Gran Turismo Evolution
A video journey from GT1 to GT5.
In last week's Gran Turismo 5 tech analysis, Digital Foundry delved into its gaming archive and compared the new game to sections of gameplay from GT4. This got us thinking. Could we trace a tech lineage through all major versions of the game released to date, right from the franchise's beginnings in 1997?
The video below is the end product of our experiment. We've got the same five courses and the same five cars, running in GT titles from PlayStation, PSP, PlayStation 2 and PS3, and the comparison is quite extraordinary. It's a bit of a shame that replay angles were not standardised earlier, as the jump from PS1 to the other platforms can be rather jarring, but rest assured, these are the same corners on the same tracks - an evolution of both Polyphony Digital's development prowess and indeed the raw hardware power of the PlayStation consoles.
Five tracks, five cars... This is 13 years of Gran Turismo, spanning four hardware platforms.
Putting the video together was an interesting exercise. First up, having reviewed video samples, we decided to omit footage of Gran Turismo 2 and Gran Turismo 3: A-Spec. The PS1 title couldn't help us as there was no way to turn off HUD information in the replays - a shame as this potentially could have opened up many more cars and tracks for comparison. GT3 got cut because its content limitations were such that getting a match in cars and tracks across all hardware platforms became effectively impossible, plus there was no progressive scan for a high-quality image (PS3's backwards compatibility runs both GT1 and GT2 non-interlaced). Getting a match car-wise across all games was problematic already as we deliberately limited ourselves only to the premium cars in GT5.
The loss of both games wasn't a major nightmare, because a clear pattern emerges with Polyphony's work. The first game on a new platform establishes the tech and provides a decent amount of content. The sequel then adds masses of new tracks, cars and game modes - but crucially the tech remains much the same. For the purposes of this video, dropping these games still illustrated the technological progression from console to console - and arguably in a more concise manner.
Our first test video was promising, but showed a yawning chasm in the quality between GT1/2 and its PS2 sequels, illustrating just how much of a leap the new hardware was in the hands of Polyphony Digital. As a bridging point between PS1 and PS2, we added in the developer's PSP effort, which worked rather well - while the hugely delayed handheld title launched after GT4, the platform's technological limitations made it a good fit to sit in between our GT1 and GT4 footage.
The original Gran Turismo was a landmark title, but it's clear from replaying the game just how constrained Polyphony Digital must have felt in putting it together. The low-res visuals and 30FPS frame-rate harm the purity of the simulation which springs to life in the jump to 60FPS. You can tell where the developer was heading with the inclusion of the 60FPS HiFi mode within the original game - stripped down to its core, but a clear leap in controller response.
With the PlayStation 2, Polyphony found the computational horsepower to match its vision and the game took on a new dimension in terms of visual fidelity and the pure sense of "feeling" the car through the controls.
Replaying the PSP title (ad nauseum in order to access the correct dealerships and cars to match our existing footage) brings home what a missed opportunity that game was. Cut-down visuals and resolution, sure, but the simulation feels just as good as it did on PS2 - what a shame there was no GT Mode included, making it feel like more of a time trial/car collection mega demo rather than a fully rounded game. It could've been one of the greatest handheld games of all time. As you can see from the video, even the 480x272 native resolution still scales up to HD phenomenally well.
Deciding on the source format of the video project itself was a puzzle. Clearly 1080p was the obvious choice bearing in mind GT5's support for the resolution, and we used the PS3 itself to capture GT1 at this resolution too. The PSP version was captured natively at 480p via component, while GT4's 480p mode was utilised, the video upscaled on the fly during capture by our TrueHD hardware.
As we went into the edit suite, we had 1080p60 assets for all titles. The replay focus of the video ensured we only required a 30FPS at the top-end resolution (disappointingly, GT5's replays run at 30Hz only), but adjusting the project to run on 30FPS assets would have been the wrong move: the GT4 and PSP footage really suffered, bereft of 50 per cent of its temporal resolution. So to see the video at its best, we're preparing a selection of downloads for offline viewing.
Updated: Quality-based high bandwidth encodes are now available for download. Recommended for PC/360 and PS3 is the 720p60 version (209MB), or alternatively this 1080p30 version (280MB). Got a fast PC or PlayStation 3? Get the best of both worlds with this 1080p60 encode (399MB). Overkill? Sure, but it's the best way to ensure that each game's charms are fairly represented.
