on 12-02-2012 01:27 PM
13-02-2012 01:38 AM - edited 13-02-2012 01:39 AM
Doubt that will ever happen. If you notice, all the templates you can use to create your tracks don't have much objects surrounding the circuit, yes you can see a little bit of landscape far away (trees, hills, etc) and a few objects close to the track (tree's, crowd stands, etc) objects that don't have much effect on the game performance with their shadows or reflections. If they try to add a city circuit template, it becomes a whole diferent story... and why? Buildings produce shadows, buildings have windows, windows usually need reflections (not allways though), buildings need a good texturing, otherwise you will get Gran Turismo-2-like detail on the surroundings, and quality afects performance.
TL;DR: Imagine a city circuit with tight cornering, a cluttered of poorly textured buildings with slightly large gaps separating each other and a street with no junctions. That's most likely what you would end up with. This is just the most common senario I see... but Polyphony might find a way to make it good though. Afterall, they have a team of engeneers and modelers, I'm just a player.
on 13-02-2012 09:55 PM
I understand what you're saying, but I wouldn't expect high resolution textures for the city's template. Even having buildings with little detail that require minimal reflections and shadows. I think the main experience for a city circuit would be to race at night with the street lights reflecting from the car and having that street race experience.
So basicly, the buildings don't need to be highly detailed or even reflect from the circuit. As long as the textures appear to consist of lighting on the building, that'll be fine for me.
on 14-02-2012 02:46 PM
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