TokoTurismo
+1000 thelvynau. I use a controller in both games, and we're not allowed to post anything if we're using one? Now I have a dislike towards steering "fanboys" who think those who uses controllers for driving games are casual players.
Well guess what. RL has better physics then both "video games", and that's that.
Lol amen, brotha! nothing beats RL! Ive got a few spare moments for this lunch break so why not dip into this one a bit..
I have no problem with joysticks at all. Take away the physicality, and racing physics come down to how well you can connect with what the vehicle should be doing, in union to the directed input of the device (steering mechanism/throttle/components)
Mentally, that all sums up to real life experience with tracks and cars, and how well someone understands the tire physics of the vehicle they're driving. In other words, it all goes back to mental state, and loose opinions of how one guy feels it should respond versus another guy. How so, you ask? Well, we can never really know if that Honda civic, running comfort sorts, are an accurate representation of the toyo proxy's he races with in real life? NO! And this is only one, of thousands of amalgamated possibilities unavailable to algorithm intelligence.
Don't, for one second, think that a "wheel fanboy" has much more, if any more of a clue than anyone else on this forum, when it comes to logic and reasoning with real world simulation. They may have more bits of information to direct their theoretical values I.e. bits in relation to rotational value (900 degrees typically), but all that opens up to is a broader spectrum of hypothetical calculation, therefore giving the user a heightened chance of error. This all goes to say that we understand the algorithm of said game to begin with. If I had to guess, I'd speculate these console games do not take full advantage of the wheel hardware most of us are using. Thus making our wheels only sloppy representations of the hard code, embedded into the physics model.
What's this all add up to? Interpretative opinion of experience, in relation to real life. I could have stated it there and left the rest at the door, but it'd be a shame if the next wheel superior came in and sharted anymore "facts" over these opinions. The only advantage one might argue a wheel user has over a precise controller user in these games, is fun factor..if that's your sort of seats of the pants kind of thing..and for me, it is.
Regards,
Tyler
cuco33
Add me to the list of playing both games with pad and wheel (CSR wheel + CSR-Elite pedals, also have DFGT which works only on PS). I am actually a little bit faster with a pad but the immersion with a wheel is so much better and much more fun. I'm like Scaff, I can and do play with a pad because of convenience, especially if I'm cycling through games and don't want to pull out the rig. I think anyone can comment on physics of both games by using pads but they need to understand there's big controller buffers at play and the best way, and most accurate representation of the game's sim aspects, is via a proper wheel. That is when the physics start to really shine.
Respectfully stated. However, the only "buffer" a controller is allowing for is corrected in the "advanced" options mode of the controller options on fm4. Dead zone settings 0% and 100% outward. I hate to come off pretentious, but i want to believe that the physics code doesn't change to allow buffers when recognizing different input devices, other than default, adjustable sliders, found in that advanced options tab. I race forza with ZERO buffers, clutch, no driving lines. None of the "buffers". That said, the only buffer to speak of is heel toe downshifting, required for the h-pattern, which is accomplished with much less effort using multiple fingers, than multiple feet/footwork. Take care
TylerGiese
Respectfully stated. However, the only "buffer" a controller is allowing for is corrected in the "advanced" options mode of the controller options on fm4. Dead zone settings 0% and 100% outward. I hate to come off pretentious, but i want to believe that the physics code doesn't change to allow buffers when recognizing different input devices, other than default, adjustable sliders, found in that advanced options tab. I race forza with ZERO buffers, clutch, no driving lines. None of the "buffers". That said, the only buffer to speak of is heel toe downshifting, required for the h-pattern, which is accomplished with much less effort using multiple fingers, than multiple feet/footwork. Take care
P.s. I'm jealous of that setup! If I were you, I'd build myself a separate space dedicated for the rig, so I wouldn't have to always be shuffling it around. I used to do that with my setup, but since making a dedicated spot, it inspires so much more use!
hennessey86
I'm not dismissing controler users, but to give GT5 10/10 and then Forza 5/10 while playing one with a wheel and one with a pad really does say alot
See my reply to scaff, for clarification of those misinterpretations. Sorry for the confusion!