GT3's I-Link and Multi-view Modes
GT3's i-Link Battle and Multi-view Modes
This web reference was created to collect all known information about i-Linking PS2 consoles and displaying multiple game views. If you notice that anything is missing, incorrect or if some clarification is needed, please contact the author. Pictures will be made, eventually.
There are two aspects to GT3's iLink Battle menu: multi-player games and a multi-view mode. Keep in mind that some aspects of multi-player set-ups affect or relate to multi-screen set-ups. Only older PS2 models which have the front S400 port can be networked with Gran Turismo 3. GT3 does not use the PlayStation 2's Network Adapter, but Gran Turismo 4 will. Information presented here may not entirely apply to GT 4.
Multi-player games using more than one console can range from 2 linked consoles (with one doubled ended 4-wire Firewire cable), up to six PS2s iLinked together in a network with a Firewire hub. Each console can be used for playing or for "broadcasting" a view to an audience. There are a number of different driver views that can be used depending upon how the console is used. The players can use either their normally preferred external 3rd-person or the bumper cam view, in "compete" mode.
Broadcasting views range from the two normal forward looking views (the most appropriate views for an audience), to 90 degrees left, 90 degrees right, left rearward side view, right rearward side view, and a rear facing view. These driver views are more appropriate for a multi-screen, single player set-up and they are not so appropriate for broadcasting. The left and right side views are at 90 degrees to the car and the front edges of their views almost meet with the left or right edges of the central screen (there seems to be a small gap between the two views, but it's close enough).
If you have ever seen or been inside any of the GT3 hydraulic simulators (i.e. the Subaru sim), you know that more than one TV can be used to display more than one view, for one player and another screen is used to entertain the audience. In Arcade mode's "iLink Battle", up to six consoles can be networked together for either the contestants (Compete) or as video sources for an audience to watch (Broadcast). If six players also want to have broadcast views available, then an additional networked hub and more consoles can be employed to get them.
A One Player, Multi-TV Display
Since only one person would be driving, it makes little sense to use
multi-view mode with only two consoles linked through their front S400
ports (although it is possible to do this), so I will
describe a more likely one player 3 (or more) console & TV set-up.
This will require a 3 to 6 port Firewire hub, too. Set up all consoles,
TVs and the controllers and/or wheel where you want them and connect
all cables the way they need to be arranged and check to make sure all
console stations work properly.
Once the hardware is set up, note
which console has which network number and if you want to re-arrange
the console positions, then do so now. The console
network number represents the starting grid position, too, so decide if
this is important to the group. The console number
order won't ever change, unless consoles are added to or removed from
your current console mix. The #1 console will control all of the normal
play variables, such as
which track and cars are used, the number of laps and if tire wear is
used, etcetera, for the other consoles on the network.
Equipment
A Firewire hub is necessary to create a GT3 network. Either a 4-wire or
a 6-wire hub can be used and the appropriate cables must match the hub
and console ports. Some hubs even have a mix of
ports: the CP Technologies hub ($55 CDN), for example, has one 4-wire
port and 5 6-wire ports. Make sure your cables match your
equipment.
Firewire cables are typically 6', 10', 12' or 15' ($12 CDN) maximum.
Beyond 15' and you will need another amplifying hub. Try to acquire the
shortest cables that will fit your network requirements,
to reduce cost, unsightly clutter or any possible danger from tripping.
Costs: To me, a shielded 15' cable is a 15' cable, so buy the cheapest,
since prices for Firewire cables can be outrageous.
There are not a lot of Firewire hubs around, so prices are not cheap.
Surge protected "Monster" brand power bars designed for
the PlayStation are currently very inexpensive ($10 CDN). Discount
stores are your wallet's friend.
Arwin's 4-wire Firewire hub comments:
"The main problem with the 4-4 HUBS I've found so far is:
- 4 pin connector is very small, much weaker than the much bigger 6 pin
connector, and it's much more cumbersome to plug in the cables
- 4 pin HUB has in my experience always been more expensive than a 6
pin HUB (I got our current 6 pin HUB for 60 EUR.
- 6 to 4 pin cables are generally not very expensive (get them for 8
EUR or less)
- you are more likely to be able to use the 6 pin HUB for other
purposes later on (like PC Firewire connections. Don't forget that the
iLink port may well disappear from the PS2 in the near future
when it comes with the network adapter by default)
All this leads me to believe that the 6 pin HUB is better. These
reasons are probably also why I've yet to see a 4-4 HUB anywhere, where
I've seen lots of people use 6-4 HUBs now, both live
and online." Arwin
Each iLink PS2 console on the Firewire network needs: a GT3 game disk,
a memory card (see below), a TV, a controller (DS2-style and/or a
wheel) and all related cables sets. You will also need a
Firewire hub, with up to 6 6-wire ports (or 4-wire ports - see above)
and all related cabling. Be careful of walking over
cables on the floor - things can get messy with a large group of
players and audience, in a temporary location. Use cable
tunnels or carpets to control tripping. Permanent
installations can have hidden wires, so that tripping is less of a
danger.
Each console should utilize a memory card with a game save that has a
100% complete Arcade mode garage and set of tracks. This will allow all
players to use all tracks and cars. If one card is
missing tracks or cars, then that console is limited compared to the
rest on the network and that card should probably be
inserted into console #1. You will appreciate a complete
set, so finish enough of the game to open all possible combinations
before you join a network.
In a one-player set-up, it helps to not have a large difference in size
between all TV screens. If you have one TV that is
larger than the rest, use the largest screen for the driver and the
smaller screens can be used for the secondary views. TV
screens larger than about 24" may become a problem, depending on the
size of the room where the network is located. Screens smaller than 15"
may be too small. Any "Broadcast" TV should be large
enough for the crowd to see well.
Wheels
Be prepared for wheel problems. Many wheels seem to have the ability to
crash GT3 or the console. This loss of control usually manifests itself
with the wheel pulling to one side and the car
going of course. The only thing that can be done when either of these
things happen is to reset that console. Also, at least
with the Logitech Driving Force wheels, not all control buttons work in
all situations. You will probably need to have
a DS2-style controller connected to each console to set up the monitor
view.
When ready to play your first networked game (everything is now
connected, adjusted and working properly), turn off or reset all
consoles and calibrate all wheels at power-up. Recalibrate as needed.
Available Tracks/Courses
Complex String and Test Course are not available with iLinking. The
other Arcade tracks are available, but wet tracks limit the grid to
four cars and Rally tracks only have a two-car grid. Due to
a GT3 bug, Côte d'Azur is available with iLinking but not in
Two-Player mode.
If you want to use your own garage cars in a head-to-head two-player
competition, then you can use the "2 Player Battle" mode. The
disadvantage of this mode is the restricted narrow view and
the tracks will be missing some useful features, such as distance
markers.
Glossary:
Broadcast/Live = iLink mode for output from one console to a TV for
audience viewing or recording, not racing
- the broadcast view can be any of a player's six views
(Broadcast = NTSC, Live = PAL consoles)
Compete = iLink mode for players to race
Firewire = also called iLink (SONY) or Firewire (Apple) or IEEE 1394
(the standard)
(iLink) - a medium speed, bi-directional serial interface
- network's maximum speed is at 400Mbs (S400)
Hub = a Firewire accessory needed to join PS2 consoles in an iLink
network
Credits:
Although some tidbits of information was gleaned from numerous forum
messages, I want to especially thank Arwin and bobkart for reviewing
this reference document and for their additional information.