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Comments (46) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Its easy to forget how much better the PS3 graphics are now compared to the PS2, the mind has a way of making you think it looked better than it actually did.
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Like this pieces from DF, like the night-day cycles.
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Although when I played it recently through scart leads on my PS2 on a 42" LCD, it wasn't quite so nice.
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I guess what was said in the analysis article earlier this week is true - audience DOES prefer to bury videogames immediately after launch...
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while it's sad gt5 and gt psp where so delayed, its amazing to see how far we've come in 13 years, and considering a new genereation is on the horizon, im amazed at what they'll do next, and when
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Still an amazing achievement!
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I do kind of wish the environments were a tiny bit more detailed in GT5 though.
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Great. You've wasted your time, Foundry.
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Gran Turismo 5 : th best racing game ever created !
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Also people saying they remembered it looking better than in the video, it probably did. GT1 + 2 were designed to be, or at least were played through analogue output on a non digital TV so the edges of things would have blurred a bit, means the jaggies wouldn't have looked "quite" as bad as they do here. Although I am still impressed with the power of PS1 everytime I play GT or Wipeout3 on it.
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Did I mention I love this game? Level 20 in GT5 now, did more Special Events than A-Spec so far, and a tip: B-Spec wins you some interesting and useful cars early on - with Level 5 you can get yourself a Furai Concept, which can hang with the LM Big ones and is therefore the most cost effective car to do that with.
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And some say GT5 has poor graphics? *rolleyes*
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And I'm not just specifically talking about GT5 here, it's certainly a comment I've heard about a bunch of games on both PS3 and 360, and it's been equally ridiculous in most cases.
Sometimes those rose-colored glasses are just a tad too rosy - or people just like to exaggerate to stupid proportions.
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For me GT5 hasn't been the leap forward i was hoping for. Still have to compete in a Lupo cup, many modern cars are missing, online is lacking.
Great vid tho =)
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While I largely agree with you, many of the assets in Gran Turismo 5 have been directly imported from previous iterations. As I noted in a comment above, the geometry on parts of Trial Mountain has not changed since Gran Turismo 2, and screenshots are circulating of some truly ugly looking vehicles (see Digital Foundry's recent articles for some examples). While the lighting model and post-processing have improved the general image quality, Polyphony Digital appears to have been highly selective in which assets (courses and cars) have received a fundamental visual upgrade. Don't get me wrong, I love the Gran Turismo series and want a Playstation 3 for it, but Polyphony's latest release is disconcertingly inconsistent in its graphics compared to its previous output.
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I've spent a slew of hours with GT5 since last week and I fully agree with you that it's far from the graphical master piece that many were hoping and expecting it to be (I wasn't really one of them, based on the Prologue graphics I was already of the opinion that there are better looking console racing games around, if not a match for the premium cars in GT5, then certainly with much better looking environment graphics).
As I pointed out though, my comment was also more generally aimed at exaggerated comparisons to last gen graphics, because even in cases where you have muddy textures and low polygon models, things like screen resolution, lighting/shadows and assorted other details are almost always bound to make even a visually underwhelming PS3/360 game look decidedly better than anything on previous generations (from a technical standpoint, obviously not necessarily in terms of artistic style).
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I've got GT1 on my jailbroken iPad now, and it still plays beautifully!
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THis is a genuine comment by the way!
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Interesting to see how consistent the franchise looks across the different platforms.
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Great stuff.
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/hopes it is the former
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People display their stupidity on the internet? Amazing!
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1. Nice idea, and well executed, however:
2. Driving games almost universally look great via Replay Mode, however this doesn't often translate to Actual Gameplay because they're not showing the game from camera angles we use to play with. I question whether the leap in fidelity is as dramatic from BumperCam
3. Either way, rather than run clips back to back, did you consider blending the footage from one console to the next during the same replay? ie instead of repeating the same 10 seconds each time, take a single timed lap and dissolve from one clip to the next as we drive around? Even split-screen should be possible if you're feeling adventurous
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Some prefer the "R" versions of the Skyline GT-R (i.e. Pennzoil Nismo GT-R), but I'm more of a Supra fan.