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山内一典:关于GT6的标准/精细车,DLC,PS4版...

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 楼主| 发表于 2013-5-18 17:34  ·  四川 | 显示全部楼层 |阅读模式
原文地址:http://www.gtplanet.net/kazunori ... andardpremium-cars/

Can you explain the game’s new lighting engine in more detail?

It basically means the energy expressed in each one of the pixels is going to be represented more accurately. When the focus on the camera is on a certain item, the blurring and brightness of the area around it and how lights affect the environment will be rendered with more accuracy.

Is there going to be more car customization options? Are you going to be able to swap the engine or put decals on the car?

Both are technically possible, and we might be preparing it (laughs).

Will there be “Standard Cars” in GT6?

We won’t be making all the Standard cars from GT5 into Premium models, and we won’t make all of the GT5′s Standard cars fully “Premiumized”.

Up until now, we used to categorize them as Standard and Premium because there were functional differences between them: some of the Standard models might not have tuning parts, or couldn’t be used in Photo Mode.  That will all be cleared so every model can be used in Photo Mode, and every car can have parts fitted for it.

In terms of graphics quality, the bad quality Standard models we’ve updated so they look better.

Will all of the cars have interior views?

No.

(Editor’s note: This apparently does not apply to all of the cars which were listed as “Standard” in GT5. For example, two cars which were prominently featured in the GT6 trailer and its first official batch of screenshots, the Lamborghini Countach LP400 and Alpine A110 1600S, both appeared as Standard cars in GT5 but have apparently been converted to “full” Premium models – with interiors – in GT6.)

While improving the physics model, how do you keep the game accessible to a wide range of players?

I’ve mentioned some of this before but we are improving a lot of the driver assist functions for GT6.

The other thing is that it’s sort of wrong to assume that making it more real will make it more diffi*** to drive. Everyone here, I am sure you all drive; it’s not that diffi*** – but people who can drive cars straight suddenly can’t drive in a video game! That’s because the reality isn’t really all there.

Now that we know GT6 is a PlayStation 3 game, can you explain to fans why that is? Do you have any plans for PS4?

We do have plans for PS4, but, of course, we have an order of things.

First we’ll be releasing the PS3 version for the PS3, which has a huge audience already, and we’ll be providing updates every month and DLCs every month.

Once players have played it all out and enjoyed themselves on the PS3, then the PS4 version might come out naturally around that time (laughs).  Focus on enjoying the PS3 version.

What’s the reason for the dramatically shorter development time frame for GT6, compared to GT5?

GT5 was really hard to develop, because the PS3 is a really complex piece of hardware, and it was the first time we built anything with an extensive online component.

What was the most complicated thing about developing the first game, and what was the most complicated thing about developing GT6?

It’s hard to look back to GT1 now!

I think the hardest part of GT1 was to make something out of nothing, and to shape it and figure out exactly what a Gran Turismo game was going to be.

The main difference between GT1 and GT6 is the scale of the game, it’s about 100 times bigger in scale. Initially we had 15 people working on the game and now we have 150 working on the game. But i think the one thing that hasn’t changed is that everyone working on it really enjoys the hard work.

Are there other plans to bring the game’s GPS functionality to more real-world cars?

I can’t really talk about it today, but aside from just GPS, we have a lot of different things planned with different manufacturers. I can say you will see a lot of interesting things come up in the months ahead.

What’s the hardest element to re-create in the game: tire dynamics, suspension behavior, or aerodynamics?

That’s actually the three things that are really mystical about creating the physics in a car racing game. Actually the damper characteristics are one of the most diffi*** to re-create.

What is it like working with different manufacturers to get their cars in the game?

It’s been twenty years since we started developing the first GT, and it’s been 15 since the release of the first game.

We have a 20 year relationship with car manufacturers all over the world, and I think a lot of people who were involved with the first game in the series are still working at those companies today. Our relationships have become closer and closer, and that has given us a lot more access to the information and access to the automotive world.

机翻

你能解释一下游戏的新的照明引擎更详细?

它的基本含义中的每一个像素表示的能量将被更准确地表示。当相机上的焦点是某一个项目上,模糊和周围区域的亮度和灯光如何影响环境将得到更准确地呈现。

是否会有更多的汽车定制选项?你要能够交换引擎,或者把上车贴花?

两者在技术上是可行的,我们可能准备吧(笑)。

会不会有“GT6”标准的汽车?

我们不会使所有标准的汽车GT5成溢价模型,我们不会让所有,GT5的标准汽车完全“Premiumized”。

到现在为止,我们将它们分类为标准和高级,因为它们之间存在功能上的差异:一些标准模型可能没有改装配件,或在“照片”模式下不能使用。这都将被清除,所以每一个模型可以用来在照片模式下,每车能有部分适合。

在图形质量方面,质量差,标准模型中,我们已经更新,以便他们更好看。

将所有的汽车内饰的看法?



