

Images of Sega Rally
2007-06-21 14:31:07 by Manager
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.



























Since 380 Days
2007-06-21 23:26:21
Motorstorm does just use textures, there is no track deformation going on in that game.
It may use something like parallax mapping, not just normal mapping, because it really does look like real deformation, but you can tell it's just textures when you see the texels or by the way the camera gives away the illusion when moving close to the ground.
Since 958 Days
2007-06-22 00:08:54 In reply to KORNdog (2007-06-21 21:06:40)
Since 785 Days
2007-06-22 00:15:48
Colour me unimpressed. It's OK, but nothing amazing, especially in motion.
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"That just happened 'cause that was awesome" - Randy Pitchford, Gearbox
Since 1059 Days
2007-06-22 02:01:44 In reply to Nik (2007-06-21 20:33:18)
No deformation, only superficial texturing. It employs (nice looking) tricks to fool you.
He can also
ban your ass!
Since 1029 Days
2007-06-22 04:30:02 In reply to KORNdog (2007-06-21 21:06:40)
Since 380 Days
2007-06-22 04:30:19
I made a video showing the deformation. Check how the wheels does collision detection with the deformed ground, reacting to every bump. It uses both layered 3D and textures to make this effect. Games like VF5 used it in the snowing stage.
http://www.gamevideos.com/video/id/12477
Since 417 Days
2007-06-22 06:49:58
Follow the link for 3 new Sega Rally Revo videos:
http://www.gamevideos.com
Since 840 Days
2007-06-22 10:13:18 In reply to Nik (2007-06-21 19:00:34)
http://media.ps3.ign.com/media/748/748488/img_4097...
It does affect the handling only slightly, depends on the vehicle. If its a light bike, you'll feel the bumps more. If you're driving a truck, you won't feel it much.
Stop spewing nonsense.
Since 380 Days
2007-06-22 18:33:30
Thanks ACM, so at least I'm half right. ;) It's sort of a "LOD" for further objects to be of lower detail, in this case to just bumpmapped textures.
Since 380 Days
2007-06-22 19:00:05
However, it's definitely more than 1 metre if you look at my vid.
Since 433 Days
2007-06-22 23:20:35 In reply to Tinks (2007-06-22 00:08:54)
the overly bright, very, "fake" looking environments just dont match this game imo. if i play rally games i expect at least a sense of realism, and this, well, isnt, not even visually. track deformation is cool tho, if not as new as they state. *cough* motorstorm *cough*
He can also
ban your ass!
Since 1029 Days
2007-06-23 03:29:18
I think they're trying to appeal to the fan base they already have a little.. even if they're trying to expand that to other gamers as well. There's always Dirt. This appeals to me though.. I like Sega's arcade racers.
Since 883 Days
2007-06-23 17:52:11
Motorstorm used a mapping technique to achieve a visual illusion. The illusion was that the car was sinking into the ground, when what was really happening, was that they just used bump/normal mapped tire tracks, to give the illusion of depth. The collision detection was awful in Motorstorm. The cars wheels sank into the ground. If you could look at the car from under the level, the wheels would be sticking through the flat surface. Its not as if they actually had tons of layered textures that you could literally sink into.
Like the other guy said. Cheap gimmick. I want real-time deformation.
This is actually all fully 3d modelled, and looks like it really does deform realistically.
Since 1052 Days
2007-06-23 18:01:38
Surface deformation and its effect on handling is just a fraction of what makes Motorstorm awesome. You're literally reducing both games to insultingly few variables by calling it a gimmick.
They're not the same and the reasons they're great (or Motorstorm is, and this might be) will be wildly different.
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Since 840 Days
2007-06-25 00:04:25
cant say i was overly impressed with motorstorm, short lived, nice enough
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