- 10,403
- GTP_Spag69
- spagetti69
xSNAKExlol forza physics is so off it would have no problem being ported to an air hockey sim
Do you use a wheel in Forza?
xSNAKExlol forza physics is so off it would have no problem being ported to an air hockey sim
Do you use a wheel in Forza?
This, right here, is how I can tell some of you aren't reading. It's no different than being able to tell when someone is listening and when they're just waiting to interject their opinion. I wanted this to be a serious discussion on how much a simulator should cover before it gets the title, NOT fanboys (who percieve questioning as negative criticism) skimming the material and going "nuh-uh."
Before you post: Exorcet's comments are now required reading. I haven't been on to respond to a lot of you, but he's done a great job clearing up any misconceptions.
The issue isn't so much the lap times, but the fact that every car benefits as much as the next. Tires work best under a specific load/temperature/slip angle. If a tire is used in such a way that all of these are way off, it won't work very well. You shouldn't be able to use LMP tires on a stripped down featherweight hatchback that has no downforce. It won't be able to heat tire tires or compress them enough to get a decent contact patch.
If GT5's tuning was more realistic, we would need to have dozens of tire options for each class of car and mismatching tires and cars would produce negative results. Though to be honest, I don't expect that level of complexity to be modeled because of how complex tires are. However, throwing RS tires on a Mini should create a very different result from placing those same tires on a Corvette.
It does more than that. Even if you had perfect tires and wheels, ancient suspension would still hurt performance, and older and/or less sporty cars would show less grip. Putting RS tires on also re-engineers your chassis to get the most out of them.So when you bolt an RS onto your otherwise stock F40, they're the perfect size, shape, stiffness etc.
PD have tried to create that feeling in a way that's not overly complicated either for the player or for the program that's running it all itself!
I have a problem with this, because you've gone on for quite a bit about the tire issues in GT5. But Forza's are even simpler. You basically get street, sport, race and drag Pirellis, which basically do the same things. How is this any better? For another thing, something very strange is going on with Forza 4's physics. Beyond a certain power range, usually 200 hp or so, cars behave in ways that I can't relate to. They behave differently than in any other game I've ever played, with the possible exception of Enthusia. At low power, or in collisions, Forza is amazingly lifelike. Beyond that vague boundary, something isn't connecting with me.Funny because it's true?
Besides GT5 being far from a sim, I think he's pretty much right.
It does more than that. Even if you had perfect tires and wheels, ancient suspension would still hurt performance, and older and/or less sporty cars would show less grip. Putting RS tires on also re-engineers your chassis to get the most out of them.
But even if they did make it more realistic, would it be that overwhelming? The game could just recommend tires based on the weight of the car, and options like the sports suspension which lower and stiffen the car should improve tire useage 99% of the time for non sporty cars.
In general, you would still have a range of tires to pick out, from hard to soft, street to race
Tire selection could look more like this (imagine 3 classes; comfort, sport, race with 9 grades/materials each - performance always increases from left to right, but there is some optimum point when going up and down)
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Pick the class of tire you want, then the correct material for the type of car. Just a 2D extension of the current 1D process, it doesn't sound that complex and it would be better than what we have now.
But really, even this is needed. We could go even simpler and keep 1D tire selection, but just have different cars get different levels of grip out of them. I wouldn't want the numbers hard coded in, but in the worst case they could do that. Just somehow make it so that a stock road legal Mini on RS tires can only get 1.25 g, while a Corvette gets 1.5, and a race car gets 1.75 (even without downforce).
I don't think I've ever made a comment about F4's tire upgrades. It's because I haven't had a chance to tune anything in Forza. Still, the physics model in Forza feels much better than in GT to me (see my comments in the F4 vs GT thread).I have a problem with this, because you've gone on for quite a bit about the tire issues in GT5. But Forza's are even simpler.
The goal should not be to emulate PC sims. It should be to emulate reality. Going from GT to GTR to Forza was not a huge transition for me. I've never played iRacing, rFactor, or Live for Speed. I owned FM3 and besides the tires being hyper grippy (irony) on road cars in that game, it wasn't much different from GT physics wise.I can say that the GTRs, Live For Speed and rFactor have better physics and technical aspects than either GT5 or Forza 4. But oddly enough, GT5 feels quite a bit similar to my PC sims, while Forza mostly does in those lower power regions. Though more than anything, F4 feels like a strong evolution of Forza.
