Sega released these images of Sega Rally, from both the PS3 and X360 versions. The game uses a new technique, making it possible for the wheels to create patterns in the ground - which makes it harder for the cars behind to pick the right track to go in. More info inside, plus some images of this effect.
Quoting the press release:
As well as learning the race tracks to gain split-second advantages, players will start to see, hear and feel nuances in taking one racing line or another. For example, players might see a contour made by another car through some gravel, which if they follow will help them gain speed, whereas if they take a fresh route through the gravel it could potentially slow them down. It's these gameplay elements that give extra depth, is what players expect from a next-gen console and is something no game has done before.
HOW DOES IT WORK?
Most games use a 1 metre polygon grid to drive upon, but that was never going to work for the level of details aimed for in SEGA Rally. Because of this, the entire drivable surface of every track within SEGA Rally is modelled at the massively high detail of 6 centimetres for every single polygon - that's 17 times more detail and means that each tyre of each Rally car interacts with up to 12 polygons at any time.
Importantly, the physics engine powering SEGA Rally also runs the detail at a high frame-rate, reacting to every bump in the highly detailed scenery. For every surface, there are a number of characteristics - in addition to the normal static and dynamic slip components SEGA Racing Studio has modelled wear rate and how ruts form for every polygon, how the friction changes as players dig down into the surface, and the profile of the debris which tyres leave as they churn each surface up. SEGA Racing Studio are even able to model the higher grip levels expected on tarmac as traffic lays down rubber - and that means real live racing lines forming that can and must be reacted to as in a real race.
All comments (57)
I'm really looking forward to this game.
Just hope Sega's gonna work out the car models,
these could be more detailed.
hmm. graphically, the game looks good, but there's something unnatural about these screenshots, can't tell what it is...
are there some bikini girls ingame that will clean up the cars after every stage? ;)
EDIT: The environmental shots look much more natural again - the trees/palms are even moving in the wind! Maybe it's just the strange view angle and zoom in the first load of pictures that make them look so unnatural to me.
best regards,
ScarJack
How many polygons are they pushing? That track/ground mesh seems pretty dense, much needed for the trackdeformations otherwhise it wouldn't look correct. It's like simulating cloth physix, for that it's best to have a dense mesh.
This all looks very good imo.
Looks nice though. :p
pretty fucking amazing
I think SR goes a step more far in detail, but the main idea is the same ^^
I'm wondering how the game play is. I like all that mud flying around =)
pretty fucking amazing
The cars are for both versions a bit to sterile and "clean".
When is the release date? Hope they've still time to work on the models.
Anyway, hows the online MP in this game? (That's the most important thing for me)..
Cheers
Personally, Sixaxis support will sway me to the PS3 version if included and the online play is the same.