
Conspicuously absent from the Sony press conference, Polyphony Digital's Gran Turismo 5 appeared on the show floor in a specially prepared demo build that showcased the game's damage model for the first time.
The demo itself gives you an HD version of an old track – Toyko R246 – and a Subaru Impreza WRC rally car to drive, and initial impressions are that the core technology that powers GT5 hasn't been that much improved over what we've seen in the Prologue. It's still 60FPS, with a 30FPS replay mode, and the level of tearing is again approximate with what Digital Foundry is used to in the existing GT5 preview.
The damage model itself is an obviously welcome addition, but somewhat limited. There is no actual deformation of the cars taking place – body panels remain totally pristine. Instead the Subaru is outfitted with a number of removable parts: front and rear bumpers, doors, the bonnet – these are the elements of the vehicle that work loose then fly away leaving just the barebones of the car. In this sense it is somewhat "last gen", very similar to Burnout 3 if you're looking for a direct comparison.
From Digital Foundry: "Welcome to the third part in the biggest DF Retro episode we've ever produced - a year-by-year look at how 1080p gaming fared on the PlayStation 3. Launched in 2007 touting its then-exclusive HDMI digital interface, Sony layered full HD gaming on top of its Cell processor and RSX 'Reality Synthesizer' as key selling points for its third generation console. Of course, we all know how that turned out - both Sony and Microsoft machines routinely ran the most advanced titles at sub-720p resolutions, often with questionable performance, so what happened to the 1080p dream?
In the first two parts of John Linneman's investigation, we've covered off the first four years of the Triple's lifecycle and moving into 2010, the overall fortunes of the PlayStation 3 continued to improve. The platform holder released - what was then - the most advanced motion controller in the console space, backed up by experiments with stereoscopic 3D, which turned out to be a short-lived but still formidable pairing. Combined with a strong E3 showing, PS3 was looking good.
However, it's fair to say that it was a fallow year for 1080p gaming on the system, with only Scott Pilgrim Saves The World's razor-sharp pixel art upscaling, Castle Crashers and Soldner X2's 3D/FMV stylings accommodating full HD output - alongside a wonderful Monkey Island remaster."
Just remember ladies and gentlemen, Sony never said all games would be 1080p. Only that the system would support games up to 1080p in a survey before the system was released.
https://spong.com/article/9...
And as we saw, some games did support it, some games tried their best to support it and some games didn't or never reached it.
Is a higher resolution great to have if you can do it? Sure. Is it necessary for a fun game? No
But what I find interesting is Eurogamer. Are they really talking about HD and PS3 in their article or are they really pushing their 4.50 Euros 4K video download subscription? Seems one is being used to sell the other. Just look at the bottom of the article.
This really feels like a filler article. I don't feel like I learned anything notable or substantial from this. I feel they could have reduced the unnecessary intro and over-explanation of things and put the whole series in one article for a more substantial and possibly informative piece rather than piece-mealing it out as they have.

When thinking about simulation racing games in this console generation, it’s not unreasonable for your first thought to be “Forza”. Microsoft’s first-party sim-racer series has been wildly successful, and for many of us, it’s been the go-to franchise for quite some time. But simulation racing games weren’t always synonymous with Forza; there was a time when Polyphony Digital’s hardcore series, Gran Turismo, reigned supreme. While the long-time franchise continues to sell exceptionally well, there’s no doubt that it isn’t the young, spry series it used to be.
It became the best online racing community for console players and its an amazing achievment.
I do think they need some new creative heads in to give them some new perspectives, they seem stuck in a rut. It's a very high quality rut but they're still stuck in it.
DSOGaming writes: "It appears that the best Playstation 3 emulator that is currently under development, RPCS3, received a new update recently. kd-11 has implemented new Surface Cache fixes to RPCS3 that reportedly improve the appearance of car reflections in Gran Turismo 6, and fix various graphics glitches in other games."
If someone out there in internet land could make a decent PS3 emulator imagine what Sony could actually do if they put the time and effort in to make this happen for their next console?
It's definitely not impossible as we can see here. It should definitely be done since BC seems to be very important to Sony this next gen. Imagine PS+ free game offerings from Sony that could include the whole catalog from the PS console family..fantastic.
Racing games should be some of the easiest to emulate and they're still not hitting 60fps with it, to say nothing of image flickering and occasional sound issues.
Still gonna be a bit yet before they have it fully up and running, it seems, and even then it may only work for part of the library. :/
Is it possible to have PS3 emulation on PS5?yes depending on what kind of power it really has.
An i7 9700k is no slouch and the PS4 already has a God of War 3 running much better with less
power required because they converted CBE to X86 which is not something you want to be doing in the long run.
What power would be required to play these games emulated at said PS4 version?.
It's not an easy situation Sony themselves created and ultimately I believe they are happy this way because they
want you to use PSNow,that service is why you will not even get it. (let's not forget that it was a huge investment)
It seems strange that the developers have made remarks such as "we could release at anytime", yet the demo was very limited and what seemed to be 'old' code. Hopefully this is just the beginning of new content being released for us to check out as I certainly crave for more, not that I'm on the fence with GT5.
Athough regarding "no actual deformation", the panels in question do show deformation, you can even see that in the caption image all be it rather limited.
You right, and i'm sure PD being PD they know more and have done alot of research into the correct deformation caused by various impacts, surely. What are all these moaners basing their crash experience on? over the top rollovers etc from other games?
I cant wait for GT5, would still be buying with no damage so this is just a bonus to me anyhow
TGS is where GT5 will be at, then we'll get some facts for sure
I have various pics of scratches, dents etc too
I guess now the PS3 price drop has happened it's time to try and bring down the greatest driving sim of all time huh? 'not accurate crash damage 4/10' i kid i kid
have you seen that trailer over there? in the real world, after all those hits that car should no longer be running.. it's a videogame!
show me another videogame that has realistic damage.. not the ones where your car crashes and is then magically fix back on track (e.g. DiRT, Motorstorm, Burnout).
even turn(down) 10 has not shown any damage on their flopza 3 videos
man, i wish PD would speak out and say that realistic car damage would make the game unplayable (unless you are an expert driver who does not crash, but if that the case, why would you need damage)
It could just be that the assists were on during the demo to limit the amount of damage the car would receive.
.