Forza 5 physics vs GT6 аnd other sims

  • Thread starter shved111
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shved111
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What do you think about this?
Steering wheel for Xbox one yet are exotic, fm5 among players. But first of all interested in the opinions of owners of steering wheels.and comparison with how it feels Gt6 vs fm5 and compared with fm4 and PC simulators.
But since most of the players using the joystick, your opinion is also interesting.In gt6 very easy to overturn a car, it is in fm5?
 
The cars feel like they have a real weight in this game. They don't seem to ping off the kerbs like the harder tuned suspensions in FM4.
 
I've rolled a car once in FM5, not very easy at all, anyone who finds it 'very easy' needs to have a look at their car setup
 
I think it is a realistic work suspension of an old car
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Using a pad for both, I would rate FM4 physics above GT6. The tyre physics are getting to the point of laughability and lift off oversteer is reserved only for MR and RR cars as far as I've seen.

Driving a 670+HP mustang on sports hards like it's nothing is just wrong. Absolutely wrong...
 
I think it's why my post in the GT6 physics thread didn't get a reply or angry rebuttal, throwing highly powerful cars around with little to no ill effect is laughable.

I've not had a car roll yet. A Holden went up on two wheels in sand but didn't go any further.
 
Like the Russian guy (who may or may not be shved) said in the YT comments it'll be interesting to see what happens with a top heavy car, simulation steering and a Forza compatible steering wheel.
 
Like the Russian guy (who may or may not be shved) said in the YT comments it'll be interesting to see what happens with a top heavy car, simulation steering and a Forza compatible steering wheel.

you mean this?
 
Well, no, I was talking about whether the car would roll or not in FM5. This is from the comments on the previous FailRace YouTube video you posted above.
Джон Коннор
Inability to turn the car, it is good for gameplay, and to "not experienced" players. But I would like to be able to disable this sometimes useful function.Hopefully when driving on the steering wheel 900 degrees this will be no problem and can be turned SUV as easily as in real life. In fm4 on the wheel while driving cars overturned much easier than the joystick
The menu option for normal steering pretty much says upfront that it contains steering aids and I'm sure if the same thing is present in simulation steering mode, someone will flag it up here.
 
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Well, no, I was talking about whether the car would roll or not in FM5. This is from the comments on the previous FailRace YouTube video you posted above.

The menu option for normal steering pretty much says upfront that it contains steering aids and I'm sure if the same thing is present in simulation steering mode, someone will flag it up here.

I'm beginning to doubt my theory, which is realistic physics can not be optimized for driving on the joystick.
Then why driving on the joystick in Forza looks silly in the replay, and GT6 looks good. Despite the fact that physics is the same advanced
 
I'm beginning to doubt my theory, which is realistic physics can not be optimized for driving on the joystick.
Then why driving on the joystick in Forza looks silly in the replay, and GT6 looks good. Despite the fact that physics is the same advanced
In my experience, it comes down to controller design and steering linearity for the pads.

In GT, I think I find the steering more quick and fluid from lock to lock. This, coupled with the more easily manipulated analog stick on the DS3 makes incremental steering inputs astronomically easier than in FM4. You can hold a slight angle with less effort and make adjustments between lock angles with less strain on your thumb.

In FM, however, the linearity feels very heavily guided on the pad. It seems that I can hold a small angle until I reach a gulf or dead-zone during which stick input doesn't effect the game, then after trying to turn more, the wheel gets very close to full-lock. Couple that with the slower steering overall in FM and I find myself making weird, choppy adjustments sometimes with simulation steering.
 
you mean this?
I notice that too frankly, with simulation steering and aids off i find it very difficult to have a proper smooth/ continuous slide, there's always that part where the slide gets interrupted midway through; you loose speed and the car pulls straight again.

If i'm not mistaken i can count the perfect drifts i had on one hand, if i had any so far... Am i overlooking something here, or is the guy in the video right and there is this hidden aid?
 
I don't experience drifting problems with Forza 5. I find you either win back enough grip to keep going by feathering the trigger or more often than not, go beyond the tyre's absolute limit and the car rotates. Compared to 4, this happens a lot - I use the pad with sim steering and just ABS - but I prefer that to having it too easy to wrestle some of the big power cars around a track.
 


Some steering assists will make the game better. Maybe 1% of assetto corsa players can keep up with wheel players if that. I can't imagine the state of the tyres after one lap. The physics engine for this game is great, but this (steering) isn't suitable for console games where 90% of people play with a controller. it needs to be playable for everyone and they need to be on a 'sort-of' even playing field. Some times there needs to be compromise.
 
In Forza 4, 5 have stoppie, with some modifications of the vehicle.Now it appeared in gt6.Do you think it's right, realistically?



 
VXR
Driving looks off in Forza's replays as it's a 30fps representation of a 60fps race.

The data capture in Forza replays is horrible. Watching any race as a replay in cockpit view makes you wonder WTF is actually happening.

As for "stoppies", in GT6 they are happening with standard cars because the A.I have access to the god brake upgrade package and in Forza due to specialised set ups. The only times I have seen it in real life was when a honda civic drag car went from 1st, to 2nd and back to 1st. That and light "cab over" trucks.
 
There is always limitation on physics in any car games. Its can be due to manufacturer licensing agreement on what the car can or cannot do. We also have to remember, it supposed to be a video game and be fun to play
 
I guess it shows that the next stage of simulation for a lot of these games is getting a reasonably realistic weight distribution in the car. It's computationally easy if you only have one or two point masses, and in most cases it's a reasonable approximation but it can lead to some wacky stuff.
 
I haven't tried it but if you search there's supposed to be a FLIP CAR tune with stiffened springs for Range Rover owners who want to get the Head Over Heels achievement. I guess T10 want to draw attention to how cars are supposedly harder to flip by making it an achievement.
 
VXR
Driving looks off in Forza's replays as it's a 30fps representation of a 60fps race.

Well, it's the same in all the PS3 GT games as well. But somehow, the cars during replays in GT games have always looked better.

I really wish T10 would give heed to requests of keeping the replay AND racing running at 60 fps. It really would make my day for sure, for a more realistic, TV race-like experience.
 
replays should not be used for evaluating physics. In either title. Ever. There are too many compromises made in both games' replay systems to compress physics and input data and make replay filesizes small. Both titles are basically saving the cars position per time and then letting the physics extrapolate from point to point, which as pointed out by that video motarded posted, doesn't handle large positional changes particularly well. Anyway, the point is, don't use replay modes as any basis of comparison for gameplay physics.

oh and if we're talking about stoppies, don't forget this classic:
 
If you guys want a better comparison between GT and FM replays (even though I agree that they shouldn't be used as points of comparison), just start a free race in Forza and once you get on track, quit. Let the controller idle and the subsequent menu will disappear and you'll have a nice full FPS (that's what it looks like to me) replay of the AI driving the course.
 
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