting Damage:                            [B]x                  x[/B]
Dirt, Scratches, and Dents:                          [B]x                  x[/B]
Separation (dislocation) of Body Panels:             [B]x[/B]

Physics-Affecting Damage
This is damage in which the physics simulation is affected by alignment deviations, etc. This is damage that affects controllability, and the car may not drive straight, or it might become unstable in corners, etc. depending on the amount of damage. Affects all cars.

Dirt, Scratches, and Dents
This is damage that can be visually seen, and involves dirtying of the body, scratches and dents. Affects all cars.

Separation (dislocation) of Body Panels
This is damage in which body panels are dislocated from their original positions, or deform. Affects only premium cars.


The online system:

- 32 player lobbies
- 16 player races
- Private lobbies
- Text and Voice chat
- Spectator mode: Where you can spectator players in real time like you were watching a replay.
- Ability to host "Track Days"/My Lounge lobby. No lap limit, enter and leave as you wish, switch between racing and spectating freely, and it has it's own chat room.
- Every player gets their own "Profile page", that can be visited by friends, that contains all your info. Car list, licenses, times, etc...
- A Bulletin Board System

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I have no clue, some seem to have drivers in them, others seem to have none, others seem to have darkened out windows. It's all guessing. Maybe some will have a basic cockpit view, others none at all, and after release as they move towards GT6 they will release the cars as updates, but I suppose it's one hell of a task. They would need to go through each and every one of the 800 cars and pick them to bits, it could take years.

Here's an approximate list of the premium cars from what people have spotted in trailers and Prologue.

Acura
NSX ('91)

Alfa Romeo
147 TI 2.0 Twin Spark ('06)
8C Competizione ('09)
Brera Sky Window 3.2 JTS Q4 ('06)

Amuse
S2000 GT1 Turbo
380RS Superleggera (Z33)
(Opera Performance) 350Z RS Gran Turismo

Art Morrison
Corvette Roadster (C1-gen, '60)

ASL
Garaiya (ARTA SuperGT, '08)

Aston Martin
DB9 Coupe ('06)

Audi
R8 R-Tronic ('07)
R10 TDI (Le Mans, '06)
TT 3.2 Quattro ('03)
TT 3.2 Quattro ('07)

Blitz
Dunlop Skyline (ER34-gen, D1GP '07)

BMW
135i Coupe ('07)
135tii Concept ('08)
M3 Coupe (E92-gen, '07)
M5 (E60-gen, '05)
Z4 3.0i ('03)
Z4 M Coupe ('08)

Bugatti
Veyron 16.4 ('09)

Chevrolet
Camaro Z28 ('69)
Camaro SS ('10)
Corvette Stingray Convertible (C3-gen, '69)
Corvette Z06 (C6-gen, '06)
Corvette ZR-1 (C6-gen, '09)
Impala SS (#14 Tony Stewart NASCAR, '09)
Impala SS (#24 Jeff Gordon NASCAR, '09)
Impala SS (#42 Juan Pablo Montoya NASCAR, '10)
Impala SS (#48 Jimmie Johnson NASCAR, '09)
Impala SS (#88 Dale Earnhardt, Jr. NASCAR, '09)

Citroën
C4 Coupe 2.0VTS ('06)
C4 WRC (Red Bull WRC, '08)
GT Concept ('08)

Daihatsu
Copen Active Top ('02)
OFC-1 Concept ('07)

Dodge
Challenger R/T ('70)
Challenger SRT-8 ('09)
Viper GTS ('02)
Viper SRT-10 Coupe
Viper ACR ('08)

Ferrari
330 P3/4 ('67)
458 Italia ('10)
512BB ('76)
599GTB Fiorano ('06)
California ('09)
Enzo ('02)
F2007 (F1, '07)
F40 ('92)
F430 ('06)

Fiat
500 (original)

