All posts by Andrew Carter
Executive Producer: GP Challenge.
I\'ve taken this off GT FORUMS and it looks and sounds very impressive.
Screenshot
http://www.tothegame.com/screens/ps2_grandprixchallenge/2002-09-16/screen6_large.jpgGrandPrix Challenge
1ST POST
Gentlemen!
I\'d like to answer a few of your questions regarding GP Challenge.
Firstly I\'d like to absolutely guarantee you that these screenshots are indeed taken from the PS2. You will get absolutely this and then some from the actual game and in fact these shots are taken directly from the game several weeks ago prior to final graphics. I should explain that the reason for the apparently high resolution of the screens is that our graphics engine generates images internally at a higher resolution than your TV can natively display. So the final on TV image is the antialiased result of the high resolution image you are seeing on your PC monitor. With its final lighting, the real, final game on PS2 really does look better than these today. It?s not like a certain other recently released PS2 racer!
Also I?d like to confirm that the game runs at a constant 60 frames/second regardless of how many of the 22 cars are on screen and how many effects are being generated. PS2 is both complicated and versatile and it has taken a project with time on its side to allow us to extract full results.
We have really tried hard to push PS2 to the limit on this game whilst still progressing the gameplay and style that people enjoyed so much on Dreamcast TestDrive:Lemans. We set out to make an F1 game that fans of the GranTurismo series would feel genuinely justified in wanting and enjoying. We believe it is the first console racing game that really does rival GT3 visuals and exceeds it in pure motor racing feeling. It feels ferocious for experts (far from ?lite F1? as mentioned in the forum!) but also has modes to encourage those new to racing and Formula 1! Without doubt you will notice a massive difference between GrandPrix Challenge and every other console F1 game released to date.
Happy Racing,
Andrew Carter
Executive Producer: GP Challenge.
2ND POST
I agree, lets cut through the S%#@$^@ and get to the point!
1. It\'s called GrandPrix Challenge.
2. It\'s about injecting the F back into F1 games because it\'s been missing for too long in too many - where F is Fun and the first letter of many other words!
3. Soon.
If you love racing then I really hope you will give it a try.
3RD POST
Thanks for your comments!
I totally understand any doubts as I and many on the GP Challenge team are also sick and tired of gimmick ridden sub standard racing games being advertised as amazing.
It makes our life difficult when we have something genuinely awesome. It\'s really a shame because so many make false claims in this and other racing genres that it is hard to be heard through the noise sometimes.
I only ever get involved in these forums in this way when I\'m certain racing fans will not be disappointed and then we have to make some noise!
We\'re really proud of this game and I promise it really does look better running on PS2 today than in the shots. It has gameplay to match as well.
Regarding the number of cars, GT3 used to have me in awe, but since it was made several years ago we have made a real discovery on PS2 that means our game pushes close to double the polygons and more than 3 times everything else of that game. It is actually a unique \'technology feature\' in GP Challenge right now that allows 22 cars with more individual detail than GT3\'s 6 cars at 60fps. By the way in GPC all the AI cars in the game drive with the same full physics model as the player car so they are not at all simplified either.
4TH POST
A few stats for you,
Raw car model - 8000 Polys
With reflections / lighting - 20000 polys
Total max displayed on screen including all cars / scenery 200,000 - 300,000 @ 60fps in game depending on the scene.
5TH POST
Thanks!
As for damage, there are real physical reactions from the car including spinning, getting one or more wheels airborn and flipping in extreme cases. Wheels and wings sustain visual damage and have very cool physics when broken off in a collision. You can still limp home to the pits on 3 wheels (lots of understeer though!).
The three selectable handling levels (Beginner, Intermediate and Expert) adjust the damage thresholds so Beginner cars are pretty sturdy and Expert cars are quite brittle.
There is an overriding theme in the game of \'one size does not fit all\', so handling can be selected from the following and subtly effects many other in game parameters:
Beginner - just that for those new to racing and F1.
Intermediate - Arcade style, but still with a realistic basis.
Expert - sim (GT) style.
6TH POST
Yes the Logitech / GT3 forcefeedback wheel is especially supported and the entire game is properly navigable with it.
http://forum.granturismo.com/showthread.php?threadid=71733&perpage=40&pagenumber=1