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Last year marked the 15th anniversary of the Gran Turismo franchise and the arrival of GT6, Polyphony Digital's final outing on the PlayStation 3. With the veteran hardware now on its seventh year, it's fair to say they've had a fair crack at pushing the platform to its limits. GT6 arrived with a wealth of new content along with numerous changes and improvements to the underlying technology - we're seeing state-of-the-art features that aren't even present in the next-gen Forza Motorsport 5.
Gran Turismo 5 still remains perhaps the most ambitious title in the series' history, but there was always a sense that the game never fully delivered on the vision Kazunori Yamauchi set out to achieve on PlayStation 3.
اينجا به بهبود اينترفيس اشاره شده و يه بخش بزرگي از مقاله به تعريف و تمجيد از بهبود منو ها و غيره اختصاص دارهThe cumulative years of work leading up to the release of GT6 bring an impressive number of improvements to the table, but perhaps one of the most noticeable changes makes itself known within the first few minutes: the user interface. This was one of the weakest elements of Gran Turismo 5, thanks to a slow and ponderous design.
"Comparisons with Gran Turismo 5 reveal a sequel that has added some genuinely impressive new effects - but there is a drop in frame-rate that impacts the fluidity of the driving experience."
در اين قسمت هم اشاره شده كه بخشهايي هم نسبت به GT5 حذف شدن مثل قابليت 3D بازي كه احتمالا بخاطر مشكلات پرفورمنس بوده البته ممكنه با يه پچ بعدا به بازي اضافه شن.Interestingly, some of the more ambitious and experimental features that were introduced for GT5 have gone missing in GT6. 3D support is completely absent this time out while the attempt at head tracking via the PlayStation Eye has also been removed. It's remotely possible that 3D may someday return in a patch, but the performance issues GT5 faced when using this mode suggest that it's probably not a huge loss. The same could be said of the PS Eye support, which was highly unreliable.
.Once behind the wheel we finally get a closer look at Polyphony Digital's latest rendering technology. As with the GT Academy demo released this past summer, GT6 operates using a 1440x1080 framebuffer; a 12.5 per cent gain over the 1280x1080 employed in Gran Turismo 5 and now matching the resolution used by the original Gran Turismo HD release - a single circuit demo released in tandem with the PlayStation 3. We also see the elimination of 2x quincunx anti-aliasing (QAA) in favour of a morphological (MLAA) solution, strongly reminiscent of the tech devised by Sony's Advanced Technology Group and integrated into a host of first and third-party PS3 games.
This frees up memory and resources on the RSX, allowing for a higher resolution, but the end results are mixed. While the increased clarity and lack of blur associated with multi-sampling definitely help produce a sharper overall image, the aliasing along finer edges such as trees and fences is increased, resulting in more noticeable shimmering. The higher resolution does at least help clean up some of the more glaring artefacts associated with the use of alpha to coverage on transparencies, however.
As with GT5, an optional, faster 1280x720 mode can be engaged by selecting this as the maximum supported resolution from the PlayStation 3's XMB. MLAA persists in this mode as well, however, failing to offer the same level of clarity afforded by the previously used 4x MSAA in Gran Turismo 5's 720p mode. In either mode, texture ******ing is used well enough to avoid losing significant texture detail at steep angles - unlike the competing Forza 5
When we tested the Academy Demo we were concerned with the lacklustre performance when operating in 1080p, but as it was just a demo, there was still hope that things would improve by launch. After all, the removal of more demanding MSAA should theoretically free up enough resources to allow for faster performance. Unfortunately, the 60fps target is regularly missed, resulting in screen-tear and image judder far more often than we'd like.
Tearing remains an issue with GT6 but manifests itself somewhat differently than in GT5, necessitating a rewrite of the tear detection algorithms in our performance tools. The overall effect is less distracting than in GT5 but still far from optimal - the visual impact of the tearing is not as noticeable to the human eye, but there's a definite "wobble" in the presentation when frame-rate dips below 60fps.