Ford
Focus ST ('06)
Focus RS WRC 07 (BP Abu Dhabi WRC, '08)
Fusion (#99 Carl Edwards NASCAR, '10)
GT ('05)
GT LM Edition Spec-II Test Car
Mustang GT Premium ('07)

Grand Touring Garage
Mustang "Trans-Cammer" ('70)

High End Performance
G37 ('07)

HKS
CT230R ('08)

Honda
Civic Hatchback (EK-gen)
CR-Z ('10)
HSV-010 GT ('10)
Insight (2nd gen, '10)
Integra Type-R (DC5-gen, '04)
NSX Type-R (1st gen, '92)
NSX Type-R (2nd gen, '02)
NSX (ARTA SuperGT, '06)
NSX (Takata Dome SuperGT, '06)
NSX (Raybrig SuperGT, '06)

HPA
TT ('07)

Infiniti
G35 Coupe

Jaguar
XK Coupe ('06)

Lamborghini
Gallardo LP560-4 ('08)
Murcielago LP640 ('07)

Lancia
Delta HF Intergrale Evoluzione ('91)

Lexus
IS350 (WedsSport SuperGT '08)
IS-F ('07)
LFA ('09)
SC430 (Bandai Direzza SuperGT '06)
SC430 (Petronas Tom's SuperGT '08)
SC430 (Denso Dunlop SARD SuperGT '08)

Lotus
Elise ('96)
Elise 111R ('04)
Esprit V8 ('02)
Evora ('09)

Maserati
GranTurismo S ('08)

Mazda
787B (Le Mans, '91)
Atenza Sport ('07)
Eunos Roadster (NA-gen, '89)
Furai Concept
RX-7 Spirit-R Type-A (FD-gen, '02)
RX-8 Type-S ('03)

McLaren
F1 ('94)

Mercedes-Benz
300SL Coupe ('54)
C63 AMG (W204-gen, '08)
SL55 AMG ('02)
SLR McLaren ('03)
SLS AMG ('10)

Mine's
Skyline GT-R N1 Base (R34-gen, '06)

Mini
Cooper S ('06)

Mitsubishi
Lancer Evolution IV GSR ('96)
Lancer Evolution IX GSR ('05)
Lancer Evolution X GSR Premium ('07)

Nissan
350Z ('03)
370Z ('09)
Fairlady Z Version S (Z33-gen, '07)
Fairlady Z (Z34-gen, '10)
Fairlady Z (Xanavi Nismo SuperGT, '06)
Fairlady Z (Xanavi Nismo SuperGT, '07)
GT-R Proto concept ('05)
GT-R "Black Mask" prototype ('07)
GT-R ('08)
GT-R Spec-V ('09)
GT-R (Xanavi Nismo SuperGT, '08)
GT-R (Motul Autech SuperGT, '08)
GT-R (Calsonic Impul SuperGT, '08)
GT-R (Yellow Hat YMS Tomica SuperGT, '08)
Skyline GT-R V-Spec II (R32-gen, '94)
Skyline GT-R V-Spec (R33-gen, '97)
Skyline GT-R V-Spec Nur (R34-gen, '02)
Skyline 370GT Type SP Coupe (V36-gen, '07)
Skyline 350GT Type SP Sedan (V36-gen, '06)
Skyline Coupe Concept ('07)

Peugeot
207GTI ('07)
307CC Premium AVN ('04)
908 HDi *** (Le Mans, '10)

RE Amemiya
RX-7 (Aspara Drink JGTC, '06)

Renault
Clio Renault Sport V6 24V ('00)

Subaru
Impreza WRX STi Spec-C Type-RA (GD-III gen, '05)
Impreza WRX STi BBS Wheel Option (GE gen, '08)
Impreza WRC98 (Subaru WRC, '98)
Impreza WRC2008 (Subaru WRC, '08)

Suzuki
Cappuccino ('95)
Cervo SR ('07)
Swift Sport ('07)
SX4 WRC (Shell Helix WRC, '08)

Tesla
Roadster Sport ('08)

