Wednesday, 1 December 2010

GT5 Tech Analysis Due Shortly

You’ll have to bare with me as there’s so much to cover in detail, but our GT5 tech analysis will be coming along soon - or more precisely, in the next day or two. Apologies for the delay, but it should be well worth the wait.

To say the least, Gran Turismo 5 is a technical marvel – a true auteur's vision of driving perfection and sheer artistic brilliance. Perhaps so much so, that the technological demands it places on the PS3 is a little too much for it to handle at times.

In particular, performance can go from being superbly solid at 60fps to a juddering mess at 30fps with screen tearing, if only for a few brief seconds. And the range of visual effects - shadowing, particles, specular effects and lighting can sometimes betray the artistic beauty with a cold, hard technical compromise. The variations between resolution and AA modes are also especially interesting, as are the way particle effects change in different situations – something to do with the depth buffer plus low res alpha buffers.

But more on all that in our upcoming tech analysis, which promises to be the most in-depth since our stellar look at Remedy’s Alan Wake way back in may.

Due date? Hopefully tomorrow if all goes to plan. But either way we’ll keep you posted. I just wanted to get ample play time in to cover as many bases as possible. Plus, with so much to talk about, writing this stuff takes a rather long time. If there is one thing that might be lacking though, is having enough direct-feed screens for the task in hand. I may have to make do with a few crappy phone cam shots. Apologies in advance.

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