Versión en alta definición.
Título: Gran Turismo 5
Desarrollador: Polyphony Digital Inc.
Formato: Blu Ray
Nº de jugadores: 1-16
Fecha de lanzamiento (posiblemente mundial): marzo 2010Web Oficial
Vídeo GamesCom 09 a 60 fps. Número de vehículos:
más de 1000.
Lista de vehículos: no confirmada aún.Número de circuitos:
más de 80. Se incluyen las categorías de WRC y Nascar.
Lista de circuitos: no confirmada aún.
El juego usará head-tracking (seguimiento de la cabeza) para dar sensación de 3D dentro de la vista de la cabina.
Polyphony confirms GT5 head-tracking
September 9th, 2009
Polyphony Digital mastermind Kazunori Yamauchi has confirmed that the forthcoming Gran Turismo 5 features support for head-tracking via the PlayStation Eye camera accessory.
According to Gran Turismo resource GT Planet, the feature was first mooted on Polyphony's website during gamescom and was recently confirmed by Yamauchi during an interview with Italian gaming site MultiPlayer.it.
The head-tracking feature is restricted to the in-cockpit view within GT5. Employing facial recognition, the PlayStation Eye scans the position of your head and adjusts the viewpoint in the cockpit accordingly, effectively replacing the use of the right analogue stick on the DualShock 3. Your display stops being a flat 2D representation of a 3D world and effectively becomes an interactive window into the game experience.
Want to see how close your opponents are to catching up? Turn your head and look at the wing mirror. Want to see which gear you're using? Look down at the transmission and see for yourself as you would in a real car. Want to check out the racing line beyond the next corner? Look beyond the turn just like real drivers do.
To get some idea of how the display's perspective adjusts when head-tracking is in play, there's no better example than Johnny Lee's original YouTube video based on reverse use of the Wii remote's infra-red sensor. Sony's technology - assuming it works well, of course - goes far beyond this in taking infra-red out of the equation completely. Head-tracking looks set to be integral component of Project Natal to the point where the self-same Johnny Lee is now working under NDA with Microsoft, but the inclusion of the feature in Gran Turismo 5 will be the first time we've seen it deployed properly in a current-generation console game.
Going forward, it also has big implications for the forthcoming PS3 motion controller, which also works in conjunction with the existing PlayStation Eye accessory, suggesting that Sony's plans in this area go beyond using feedback from the "wand" alone...
Información extraída de la web oficial (posteriormente eliminado) que Yamauchi ha confirmado como cierta:
■ models included Conexión con Gran Turismo PSP:
170 Premium new models (full interior modeling, the interior corresponds to vehicle damage)
830 kinds of standard model (some are from Gran Turismo 4 that have been carried over to GT5) [Read: Cars we have seen in GT4 before ]
60 courses confirmed with 20 or more to be revealed
■ physical simulation of vehicles
Physics system simulation is brand new
Represented is full fall in vehicles [possibly rollover]
Damage representation (reproduced in full by real-time collision deformation)
faithfully reproducing the behavior of electric cars, i.e. Prius, Insight, hybrid cars and the latest Tesla model
■ Arcade Mode
2 player battle
■ GT Mode
Tuning Shop (parts, tires)
Car Washes/Oil Change
Race Championship (Series system, point system)
Text / Voice Chat
Online Photo Album
Online Replay Album
YouTube replay output
■ Photo Mode
Photo Drive (Circuit)
Photo stage (Stage Photo mode only)
■ Gran Turismo TV
Video output to a PSP or PSP Go®
Improved user interface
Continuous Play for videos
The Gran Turismo 5 Prologue version, + more information at TGS
Custom soundtracks (Use songs from your PS3 hard-drive)
Dolby Digital 5.1 and 7.1
Veces editado: 20
Última edición: 17/12/2009 09:47