Can someone explain to me why so many people call Gran Turismo a simcade/arcade and not a simulator even though the name says "simulator" in it?
I totally agree in most of what you say wasenhorn but I disagree in your Horizon-statement. Some of the best car-physics I`ve ever raced is Forza Horizon, think H4 is my fav. The amount of information (ffb) you`ll given from the tires vs tarmac here is state of the art.Anyway, you could divide racing games into two types. One of them could provide you those time reduction when you got a lot of experience on them (i.e. most sim racings), and the other one doesn't give you those time reduction no matter how much experience you have (i.e. from Mario Kart to Forza Horizon). Gran Turismo belongs to the former camp, and I don't think there is a meaningful difference among the games belong to the former camp, when it comes to the degree of time reduction.
Do you believe this? I`ve seen their physic-files so I do not think too high about these "sims""Real" sims like rFactor 2 and Assetto Corsa have their place, but they're not made for the mass market, and they don't aim to. They're more accurate. But whether something's good or not depends on the application and user expectation. If games like F1, Gran Turismo and Forza Motorsport offer adequate simulation of the experience of driving a car, that's enough for most people.
That's why I refer to sims by depth instead of realism.
An older version of ACC runs ok on the PS4, same can be said for Project Cars, GT most likely simplifies to be approachable.Gran Turismo 7 is a racing title developed primarily for consoles. One of these consoles is the PS4, which has a hardware based on an ancient octacore AMD Jaguar CPU and an equally ancient GCN-based GPU. Given the limitations, corners will be cut. That being said, the simplifications employed by Gran Turismo tend to be such that the experience of driving the car is mostly preserved.
Assetto Corsa has no such limitation. Its community is primarily on PC and Kunos does not give a **** about the console versions. On the other hand, the accuracy of most mods for AC cannot be verified. I don't know who made them, which background they have, what testing they did. Most modders are amateurs, and most pirate modders focus only on getting the model into the game and using the physics from a "close enough" car.
Thanks for this write-up. Very fascinating and insightful read!Well. I've spent more time on real tracks than in any game or simulator combined. I can tell you this. Those so-called simulators (i.e. rFactor Pro, Cruden, or similar) are not really that close to the real thing, not to mention things like Assetto Corsa, iRacing, rFactor 2, etc. They have some similarities here and there (especially the replication of tracks), but that's about it. The very act of driving is quite different from real life track driving.
Track driving could be essentially summed up as this; To get faster lap time, you're reacting to the information fed to you. In real life, the butt feeling (the g force sensor) is the second most important source of information, well behind the most important source, visual, but also well ahead of other sources, like vibration, steering/pedal feeling, sound. So it's like 60% visual, 30% butt feeling, 5% steering, 4% pedal, 1% sound. But when you're on a simulator, you have either zero butt feeling or completely wrong butt feeling created by motion simulator (like D-Box, VRX, etc). It also lacks vibration, pedal feeling as well (by having either nothing or completely wrong simulation). As such, driving on a sim is like reacting to 95% visual, 4% steering and 1% sound, which is completely different from real life driving. Furthermore, those steering feeling and the behavior of car (to your input) are quite off as well.
This is the reason why top tier sim racing drivers don't perform very well on real tracks on their first try (and vice versa). They do better than regular newbie, but that's about it (i.e. nowhere close to serious/competitive amateurs or pro drivers). IMO, if you want to get a fast enough lap time on certain track and car (within 1% from the best possible lap for the same car/track), you typically need some basic skills AND some experience on that particular track with that particular car (around 100 laps). If you already have the required basic skills, then having a lot of experience on sim racing could cut down the amount of required laps to 70%, which is not much of gain (30 laps).
However, if you don't have the basic skill already, you need some experience/time to build that skill. That's usually some thousand laps (if you're a fast learner) or some tens of thousand laps (if you're not) for each tier of cars (roughly in this order; slow FF, slow FR, fast FR/MR, GT3; and each next level requires the basics from all lower level). Having a lot of experience on sim racing does not speed up this process dramatically (so you can't expect -99.9% or -99%, or even -90% time reduction). Although it indeed cut down some amount of required laps (something like -30%, -50%), but you still need thousands not hundreds. This is still a big enough hurdle for most people, because you need to spend roughly $300 for each hour of seat time when you're driving a cheap/slow FF car, and each time you progress to the next level, the price would go up three fold (mind that you need thousands of hours of experience overall just for the basics required for entry level race cars).
Anyway, you could divide racing games into two types. One of them could provide you those time reduction when you got a lot of experience on them (i.e. most sim racings), and the other one doesn't give you those time reduction no matter how much experience you have (i.e. from Mario Kart to Forza Horizon). Gran Turismo belongs to the former camp, and I don't think there is a meaningful difference among the games belong to the former camp, when it comes to the degree of time reduction.