Toyota
Camry (#11 Denny Hamlin NASCAR, '09)
Camry (#18 Kyle Busch NASCAR, '10)
Camry (#20 Joey Lagano NASCAR, '10)
Camry (#55 Michael Waltrip NASCAR, '09)
Camry (#83 Brian Vickers NASCAR, '10)
Celica GT-Four (TTE WRC, '95)
FT-86 Concept ('09)
FT-86 G Sports Concept ('10)
Prius (3rd-gen, '10)
Sprinter Trueno GT-Apex (AE86-gen, '83)
Supra (Tom's Castrol JGTC, '97)
Supra (Yellow Hat YMS SuperGT, '05)

TVR
Tamora ('02)
Tuscan Speed Six ('00)

Volkswagen
Golf IV GTi ('01)
Golv V GTI ('05)
 
even basic cockpit is better than nothing . i doubt it would take years to do it, or maybe they have too small team. take nfs shift for example, 65 cars and every one has a detailed cockpit ( i dont want to birng forza to this conversation but you know 400 cars is a bit more that those 170 premium, and id still rather have all of them in basics than only 20% in full details). as far as i know there will be 170 premium cars in GT5 so if they really want to implement interior in only 170 cars, its a farce to be honest. they did what 170 detailed cars in 5 years ?
 
I think you are underestimating how detailed they have gone with the premium cars, they even stated they will never have to model them again for future versions even on a next gen console.
 
200+ is the number given for premium cars. GTHD has a GT4 engine and 5 or 6 upgraded GT4 cars, it takes 1 person 6 months to completely model the car inside and out to the quality of the premium cars. Prologue shipped with what, 40 or so in December 2007? So, in 2 and a half years they have added 160+, many were in the works probably because it had around 80 by May 2008. So, it's 120 cars added in two years, at 6 months a pop, They must have 30 people modelling premium cars alone as 3D meshes.
 
I agree, this splitting of assets to 'premium' and 'standard' is more than a bit naff. It smacks of them taking too long to develop the game and now having to rush to actually get it out.

It better bloody be worth it.
 
i am not underestimating it , one look at the pictures i posted few posts back and I see the quality of their work , but really id rather have 800+ cars in basic details and cockpit view than 170 in full details

They don't see it like that, once a car is premium, they never want to touch it again. If they had done basic details on all of them, I suppose they would then have exactly the same problem for GT6. There is an interview somewhere from this week where he says they probably went overboard, and the premium cars should have been left for PS4. I'll try to find it.
 
E3 2010: Gran Turismo 5 New Info and Hands-On - Preview

Earlier today we met with Polyphony Digital's Kazunori Yamauchi and were treated to an almost hour-long presentation that showed off a number of previously unannounced features. Gran Turismo 5 still isn't finished, but its November 2 release date now appears to be set in stone, so the team at Polyphony has only a few more months to keep cramming new stuff onto the apparently almost-full Blu-ray disc. The game will purportedly be shown in its entirety at August's GamesCom event in Germany, but Yamauchi still had plenty of interesting things to talk about here at E3.

The first revelation in today's Gran Turismo 5 presentation was that, of the 1,000-plus cars featured in the game, only 200 or so will be what Yamauchi described as "premium" cars. Unlike the 800-plus "standard" cars, these will feature meticulously detailed interiors, and after collisions, their panels will be modeled in such a way that they can come apart and fully deform. The standard cars still look superb, but the level of detail just isn't the same. In fact, most of the standard cars have been taken from previous GT games and optimized for the PS3's graphics shader. For the record, even though standard cars can't be damaged in the same ways that premium models can, they'll still be susceptible to physics-based damage, dents, dirt, and scratches.

