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[新闻] 还等什么,GT5 DEMO 下载开放了 ![微量屏射]

引用:
原帖由 索尼 于 2009-12-17 13:22 发表


求真相
一辆车还好
只要有Ghost同屏,都不是全程稳定60帧,还伴有撕裂


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我怎么感觉上手比5P简单?在此我要怀疑多少人以前5P没用专业模式开过后驱车。。。。。。。

刚才用手柄跑了一下改装的370Z,果然手柄还是比较悲剧。。。。。。。跑死1‘40。高速弯都没问题,头大就头大在低速回头弯时的油门控制,手柄根本就细腻控制不能啊。。。。。。。。按键的压力感应太悲剧了

等休息天把方向盘搬进屋再刷。



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从直觉上说, Normal 版的 370z (跑的多一些)是 "又推又滑" 而且会在攻弯的过程中不断变化特性.这一点是比 GT5P 难以驾驭的部分.

5P 其实很多车子虽然难操,但是一根筋,譬如全碳纤外壳的 Ford GT LM Mark II ~ 很滑很滑,但是顺着性子总还是有办法.而这次是有些重也不是轻也不是的挣扎...

有个比较明显的变化是车辆重心变化的顿挫感,这导致了反应速度有时会跟不上车子的节奏.刚才在公司找了个废旧的 MOMO 实验了一下,用上方向盘也能感觉到车子的敏感度比 5P 要高一些... 等机会插上 DFGT 再试

[ 本帖最后由 FXCarl 于 2009-12-18 00:12 编辑 ]


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引用:
原帖由 零太郎. 于 2009-12-17 23:55 发表
我怎么感觉上手比5P简单?在此我要怀疑多少人以前5P没用专业模式开过后驱车。。。。。。。

刚才用手柄跑了一下改装的370Z,果然手柄还是比较悲剧。。。。。。。跑死1‘40。高速弯都没问题,头大就头大在低速回头弯 ...
我也感觉比GT5P的专业模式好上手

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引用:
原帖由 零太郎. 于 2009-12-17 23:55 发表
我怎么感觉上手比5P简单?在此我要怀疑多少人以前5P没用专业模式开过后驱车。。。。。。。

刚才用手柄跑了一下改装的370Z,果然手柄还是比较悲剧。。。。。。。跑死1‘40。高速弯都没问题,头大就头大在低速回头弯 ...
草,我用手柄比你慢5秒

油门的力度控制太保守了。

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PS3手柄玩太悲剧了,要是有xbox手柄转接器就好了

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引用:
原帖由 Jonsoncao 于 2009-12-17 12:15 发表
帧数和撕裂悲剧了……
你见到撕裂了?我跑了3圈,用了各种视角,一点没看见撕裂。

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引用:
原帖由 mapledot 于 2009-12-18 09:39 发表


你见到撕裂了?我跑了3圈,用了各种视角,一点没看见撕裂。
引用:
原帖由 zhangjingy 于 2009-12-17 14:58 发表


没看digitalfoundry分析文就出来丢人现眼了?
引用:
原帖由 爱游戏 于 2009-12-17 15:37 发表
看了digitalfoundry的评测了...720p下一辆车加一辆幽灵车,最低52fps,5%裂屏率. 1080p输出模式下,一辆车加一辆幽灵车,最低也是52fps,12%的裂屏率.

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引用:
原帖由 mapledot 於 2009-12-18 09:39 發表


你見到撕裂了?我跑了3圈,用了各種視角,一點沒看見撕裂。
腦補晶片是強大的

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IGN的评论出了:
原文地址:
http://ps3.ign.com/articles/105/1056254p1.html

Gran Turismo 5 Demo Hands-on
It may be short on content and options, but what's there is stellar.
by Chris Roper
LATEST IMAGES


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December 17, 2009 - It's been a long time coming, but Gran Turismo 5 is almost upon us. While we got a glimpse of the series on the PS3 in the form of Gran Turismo 5 Prologue, it's become more apparent that Prologue will not be indicative of what'll be in the final game. From damage to better visuals to a completely redone physics and driving engine, what we're going to see next year (March in Japan, TBD in North America) will be something entirely brand-new.

We're now getting our first taste of the real Gran Turismo 5 with the release of the Gran Turismo 5 Time Trial Challenge, a free demo (of sorts) that's now available worldwide. While damage isn't turned on and builds at TGS and Gamescom have been better in terms of showing off its visual prowess, the Time Trial Challenge allows us to try out the new driving physics, and man, this thing handles like a dream.


Click the image to see the GT5 demo in action.
Unlike the silky-smooth cockpit experience of Prologue (and basically every GT release before it), this latest offering gives us a look at the rougher, tougher Gran Turismo 5. Your view from behind the steering wheel (which is really how it's meant to be driven) now jostles and jumps as imperfections in the road instantly work their way from the tires and shocks to your virtual pelvis. It's not as flagrant as it is in the likes of Need for Speed Shift, but it's certainly handled well and way better than any previous GT release.

The highlight here though is the tire-to-road handling. The stock and tuned Nissan 370Zs (your only two options in the trial) bite, lunge and roll in response to every steering input in a way that really hasn't been seen in the series before. If you oversteer a little at high speed and then correct your heading with a slight adjustment of the wheel, you'll not only see but feel the car jerk back a bit as the weight shifts and it grips the road properly again. It's very noticeable if you pay attention to this sort of thing, and its inclusion forces you to take into account just one more characteristic that's sure to be unique on every ride, which is great.

Steering is touchier now as well, but in a good way. The smoother but longer steering adjustments have been replaced by quicker motions on the wheel, allowing you to dig into a turn and even intentionally oversteer to swing the back end out a fair bit easier.

Granted, the game is locked to the Professional driving setting, so these characteristics and more "demanding" steering input may be lessened in the Standard setting in the final version, but I honestly couldn't see myself going back at this point. In the past, Professional always seemed to be a bigger challenge and more realistic, but I'm not sure that, for me, it was more fun on a core level than the Standard setting. Now, however, I'm definitely sticking with Polyphony's physics tour-de-force as it now feels as fun as it does challenging.


The tuned 370Z is a beast on the track.
In terms of graphics, this isn't the showpiece for the game that some folks have been expecting. Perhaps it's because it's a relatively flat and bland course (though that's true to life for this track) rather than featuring lots of buildings and roadside stuff to show off the lighting system, but outside of the cars (which look great), there isn't a lot to see.

Still, that's not the point here, and I love what I've played. The new driving model is, from what I can make of it right now, phenomenal. It'll take some time with another few dozen cars to see how it holds up across multiple vehicle models, but if this is a sign of what's to come, Polyphony has outdone itself.

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