Gran Turismo 5 – First Video Of Online Spectator Mode

Gran Turismo 5 will not just offer the in-depth single player career mode GT-fans are accustomed to, Polyphony Digital will also offer a range of online racing activies.

Those who want to watch their friends race online can use the online spectator mode that you can check out in the video below. The mode basically looks like Gran Turimo 5′s replay system, just showing real-time racing instead of recorded footage.

Gran Turismo 5 will be bringing 1000 cars and over 60 tracks to the Playstation 3, including new features such as damage, weather and day/night effects. GT5 will be one of the first six Playstation 3 games to be available in 3D. The title will be out on November 2nd in the North & Latin America, release dates for Europe and Japan have not been confirmed yet.


  • jonelsorel

    Parkinsons maybe?

  • i am the law

    man, do those cars look good.  wow.  

    why can they achieve this look on PS3 and seemingly not PC?   What does the PS3 have that Nvidia/ATI plugin cards don’t?  Surely it’s an equivalent tech?  Didn’t ATI do PS3 video?

    Or is the quality of the look a consequence of optimisation, a benefit only available to a single and stable platform such as PS3?  And oodles of cash and development time? And help from SONY and other stakeholders?  The lack of a full OS?   How come?  How do they do it?

  • i am the law

    The PS3 gfx if from NVIDIA (and others).   The spec is no great shakes according to Our Lord Wikipedia:

        * Based on NV47 Chip (Nvidia GeForce 7800 Architecture)
              o 300+ million transistors
              o Multi-way programmable parallel floating-point shader pipelines
                    + Independent pixel/vertex shader architecture
                    + 24 parallel pixel-shader ALU pipes
                          # 5 ALU operations per pipeline, per cycle (2 vector4 , 2 scalar/dual/co-issue and fog ALU, 1 Texture ALU)[citation needed]
                          # 27 floating-point operations per pipeline, per cycle[citation needed]
                    + 8 parallel vertex pipelines
                          # 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)[citation needed]
                          # 10 FLOPS per pipeline, per cycle[citation needed]
              o 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
                    + 24 filtered samples per clock
                          # Maximum texel fillrate: 13.2 GigaTexels per second (24 textures * 550 MHz)
                    + 32 unfiltered texture samples per clock, ( 8 TA x 4 texture samples )
              o 8 Render Output units / pixel rendering pipelines
                    + Peak pixel fillrate (theoretical): 4.4 Gigapixel per second
                    + Maximum Z sample rate: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
              o Maximum Dot product operations: 51 billion per second (combined with Cell CPU)
              o 128-bit pixel precision offers rendering of scenes with High dynamic range rendering (HDR)
              o 256 MB GDDR3 RAM at 700 MHz
                    + 128-bit memory bus width
                    + 22.4 GB/s read and write bandwidth
              o Cell FlexIO bus interface
                    + 20 GB/s read to the Cell and XDR memory
                    + 15 GB/s write to the Cell and XDR memory
              o Support for PSGL (OpenGL ES 1.1 + Nvidia Cg)

        *
              o Support for S3TC texture compression [6]
    —————

    That’s nothing special imo.  Some fancy hardware post-processing effects or something?

    The cpu is 3.2 Ghz “cell processor” (whatever that is).

    No great shakes.

    So…..how do they do it?     Optimisation for a single platform?  The best people?  Talent?  Time and money?  All these things?  Quite astonishing how good GT5 looks.  I find it hard to believe.  Maybe when we see it for real out in the open we’ll be able to see the pixels, and the machinery of it.  But at the moment it looks just fantastic.  Too good.  So good that I’m kinda suspicious.  I find it hard to believe the shots are real-time.

  • JimJon

    The difference lies in the “Whatever that is” Cell Processor you overlooked,go do some research and you’ll found out that this Cpu in some areas is way more advanced than anything on the Pc market (ray tracing),but yeah as you said those guys at PD can do wonders plus those 5 years and you can see the results. Just remember what you see in this video is the same track we saw in the TT demo a few months back , the final code will be much much better…Better track models/ gfx ,3d modeled crowds/ pit stops etc

  • howiemotz@yahoo.com

    The obviously spend allot of time optimizing the graphics to run on lessor hardware. Take most games that are made much quicker and made to run on all three platforms, and the PC version will run much better, with more eye candy then the counsels. If you don’t mind getting a great driving Sim every 5 yrs.  That contains allot of content from previous versions.  Let us see how TDU2 runs and looks on PS3, Xbox and PC.    

  • i am the law

    I did go to look into that cell processor thing, whatever it is.  Seems it really is optimised for various things (scientific/3D/multimedia/vectors/transforms) and has a different structure to regular (PC) cpus (more specialist and tricky but offering significant performance improvements for a specialised environment).

    Still, i think it’s a blend of all the things (resources) not least a static optimised platform.  I’d like to know more about how they do it (like they’re going to tell anyone?) but regardless – they have done a fantastic job, i think.  It looks years ahead of everything else. Amazing.

  • i am the law

    and apparently on something like a geforce 7?     Errr…….isn’t anyone else thinking where’s the catch?   How can it be done?  It’s incredible?  Hence I don’t believe it.   :D

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