At one point during the presentation, while showing off close-ups of engines, wheels, and grilles that compared real photos to GT5 screenshots (almost impossible to distinguish between the two), Yamauchi conceded that his team has "actually gone too far in modeling some of this detail" and even went so far as to suggest that it might be "more suited to the next generation of PlayStation." The most impressive of these shots--even more impressive than the Audi wheels and ceramic brakes, or the Ferrari engine underneath a glass hood--was undoubtedly the one that showed the interior of a racecar, possibly a Nascar. The interior was absolutely packed with minute details, including a carbon fiber panel of switches and buttons, safety wires, and, of course, the driver's harness.

Speaking of Nascar, nine different models of Nascar have been confirmed for inclusion in Gran Turismo 5, and Yamauchi is hopeful that additional models will be added either prior to or after the game's release. All of the Nascar rules will be in full effect, and we got to see some great-looking screenshots of pit crews working on cars. At the request of Nascar, you'll be able to use their cars on tracks other than those that they're normally raced on, and according to Yamauchi, they're extremely quick even on circuits like the Nurburgring.

Germany's Nurburgring is one of six previously unconfirmed tracks for GT5 being shown at this year's E3. The other five are Circuit de la Sarthe, Rome, Madrid, Tuscany, and the test track from BBC's Top Gear TV show. All of them are, predictably, incredibly detailed, and Yamauchi revealed that the city circuits of Madrid and Rome (the latter of which incorporates the incredible-looking Colosseum) each took two years to finish. The Tuscany track, on the other hand, will see you racing through a wide-open environment composed largely of fields. The most impressive track, though, was the Nurburgring, not only because it's so huge, but also because of the ridiculous amount of work that has gone into re-creating it. For example, when racing in a 24-hour event at the track (which you will have the option to do in real time), you'll not only get to see the day-night transition, but because it's such a long event, you'll notice that many of the spectators have tents or camper vans that aren't there during normal races. Polyphony Digital has photographed every inch of the famously graffiti-daubed track in order to make sure that it's as accurate and as up to date as possible in the game. Some of the offensive stuff has been removed, but if you've written something family-friendly on the track in the past year or two, there's a good chance it has made it into the game. And hey, you can even take a photo of it as proof.

Like Gran Turismo 4 before it, Gran Turismo 5 will include a fully featured photo mode. In fact, it will feature two. Race Photo mode will let you pause races and replays in order to get action shots of cars as they hop over curbs, kick up dust and debris, and collide with one another, for example. Photo Travel mode, on the other hand, lets you manually position your cars in beautiful locales from all over the world and take the kinds of photos that you might see in glossy car magazines and such. Three Photo Travel locations were shown for the first time at E3, including Kyoto Gion in Japan, the Abbey of Saint Galgano in Italy, and Red Bull's Hangar-7 complex in Austria. Even if you're not familiar with these locations in real life, it's hard not to be impressed by how amazing they look in this mode, especially while you're walking around them trying to find the perfect spots for your shots. As in the previous game, you'll have loads of professional camera settings to play around with, but if you find that stuff a little daunting, you'll also have the option to more or less point and click as if you're using an automatic camera. Incidentally, it will be possible to take photos from inside car cockpits, though it's not clear whether this feature will be available in standard as well as premium models. Additional Travel Photo locations will be revealed in the coming weeks and months, and it sounds like even more might be released as downloadable content in the future.

Next up was a look at Gran Turismo 5's online suite, which, if it works as intended, has the potential to be something very special. Every player will have his or her own "lounge" area where they can meet with friends to chat or to arrange, spectate, and compete in races. Friends will have access to your lounge even when you're not online if they wish to use it as a meeting place, though you will of course have the option to password-protect it if necessary. When you initiate a race from a lounge, any spectator text comments will be visible to you in-game. Comments included in the E3 screenshots all came courtesy of players named after Star Trek: The Next Generation characters, and one of them piqued our interest because it mentioned watching the BBC show Top Gear on GTTV--a feature confirmed back in 2007 that, to be perfectly honest, this writer had forgotten about. Another, which came from a "G. L. Forge," mentioned that he'd love to see motorcycles in the game in the future. We'll keep our fingers crossed that the U.S.S. Enterprise's chief engineer gets his wish, though it seems highly unlikely even as DLC at this point.