There is no technical explanation for how you feel that wheel in your hands, and how real that car feels, the tires, or the road.
LMP cars, etc have downforce that you can't get rid of, and there has been speculation of grip multipliers in GT's physics. So no, the LMP has more grip. However I did take a stock Samba Bus and stock ZR1 to Monza and they both pull 1.5 with RS tires equipped.Are you telling me at the moment a mini or elise has the same grip and pulls the same gs on RS TYRES as an lmp car or hyper car has on rs if their weight and downforce is equall? The wider tyre should have more grip.
Define grip. More weight = more force, but not always more lateral/longitudinal acceleration. Making your car heavier for the sake of having more weight is the stupidest thing you can do from a performance standpoint.Just a note more weight on a tyre = more grip.
No, it is not perfect. Nor are any other commercially available products.
Doesn't matter as it is a driving simulator. And my wife and her friends(both mid twenties and driving since eighteen) were able to pick up the game(with a g27) like they've played for years. Driving simulator YES, racing sim still being worked on.
The short answer is: "debatable". The long answer is this thread here. GT5 feels a bit simpler now going back to it, and the tire model in FM4 is astounding, but it really is a "horses for courses" situation. Your best bet is to find a way to try it yourself (for a significant amount of time) to figure out which you prefer 👍
As for the topic at hand; sadly, it's always been the case with GT, as the further you modify a car, the less realistic it seems to be, as its capabilities far surpass what's usually possible in real life. It's not always the case, of course, but GT seems to work as a better simulator when you're running stock or near-stock cars. The single biggest thorn in its side, in my view, is the amount of grip the higher-level tires provide, but if you keep a road car on stock tires, or only go one grade up, while pairing it with only some light mods in the other categories, it really can be quite impressive while still feeling "analog" enough![]()
I agree with you in essence, but there's a problem with that because video games aren't real. You experience cars in real life through your hands, your arms, your legs and feet, your lungs, your gut, your butt, your eyes, your inner and "outer" ear, etc. Now assuming you're playing with a wheel, a video game reduces all that down to your hands, feet, eyes and your ears. How does this virtual car communicate with you that you should be pushing harder through a turn, or that you're about to lose it? There are only certain cues that a game can give you through FFB and tire noise, which are just a fraction of the sensory feedback you'd need to safely ride the edge of grip in a real car.The goal should not be to emulate PC sims. It should be to emulate reality. Going from GT to GTR to Forza was not a huge transition for me. I've never played iRacing, rFactor, or Live for Speed. I owned FM3 and besides the tires being hyper grippy (irony) on road cars in that game, it wasn't much different from GT physics wise.
There is no technical explanation for how you feel that wheel in your hands, and how real that car feels, the tires, or the road.
You may hate those comments, but it's very much true.I disagree, I think that pretty much everything can be boiled down to an objective science. This issue is whether or not we have the capability to explain things in a purely objective way now.
I personally hate comments that say that "GT has it's own feel" or that "Forza 4 still has the Forza feel" [( I make a distinction between those comments and "X feels more realistic [because...]") in realism discussions because they mean nothing and probably show hints of favoritism. Whatever feel (whatever that means) the game has doesn't matter, it's how well it simulates reality that matters.
As different as they feel in reality. Through weight, power, moment of inertia, stability, grip, and a host of other variables.How differently should two similar virtual front engined rear drive sports cars feel in a game? Do you have to exaggerate certain factors to differentiate them, and if so, then how realistic is the simulation?
The fact that he changed cars hurts the comparison already. FM3 had undefeatable wheel assist, and completely wrong tire grip like I mentioned before. I've never tried FM3 with a wheel, but I do believe a major point of complaint was how horrible the MS wheel was. If it's anything like the wireless wheel I used when trying the FM4 demo, I agree with those who complained. I don't see the story as evidence of "feel" being influential.You may hate those comments, but it's very much true.
