Lester Freamon
Aka Caveman
Is there lots of cash to be earned in B-spec? I haven't touched it.
What wheels are we all using? I doubt I'm going to beat Weaste so I want to invest in one.
Get your B-Spec drivers trained up.
I get to order my wheel tomorrow
Ironing board!
If the PS3 is played on the TV in the lounge of course. Alternatively, there are those fold-up wheel stands.
What wheel are you going for?
My parents are getting me a Driving Force GT for Xmas
I also need a mount for it, any suggestions?
The major problem Forza 3 has is that the lighting is so washed out. It looks at times as if you are racing toy Corgi cars around a miniature track.
Has anyone had a go with this yet?
Anybody bought the Shellby Cobra? Beautiful car, I want it.
Anybody bought the Shellby Cobra? Beautiful car, I want it.
An example of my shiteness: 8 minutes around Nürburgring in a 850hp R8.
Edit: Knocked 20 seconds off that by changing tyres. I had forgot to do that and was on stock tyres.
Say what you want about textures and whatnot, the damage looks awful and it would have been better if they just scrapped it.
Anybody seen/played this in 3D yet?
default parallax is ridiculous. it's 5mm for max positive parallax on my 50" (except for cockpit view, the FOV is different and the FOV affect parallax), induce a big depth compression (it's like the horizon was 10-15cm beyond the screen)
my 3D setting for a true orthostereosopic experience (and full depth)
Cockpit view with "very narrow" mode
Convergence: 0.9
Parallax: (size screen dependant)
65" = 6 or 7 (6 if you have a low interocular distance like 6.5cm or less, 7 if your interocular is near 7cm)
60" = 7
55" = 7 or 8 (7 if you have a low interocular like 6.5cm or less, 8 if your interocular is near 7cm)
50" = 8 or 9 (8 if you have a low interocular like 6.5cm or less, 9 if your interocular is near 7cm)
46" = 9
42/40/37" = 10
and if possible play at a distance x1 diagonal of the screen for right FOV
it's agressive but very realist (and unforgettable) experience. i played lot of hours without problem
need a good TV with few ghosting (for me VT20 with contrast 30 and brightness 20 for hide ghosting)
this will be better if we would can OFF the HUD (depth conflict with some element of the dashboard when convergence is 0.9)
for other views (not cockpit) parallax 10 for all TV size and convergence 0.70
but it isn't orthostereoscopy or full depth
I do that in a van
In comparison, I do a 7.45 in a bog standard R8 v10
I have not, but apparently the default settings don't realy work, you have to change them.
Eh? It seems to depend on the TV size and your distance from the screen.
Gran Turismo 5: The 3D Experience
The doubling of geometry and the increase in fill-rate and pixel shading requirements explains the performance differential seen in GT5 compared to the 60FPS or thereabouts of the 2D mode, but once again it must be stressed that 3D brings something different to the table compared to out-and-out performance. Sony has talked about 3D offering a competitive advantage in gaming - claims that were met with some derision from some quarters - but here, it clearly makes sense. To extend the parallel to real life, a race driver competing with one eye shut is obviously going to be at a disadvantage compared to a rival with full vision. In the world of video games, we've grown accustomed to perceiving depth from a flat image, but in this case, the benefits of 3D just help to make the look feel more "right".
There are clear signs that Polyphony Digital has been working on 3D support for Gran Turismo 5 for a long, long time - we know that because of the sheer volume of 3D demos we've seen at various consumer electronics trade shows. "3D was not something that was implemented at the last minute," Kazunori Yamauchi himself told Eurogamer this week. "We were working and testing with Sony two years ago."
Not only that, but during E3 we got our hands on the debug options menu which offered support for six different 3D display modes, only half of which appeared to function at all on an actual HDMI 1.4 3DTV - the chances are the other selectables, including interlace support, "chequerboard" and colour anaglyph (red/blue paper glasses mode) were designed for older 3D and even 2D displays, and thus weren't fully supported in the E3 demo.
Parallax and convergence settings could also be tweaked to change the level of "depth" and make the 3D view more comfortable, another first in all the PS3 3D titles we've seen. The final shipping game sees all of the funkier 3D modes gone with just support for the standard HDMI 1.4 720p stereo 3D output - however, the parallax and convergence tweakables are still present. Indeed, adjusting parallax from default is something of a must as the standard setting can feel rather flat.
But is the 3D actually any good? Frame-rate issues aside, Gran Turismo 5 works in 3D, and works well, because Polyphony has made use of it as a tool in improving the experience of its "Real Driving Simulator". There are no attempts at 3D gimmicks or "in your face" effects. During gameplay it's all about depth perception: judging braking distances, turn-in points and apexes. It's some of the most impressive 3D we've seen so far because it has a clear purpose within the structure of the game, and helps make it better to play in some respects.
The views on offer are unchanged from the main game, so it's no mistake to see that the basic, internal viewpoint remains the most useful, whether you're playing in 2D or 3D. First-person views are pretty much the best available for more realistic stereoscopic effects, but excessively cool 3D camera work can be seen in the GT5 replays - there are some beautiful visuals here, sometimes off-set by a cripplingly low frame-rate which can cause an effect similar to ghosting/cross-talk.
The effect in these replays can look extremely impressive though. Some parts of the scenery are relatively low-poly and can look flat, but the overall effect in 3D is simply gorgeous, especially so on the car models. So much beautiful detail, combined with thoughtfully placed stereo 3D cameras, produce a look that is uncannily real.