MotoGP screen shots photographic

by on January 17, 2006

Where does the video game stop and just become a film? The line is pretty close to being blurred. Look at the screen shots from MotoGP 2006 for the Xbox 360 in this interview on EuroGamer.

  • Keith Patrick
    Kudos to the first game where I can't see polygons on curves (lighting can't hide the outlines). It looks beautiful, so I'll probably buy it when 360s start miraculously appearing (BTW: I have yet to find a store that gets "weekly" 360s. EVERY one (and I've been to 5 since x-mas) says they're getting their shipments in mid-January.)
    I really hope Forza 2 looks this good.
  • The PGR3 environment looks amazingly realistic too.

    Some comparison shots here:
    http://www.kotaku.com/gaming/pgr3/pgr3-real-vs-...
  • I saw this about a month or so ago, when the screens released, and it is amazing. I am a big fan of MotoGP and this is jsut sweetness.

    About the "Weekly" shipments...there are weekly shipments, more likely to depots that individual stores run. For example, EB games receives shipments to their central warehouse, and they (not microsoft) allocate the machines to their individual stores. Microsoft does not control how they distribute them.

    I am also hoping Forza2 (I want to say that as of right now, there is no announcement that I know of) will look that good (or even better) when it releases.
  • mano
    My favorite screenshot from looking thru the article and gallery:

    http://www.eurogamer.net/assets/articles/a61167...

    -mano
  • Yes, I agree, this looks great.

    But Robert, do you know why MotoGP stands out so much? Because even with advances with render technology, most games eschew photorealism - and it has to do with visual style. For instance, chroma in textures gets pushed. Or specularity is grossly overused. Or lights are too saturated. Ref: most Unreal Engine 3 demos.

    Wanna know the great decisions that the MotoGP devs made? White light. Minimal specularity. Balance between ambient and key lights. Texture colors which complement lighting (not compete with it) and backgrounds which match foregrounds in terms of lighting, color and contrast. And that slight touch of haze to the BG also helps a lot.

    It ain't rocket science but it does take a lot discipline to pull back from the visual crutches employed Xbox1, PS1&2, and Gamecube development.

    ...But not every game needs photorealism, either! :)
  • Keith Patrick
    I would like to see some closer shots of the trees, although in this type of game, you won't see many of them up close. Trees are still not being done well in games (even next-gen games like Perfect Dark can have some fugly trees). I'm hoping that this gen of console allows for more polygon throughput for uses like this; pixel shaders have been very good at hiding most poly seams, but you can't hide outlines, and it's hard to fake something that is almost entirely a boatload of polys -> trees.
    BTW: Best I've seen so far is Elder Scrolls: Oblivion.
  • Wow ... that is impressive! I was just wandering whether these companies pay for their ads on the bikes?

    ... maybe new ad-business for Google ;-) changing the ads within a game according to the profile of the gamer ...
  • Those aren't in-game screenshots and you can still spot some fairly low res textures. There's better out there (and I mean for Xbox 360, not the target videos for PS3)
  • Mindfield...those are the official bikes of the MotoGP, that are liscensed to be in the game by Dorna/FIM.

    I dont know if FIM makes money on the whole game, or if the money is split up between the teams. But, it isnt companies like Konica Minolta that were approached by THQ for the game.
  • http://www.worthplaying.com/press/201/MOTOGP200...

    Look at that comparison. I will say 1 of the images IS a real image.
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