The last big reveal of the session was that, in addition to the previously announced 3D support, Gran Turismo 5 will support head-tracking via the Sony Eye camera. Furthermore, it will do both simultaneously. To try to illustrate the effect of head-tracking, Yamauchi displayed an image that showed a car interior expanding far beyond the confines of a TV screen. He pointed out, though, that the only way to really understand how the head-tracking works is to experience it for yourself. So, as soon as the session finished, we ran to Sony's booth, grabbed a wristband that would grant us access to the media-only upstairs area, and did just that. We lucked out, in fact, because a moment before it was our turn, one of the two GT5 stations was being used to show off 3D while the other was using head-tracking. We were the first people to try out both simultaneously after watching the Sony reps set it up.

Getting the head-tracking working correctly, especially in a busy trade-show environment, appears to be something of an undertaking. There were a dozen or so different variables being changed with sliders onscreen as we waited, and while the camera was clearly able to recognize and track the movement of a player's head, the way the game and steering wheel were set up ultimately resulted in the camera being a bit closer to the player than it's ever likely to be in your living room. Regardless, with some exaggerated head movements, we were indeed able to look left and right from inside the cockpit of the Dodge Challenger that we'd opted to take for a spin around the new Rome street circuit. Unsurprisingly, particularly given that we were using a force-feedback steering wheel to play, the car handled very believably and, unsurprisingly, it took us a couple of corners (and a couple of spins/collisions) before we felt completely comfortable with it. The effect of the 3D was also quite impressive, and while it won't add to the game the same way that the head-tracking will, it's as good a reason as any to invest in 3D-capable hardware if you're still in need of a good excuse to do so.

As was confirmed just yesterday, Gran Turismo 5 is scheduled for release on November 2. And when that day comes, you'll be able to check out for yourself all of the aforementioned features, the new low/high-beam functionality, the smoke illumination effects, and whatever else Yamauchi is keeping up his sleeve until GamesCom. We look forward to bringing you more information on the long-awaited Gran Turismo 5 just as soon as it becomes available.

Lots of info in there just going through it now to see if anything new is revealed on any more info has been clarified.

Robin.

They reached for the sun basically yet only grabbed the moon.
 
I agree, this splitting of assets to 'premium' and 'standard' is more than a bit naff. It smacks of them taking too long to develop the game and now having to rush to actually get it out.

It better bloody be worth it.

So they should release it with just the 200+ premium cars? I don't see what the problem is by giving people the option to use the other 800 or so. I'm quite sure that they will be clearly labelled as to what they are when selecting/buying them, and they will all use the new driving physics. People are really complaining about the quality of the polygon mesh, which in the average in-game LOD will probably not be that much of a difference - they don't render 500,000 polygons per car per frame in-game? Maybe they could have outsourced the modelling rather than trying to do it themselves, but they obviously didn't want to do that.
 
they certainly did not evaluate the time they need appropriately.

im curious if they will be able to port this premium cars somehow to the gt6, otherwise it was really not a good idea.

we shall see how it pans out

Ofcourse they will, thats why they did it. The models themselves could be used independently of the game.
 
So they should release it with just the 200+ premium cars? I don't see what the problem is by giving people the option to use the other 800 or so. I'm quite sure that they will be clearly labelled as to what they are when selecting/buying them, and they will all use the new driving physics. People are really complaining about the quality of the polygon mesh, which in the average in-game LOD will probably not be that much of a difference - they don't render 500,000 polygons per car per frame in-game? Maybe they could have outsourced the modelling rather than trying to do it themselves, but they obviously didn't want to do that.

It all depends how, if at all, it affects the gameplay with the camera.

Also, as I've said, they obviously had a shit development plan and that's why it's taken so long. For example, how would you feel if more than half the assets in the next R&C were lower quality, because they realised they run out of time? That's pretty much what has happened here, and no amount of dressing it up as 'premium' and 'standard' is going to change that.