I put up a friend a few years ago, and invited him to give Forza 3 a spin with the FFB wheel, as I was infatuated with it at that point. He chose a Miata, which was his previous real life ride. Well, it didn't go so well, and I'll hasten to add that he just plays racers every once in a while. But as with me, things were okay as long as he wasn't being too aggressive, and then the nose would go round and he'd lose it in a turn.
I don't remember what that car drove like in GT5P, but downforce and Race tires could make quite a difference.Watching him struggle for a while, I decided to switch to Prologue, and I forget what he chose, maybe the Capucchino tuner.
I'm not at all interested in biology, so no I can't give you lengthy and detail explanation. But I would bet that someone with a proper education come could up with some experiments to determine why people react how they do.this is something I've noted about Forza, is that some people just can't completely get comfy with its version of reality. Some flat out hate it. And I sincerely doubt that you can give a technical or scientific explanation for this almost schizophrenic difference between fans and dislikers, why some can almost bolt themselves into their cars, and some can hardly find the door handles.
I didn't claim to have explanations for everything, but I refuse to assume that some unmeasurable subjective "force" is at core of the issue. It'll take heavy convincing to sway me.So what scientific explanation do you have for the problems?
Assists make things easier, not harder. Grippier tires make cars handle better, and you can abuse their potential more. I think we're entering an area where things are said with no real purpose or basis other than to kick up a cloud of dust.The fact that he changed cars hurts the comparison already. FM3 had undefeatable wheel assist, and completely wrong tire grip like I mentioned before.
Assists make things easier, not harder. Grippier tires make cars handle better, and you can abuse their potential more. I think we're entering an area where things are said with no real purpose or basis other than to kick up a cloud of dust.
What right do you have to tell me what I have to do before I post???
I'll say it again. "It's common knowledge that race tires in gt5 are completely unrealistic". You took a car that does not currently exist in GT5, then took it's times from the top gear test track IN REAL LIFE and then you did a completely unrealistic comparison of a COMPLETELY different car on race tires on the top gear test track in GT5 and ran faster or comparable time to the Ariel Atom and now you feel that GT5 is not a simulator because of your comparison.
They cannot make a slow car fast no matter how good they are. Tires are super complex, so it's no surprise that PD's model isn't hyper realistic, but making grip a simple constant is going too far.
You are the one that posted the thread as a question combined with your comparison. What do you expect? You asked a question and you don't like the answer or disagree so that makes me a fanboy??? That's pretty lame. Tell me, are you still using X BUTTON for throttle?
I've read through your posts here on GTPlanet and see how much you dislike GT5 so much and how your attitude is always negative toward PD and gt5. Nobody is forcing you to play it.
I'll stop I guess so you can get back to those x1 top speed runs.
@OP
Hmmm... you never thought that it may not be as realistic as you want because of the HW limitations of the PS3? granted I'll take any GT game over anything in a heartbit, I like the way it is, not so much complicated and boring as some PC racing games, not crazy stuff like some arcade racers like ridge racer, it's just a perfect Driving/Racing Sim, IMO though
Bias would also be when someone goes into a game with a previously created expectation, whether they know it or not, and then see all evidence as pointing to back themselves up. Bias doesn't have to be a conscious thing.And it has nothing to do with bias. Bias is when someone gets behind the wheel, races the same way they do in other games, and says, "Well..... I still think my game of choice is better. Here and there."![]()
If that's what you think fair enough. To me, things like that just separate games from sims. The sims are as technical as possible, the games let impurities in. Driving a car is a completely objective thing. It's you in a vehicle that's being moved by its own power and grip, and what you get out of it is your mind's reaction to the experience. I won't argue that no one today can completely go through the real life "code" line by line, but that doesn't mean that code isn't there.because the individual connection between the gamer and a car has more to do with feel, flavor and emotion than any technical details.
Fixing downforce would take changing a single variable in all likelihood. And the PS3 doesn't seem to struggle with the weak draft setting.
I see a lot of evidence pointing to PD purposefully making the game less realistic for no real reason at all.
It doesn't sound as if you like our answers too much, so mine might not help, but here goes.This was meant to be a discussion gathering opinions on how much simulation needs to occur before it's considered one overall.