automotive culture in games

Can anyone see a difference between these trailers? The first two in particular.

Photorealism and the technology of car simulation has almost reached perfection, right? So what exactly is the difference between these products, other than being on rival platforms? Racing games gave me my early career, it was an exciting time to be involved with the strides towards realism in imagery and creation (process). The industry expanded (and now contracted) over the last 15 years in the UK particularly. The aim, post Gran Turismo, was to serve the automotive addicts, the petrolheads of the world. Ultimately even more than this was achieved. New car addicted generations were born of gamers. Millions grew up knowing what an AE86 was, or R31. Thanks to that one game, and those that followed. Locations that gamers thought were created for their game, were real. Gamers learned skills that crossed over to the real world, and became racing drivers! The goal was always realism and photorealism, right? I recall thinking that had been achieved way back in 1997…, with GT. It was not about the poor graphics, it was about 3 dimensions, and the way the cars moved. The way they responded, handled, and drove. The industry is close to reaching the visuals that back up the physical simulation. What next though? Polyphony are onto something, with their design concepts. Manufacturers testing new styling ideas within a virtual world. A lot cheaper than making a mistake in the real world.

kit cars

kit cars are the future Interesting article about VWs modular MQB system of parts sharing, and how others like GM are failing to believe in it.