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.