What reasons could there be for not having different physics for offli

  • Thread starter Thread starter F40LM
  • 16 comments
  • 1,015 views

F40LM

http://www.twitter.com/GTAAFK
Premium
Messages
818
United Kingdom
England
Messages
FordLM
Messages
F40LM
What reasons could there be for having different physics offline and online?
 
Lag? balance? It seems the car slides alot more online so maybe its to negate the pure speed from some cars, and to make it harder.
 
Probably because the offline engine is a bit more realistic. It is possible that that engine couldn't handle 16 X2011s racing at 300 MPH at the same time.
 
I sure I seen video of people doing over 600MPH with like 16 peoplez online
 
Yes, online, bot offline. That is my point.

You confused me when you said 16 people and you meant offline bwahahaha, I didn't know 16 peoplez could race in x2011 offline?
 
Perhaps lack of dev time contributed to the online/offline disparity.

To me, understeer is rather ridiculous & comical online, bothersome, but thank goodness for tuning. Perhaps the online/offline disparity will be corrected in a future update or GT6.
 
So for Online Seasonals, they use online physics?
 
Probably because the offline engine is a bit more realistic. It is possible that that engine couldn't handle 16 X2011s racing at 300 MPH at the same time.

Are you trying to say the ps3 engine cant handle it? Your ludicrous if you think that, and if not, you need to articulate your posts better.
 
What reasons could there be for having different physics offline and online?

You see the difference in nearly any console game. From shooters to racing, they all have different physics on/offline.

I don't know for fact why, buy I would assume it has to do with network capabilities. They have to accommodate all sorts of network providers with all sorts of different speeds. They need to find a medium. If they put high detailed physics online, the ones with poor connections would suffer, even more so than they do now. They need to be compatible with all types of network environements.

Offline is a whole different story, everything is run off local resources, no down/uploading. You can run a much complex code offline, with no network reliability, compared to online, where network conditions vary.

Like I said, every game has different online/offline physics. Its just that it's more noticeable in some games and not others. Network environments is the key here.
 
Online you're at the mercy of servers/networks distributed around the world. One bad connection from one player can throw a room into a mess. Even in your own lobby you're not going to get the most optimum physics since you're still connecting to the internet. Put the disc in your player and you've got the optimum condition. Just makes common sense.

Lots of good threads on this topic already.
 
So for Online Seasonals, they use online physics?

no, the Seasonal Events use offline physics. Makes sense, since you're only be racing against a field of AI-controlled cars.
 
no, the Seasonal Events use offline physics. Makes sense, since you're only be racing against a field of AI-controlled cars.

Yes I thought that exact same thing, wanted to check if any experts would say otherwise, I don't really notice any difference myself, I was hoping someone who did would answer.

Note that I am not saying you are do not notice any difference or do.
 
There is no difference in physics for offline/online. It makes no sense for PD to code completely different sets of physics for on or offline. The differences in how the cars drive, feel, and perform is only related to how good the connection is online. In the online series I drive in now we qualify during the week for a weekend race. Everyone in the series can tell you that on open lobby is faster than a private lobby, in my case I gain around .4-.6 tenths a lap in open lobby over private lounge. There are also differences in different peoples lounges, depending on how good their connection is. Anyone who has raced much online knows that a bad room connection can make your car feel like it has less grip, or just doesn't perform like it should.
 
boshuter
There is no difference in physics for offline/online. It makes no sense for PD to code completely different sets of physics for on or offline. The differences in how the cars drive, feel, and perform is only related to how good the connection is online.

Contradicting yourself a bit?

If there's no difference online to offline; explain car doing wheelies offline VS online, why there are different tunes for cars - so they work offline and online, etc.

Connection usually affects lag and other players around you. You may be skipping about sometimes, but that's nothing to do with GT5, it's to do with your connection (though you probably already are aware of that).
 
Contradicting yourself a bit?

If there's no difference online to offline; explain car doing wheelies offline VS online, why there are different tunes for cars - so they work offline and online, etc.

Connection usually affects lag and other players around you. You may be skipping about sometimes, but that's nothing to do with GT5, it's to do with your connection (though you probably already are aware of that).

This right here is very true.👍^^^^
 
Back