(编者按:这显然并没有适用于所有这被上市“标准”在GT5的汽车。例如,2辆其中被突出特色GT6拖车和它的第一个正式批量截图,在兰博基尼的Countach LP400和高山A110 1600S,无论是作为标准车出现在GT5,但显然已经转换成“完整的”高级模式 - 内饰 - GT6)。

虽然改善的物理模型,你怎么保持游戏的访问范围广泛的球员呢?

我之前提到一些这方面的,但我们正在改进的驱动程序很多辅助功能GT6。

另一件事是,它的排序错误的假设,使其更加真实,将使它更难以驾驶。这里的每个人,我相信你所有的驱动器,它并不难 - 但是在视频游戏的人谁可以驾驶汽车直线突然不能开车!这是因为现实的情况是不是真的有。

现在我们知道GT6是一个PlayStation 3的游戏,你能解释的球迷,这是为什么呢?你有什么计划PS4?

我们这样做有PS4的计划,但是,当然,我们有秩序的东西。

首先,我们将推出的PS3版本,其中有一个巨大的观众已经为PS3,我们会提供每月更新,康文署***每月。

一旦球员已经发挥了这一切,并在PS3上享受自己,然后PS4的版本可能会出来,自然在那个时候(笑)。专注于享受PS3版。

大大缩短开发时间帧的GT6,比GT5是什么原因呢?

GT5真的很难发展,因为PS3的硬件是一个非常复杂的,这是我们第一次建立任何具有广泛的在线组件。

开发的第一场比赛中最复杂的事情是什么,什么是最复杂的事情,开发GT6?

这是很难回头看现在GT1!

我觉得最难的部分GT1是无中生有,并塑造它,弄清楚到底什么是GT赛车的比赛将是。

GT1和GT6之间的主要区别是规模的游戏,它的规模更大的100倍左右。起初,我们有15人在游戏工作,现在我们有150的工作对游戏。但我想的一件事,没有改变的是工作,每个人都真正喜欢的辛勤工作。

是否有其他计划带来本场比赛的GPS功能,更多真实世界中的汽车吗?

我真的不能谈论它,今天,但除了GPS,我们有很多计划与不同厂家生产的不同的东西。我可以说,你会看到一个想出很多有趣的事情,在未来几个月内。

最难的是什么元素,在游戏中重新创建:轮胎动力学,悬挂的行为,或者空气动力学?

这实际上是关于建立一个赛车游戏中的物理真的是神秘的三件事情。实际上,阻尼器的特点是最困难的重新创建。

喜欢与不同制造商的工作,得到他们的汽车在游戏中这是什么?

这是20年以来,我们开始开发第一个GT,它已经15发布以来的第一场比赛。

我们有20年的合作关系,与世界各地的汽车制造商,而且我认为很多人谁参与了该系列中的第一场比赛今天仍然在这些公司工作。我们的关系日益密切,给了我们很多的访问信息和获得汽车世界。

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发表于 2013-5-18 19:08  ·  广东 | 显示全部楼层
标准无所谓啦,我只希望新的悬挂系统也能在完美作用在标准车,120i,330i这些宝马车我还是很喜欢的

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发表于 2013-5-18 19:12  ·  北京 | 显示全部楼层
该死的标准车。就是说还是有标准车还是无车内细节,只是HD化的更好一些,而且支持改装部件和可以在照片模式里面拍照了。
该用户已被禁言

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发表于 2013-5-18 21:07  ·  广东 | 显示全部楼层
N久无上来了,就是因为有GT6的消息,再一次燃起对GT的热情!!!我要重拾方向盘!

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发表于 2013-5-18 21:22  ·  广东 | 显示全部楼层
大概就是说还是有标准车,物理引擎的研发很艰难一类~~

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发表于 2013-5-21 06:17  ·  北京 | 显示全部楼层
是说还是懒得做内饰再来N辆标准吗。

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发表于 2013-5-21 08:06  ·  上海 | 显示全部楼层
关注一下              

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发表于 2013-5-21 11:01  ·  广东 | 显示全部楼层
直接把标准车砍了吧,最多也就被骂一两个月,不然这就是以后出新版本的一大障碍,向下兼容害死人啊

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发表于 2013-5-25 23:58  ·  广东 | 显示全部楼层
看来山内的意思就是标准车不会砍,精细车多一辆就减少一两标准车,直到N代之后全部的标准车升级为精细车

审判者

=S.F.Q=wind-son

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发表于 2013-5-26 01:32  ·  上海 | 显示全部楼层
机翻的看得好吃力啊~~                  
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