do you prefer the originally designed physics over 1.03?

  • Thread starter Thread starter Brainhulk
  • 72 comments
  • 5,041 views

which physics do you prefer

  • original physics

    Votes: 37 42.5%
  • 1.03 physics

    Votes: 42 48.3%
  • I want something inbetween original and 1.03 physics

    Votes: 8 9.2%

  • Total voters
    87
It's an unspoken common practice to reduce calculations for online vs offline to minimize objects "teleporting" around levels etc.

Especially common on systemic system based games involving physics. Even FPS games have a bullet trajectory model that has inertia and drop off...

On the bright side, it appears GT is so authentic that its very noticeable. But should be able to be cured though optimization as the value adjustment tends to be with decimal points moving, not actually changing the engine.

They fixed it in GT 5... And this is a new physics model so... History repeats itself.

What would be helpful is testing a strong network connection to a weak one to determine if it happens dynamically, or if its a fixed change in the math to better diagnose the issue.
 
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tbh I have no experience with how games work online but I don't see why the physics would change as they are done on your (the client) side, and other cars are just interpolated on track.

Same goes with FPS games online etc everything is the same, except people's position is "guessed" or smoothed out creating some delay / inaccuracy I don't see how it would affect physics themselves, just the player position ie if a player is really lagging he would be jumping / bouncing all over the place, but to him he would be driving normally
 
The only difference I've noticed is some cars with custom wheels becoming more stable, but I guess that doesn't count because it was a pre-1.03 bug. Everything else feels the same imo.
 
I always liked physics. What does 1.03 have to do with that.... LOL. I like others did not vote because you lack a no change vote.
 
After 1.03 comparted to release, I noticed the brakes don't seem to work the same.. basically braking distances have increased slightly, especially with anti-lock brakes.. Also the cars under steer a little more, but it is very subtle. I don't think it's better or worse, just different.

Since GT5P, I have noticed one thing though, PD tends to change the physics constantly, with almost every update, so it's always different than it was "before", but they almost never say what has changed or why.

I wish they'd just get the physics right, and leave it alone, and also make sure the physics are the same offline, online, career mode, and arcade mode.. I'm pretty sure all of those things will never happen though, looking at what they have done in the past.
 
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The main physics update happens with v1.02. I did the Ascari enduro with my Huayra on v1.01, and I got it dialled in perfectly. After 1.02 it understeers on entry and has snappy power oversteer. It feels somewhat between GT5 and GT6 1.01. All 1.03 did was fix the rear tire width for custom rims and increase grip at the rear. Maybe people confused this with more understeer? Since my Huayra didn't have its rims changed, its handling didn't change after 1.03.

Personally I prefer the original 1.01 physics (with the corrected rear tire width of course). 1.02 brought the physics closer to GT5 which is clearly inferior IMO. Honestly, PD should just stick to whatever physics is most realistic and stop listening to the complainers that can't drive and adapt.
 
Please *show* me the difference you are talking about.

Don't know - find some 1.02 videos and re-do the same thing now in 1.03. You clearly care enough to make a thread - make it actually useful by providing some comparison footage to explain your cause and since you "absolutely hate the physics now" (some users) the difference will be surely as day and night.
 
Physics differences are felt, not seen. If you haven't felt it already watching a video driven by someone else won't change your mind. It also helps if you have a wheel. Dualshock isn't good enough to resolve the subtle differences between physics unless you're really sensitive and consistent.
 
Physics differences are felt, not seen. If you haven't felt it already watching a video driven by someone else won't change your mind. It also helps if you have a wheel. Dualshock isn't good enough to resolve the subtle differences between physics unless you're really sensitive and consistent.

Well I disagree - major changes are definitely seen if they are actually there. Agree on the subtle ones - but then how subtle can you get on the subtle ones - if you getting to the point you only can "feel" them but cannot describe them - it's probably a placebo effect.

I don't need a wheel to see a car under-steer/over-steer faster or slower than the same car on the same track on the same corner on the same speed.

Or stopping later

Or anything else the change was.
 
I did describe them in the post above your first one. It's not major in the sense that the car is completely undrivable, but it's not subtle either as I noticed it within 3 corners of driving. And I'm quite aware of placebo effect, especially when it comes to testing things like this. But I'm experienced enough to separate reality and what's only in my mind. I can run laps within 0.1 secs to each other so I feel I'm consistent enough to evaluate physics changes.

EDIT: Actually I think I've discovered the problem. I did my testing with Grip Reduction set to Real. I'm so used to doing this in GT5 that I forgot career races always have Grip Reduction set to Low. Sure enough, with this setting to Low the Huayra feels pretty much the same. So the conclusion is there wasn't any physics change, PD just fixed the rear tire width and that creates the 'understeer' illusion for some cars 👍
 
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Understeer now happens by applying throttle in the wrong point of a corner, that is a change in the right direction, principally due to grip recovery of tyres. Cars feel more heavy, and this weight need to be properly used entering a corner. it's surely a better change, it's no sure that t's a definitive change, I think it require further adjustments related to the floating effect, which is slightly exaggerated.
 