As it stands, performance seems to hinge on the use of four elements: dynamic lighting, the amount of cars on-screen, utilisation of the cockpit view, and weather effects. GT6 includes an updated real-time lighting solution designed to allow for realistic time of day changes. While this feature was already present in Gran Turismo 5 to a limited degree, GT6 sees this extended across a wider variety of circuits.
This is clearly a very demanding feature, however, resulting in performance issues with any track utilising the updated lighting model. Despite this, the end results can be quite stunning, and definitely contribute an improved sense of realism and beauty. While GT6 continues to support up to 16 vehicles in a race, the game reserves higher vehicle counts for the latter stages of the career mode. In stark contrast to GT5's arcade mode, the amount of cars in any given race is noticeably pared back in the sequel - a decision that appears to have been made for performance reasons. Only further into the career mode does the full roster of 16 vehicles appear.
ريپلي هاي بازي نفس هارو تو سينه حبس ميكنه تو اين حالت بازي 30 فريم ميشه و اين قدرت آزاد شده باعث ميشه بتونن تكنيكهايي مثل موشن بلور اضافه كنن كه واقعا ريپلي ها رو زيبا ميكننSome of the most impressive visual improvements show up only in replays: the dramatic blur effects and bokeh depth of field previously reserved for photo mode now appear - in a less precise form - in replays. Motion blur now operates with more samples removing the artifacts that were previously visible in GT5. The low resolution depth of field effect is also replaced with a much higher quality bokeh version that is especially impressive during night-time racing. While the quality still isn't on par with the high precision effects found in photo mode, they provide a convincing approximation. When GT5 dropped to 30fps for replays instead of the usual 60fps present in the PS2 installments, there was a sense that something was lost, but GT6 provides the level of spectacle we'd want for trading on resolution.
دوستان شما مسابقات شبانه رو چجوری میرین؟نور لامپ ماشینا خیلی کمه.من بدون driving line اصلا نمیتونم توی شب رانندگی کنم![]()
دوستان چرا پورشه نداره این ؟ آنلاین ما هم هستیم id: behrooz-khani
دوستان شما مسابقات شبانه رو چجوری میرین؟نور لامپ ماشینا خیلی کمه.من بدون driving line اصلا نمیتونم توی شب رانندگی کنم![]()
دوستانی که دنبال ماشین خوب و مقروم به صرفه میگردن Aston Martin Vantage رو به هیچ وجه فراموش نکنن :d همه چیز ماشین رو فرم هست بهمراه یه هندلینگ خفن و کلفت .
مشکلی که دیدم تو ماشین برمیگرده به سنگینی ماشین که با یه تیونینگ درست و حسابی برطرف میشه در غیر اینصورت هیچی از 458 و ZR1 کم نداره :d و سگش هم میرزه به GTR![]()
البته كلا تو گرن توريزمو هميشه صرف با ماشين ژاپنيه:d مخصوصا انواع مختلف اسكاي لاين. از ارزون تا گرونش فوق العادست اصلا منو برادرم سر اينكه واقعا اسكاي لاين تو دنياي واقعي هم اينقدر خوبه يا نه با هم درگير بوديم من اعتقاد داشتم يامائوچي يكم پارتي بازي ميكنه اون عقيدش اين نيست همچين هم از نيسان و اسكاي لاين دفاع ميكنه كه انگار تست هم كرده :d
من اصلا يامائوچي رو به چيزي متهم نميكنمبرعکس اصلا و ابدا اینطور نیست ! هندلینگی که فراری ها و کوروت ها ها دارن حتی GTR هم نداره ! از سر تجربه کاملا شخصی میگم !
از نظر تعداد ماشین کاملا قبول دارم که یامائوچی کلا ماشین های ژاپنی رو تا تونسته چپونده به بازی و خب کار غیر منطقی نیست و باید کشور خودش رو تبلیغ کنه ولی اینکه کیفیت ماشین ها رو دستکاری کنه اصلا امکان نداره !
عد هم واقعا هندلينگ GTR رو با فراري مقايسه كردي؟ واقعا دست به يه همچين عمل شنيعي زدي؟ كفر نگو جوون:d لطفا زيرش نزن كه 13 ساله دارم GT بازي ميكنم صفر و يكشو حفظم:d