I never drove this car before 1.03, but the RUF RGT is quite fun to throw around, RR cars have taken nicely to the update.
 
They fixed the physics on some csrs because they realised they were incorrect compared to the real life versions of the cars, not because of "people complaining".
 
I never drove this car before 1.03, but the RUF RGT is quite fun to throw around, RR cars have taken nicely to the update.

The RGT may be a RR car but it does not drive like one. If I'm not mistaken it shows a 50:50 balance. Though I haven't been in it since the 1.03 update. It drove very well before.

Try the BTR which is very tail heavy or throw some power in one of the old Beetles and have a go with it
 
@eran0004, do easy test; GO to Arcade, pick Brands Hatch Grand Prix track (or indy) and take Courtesy Car BMW M3 GT (BMW Motorsport) '11, Racing Hards and "Real" on track settings, do a laps overthere as many as you wish, and then drive thru pit and try to match those earlier lap times, bet at you can't match times - will lose over second from your time.
 
I've noticed more understeer after the update. I had a nice tune on my M3 CSL but after the update it now has chronic understeer on corner entry, but only in some game modes and not others. MR cars are also easier to drive now I'd say. I guess I'm ok with PD adjusting the physics, it's a pain when it messes up your tunes but so long as everything is stable by Spec 2.0 then I'll be happy, so I'm gonna try not to complain too much until then.

My biggest gripe is the irregularity in physics between game modes. This is ridiculous, stressful and pointless, I can't see any reason for it and it makes no sense.

I'd like to thank PD for letting me join their beta test team for the measly sum of £40, cheers guys!
 
@eran0004, do easy test; GO to Arcade, pick Brands Hatch Grand Prix track (or indy) and take Courtesy Car BMW M3 GT (BMW Motorsport) '11, Racing Hards and "Real" on track settings, do a laps overthere as many as you wish, and then drive thru pit and try to match those earlier lap times, bet at you can't match times - will lose over second from your time.

I was just as fast after the drive through. And just to be sure I exited the race afterwards and tried again - no difference. What is supposed to happen after you drive through the pits, and how is that related to 1.03?
 
@eran0004, do easy test; GO to Arcade, pick Brands Hatch Grand Prix track (or indy) and take Courtesy Car BMW M3 GT (BMW Motorsport) '11, Racing Hards and "Real" on track settings, do a laps overthere as many as you wish, and then drive thru pit and try to match those earlier lap times, bet at you can't match times - will lose over second from your time.

Moral of the story......yet another reason not to use racing tires. :sly:
 
I haven't found any noticeable difference to be honest... Is there actually a difference, or its just speculation and rumour?
 
Either Updates are messed up on others and others not, or there is huge difference on peoples feels of driving.
 
Well like I wrote in another thread, the fun is gone!
Why?
Is the big question!

More progressive grip levels I would say.
Same grip but you loose it more in steps then before. This gives floaty feeling and feeling of less control and more understeer and the backends dont loose grip as violently but more smoothly.

But it all makes fun pointy cars not fun at all.

BUT.... These cars probably had TOO much grip before and where almost unrealistic in there behavior. So I would actually say its more realistic now. Maybe.
But its not as fun!
I want my fun back!
 
Either Updates are messed up on others and others not, or there is huge difference on peoples feels of driving.

Most people dont even think about feel. Ever.
To me its the most important thing.
So you are very right. People have a huge difference in percieved ( i dont know how to spell it! ) feel!
 
Here's the original original physics on display



Everything since has been built on top of this so now we've got a patchwork of many different kinds of physics solutions at work depending on car, track, tire etc, leaving us with a mish-mash of a wildly inconsistent driving model.
 
I was just as fast after the drive through. And just to be sure I exited the race afterwards and tried again - no difference. What is supposed to happen after you drive through the pits, and how is that related to 1.03?
I also tried, I reached the same lap times after 4-5 laps, may be the drive through simply reset the temperature of the tyres, or also having something related to the fuel, the car feel slighty heavy after the pit, it's no clear how this work in arcade, I must try in online, but surely tyres are the same.
 
Wow I am very disappointed in the new 1.03 physics.

Its a step back from reality and feeling of being connected to the road. Everything feels slower and dumbed down. Twitch reactions are not as important any more, even on high powered unstable cars. I feel like I have much longer to react to any changes. It almost feels like wet weather handling on a dry track. Kind of floaty and eery;

I like the added stability aspect of it, I think it may be more realistic, I just don't like the fact the physics calculations and car reactions seem slower, giving the driver more time and less "edgyness" in the drive
 
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