Low speed physics suck in the same, a lot of racers who review the game always push the cars and say its pretty damn good. Why Cant PD make a game with low speed and high speed physics good?
vandalisergt audience are for kids?
do you know the current average age for GT fans? they are not kids mate. go buy your xbox and your forza. no one really cares
gt audience are for kids?
do you know the current average age for GT fans? they are not kids mate. go buy your xbox and your forza. no one really cares
Hopefully with the simulation steering that's implemented in FM4 that removes the retarded steering assists. It will actually make it great, but that's another thread.Sorry, Forza isn't much better, and I didn't get the feeling I was sharing physics with a PC sim when I played Forza 3... for all of six weeks or so.
Forza has many good points, but showing up GT's physics... sorry, it's apples and oranges. And of course opinions and opinions. But just go to a PC sim forum and try saying that Forza's physics are as good as theirs and see how warm a welcome you get. Maybe FW4 will do the trick, but Turn 10 and their fans have hyped that train ever since the first game...
GT5 physics are real enough I think, because at the same time they are fun and acessible to everybody with a minimum of skill.
I don't know why so many people from this site want IRacing physics (or whatever) for Gran Turismo. Go play IRacing instead or drive your real car if you have one![]()
Exactly!
GT makes you enjoy the cars. It's not their goal to make it 100% sim (at least the game is so damn big so they need to do a LOTS of other things too), but they want to replicate character of the car and driving atmosphere. I will take GT over any PC sim any day - because it's massive game with ability to teach you about cars and how it feels. At least I never compare GT to PC sims. Entirely different, from outside and inside.
However I really hope for physics improvements for the GT6. Game is already super-massive but if it will be more realistic its better.![]()
The benchmark for realism will always be pushed forward, and how to measure realism will always be changing. As long as a video game is a representation of reality and not the actual reality, there will always be room for improvements.
It's like painting a picture, no matter how detailed you paint a tree, you can never paint it in all the detail that the real tree has. If you look close enough you will always see that it's made up of strokes of paint. And then, when the art of painting is at its peak in terms of level of detail (obsession with painting every grain of sand in a picture), some guys will say that a high level of detail does not make a picture realistic, realism is all about the impressions and emotions that the reality gives the beholder.
I don't know what is a good measurement of realism, some say that realism is defined by having three temperature areas of the tires, some say that it's defined by accurate damage models, some say that it's all about force feedback.
All I know is that of all console racing game I have played, it is the game that that allows me to control the most precisely and the game that gives me most feedback on what is happening with the car while I race. And those factors makes the game at least give an immersion of being realistic, as it creates the necessary frames for my imagination to believe that I am actually there. And if I believe in it, then the "make believe" will fill in the gaps that aren't there. That is what happens when you look at a painting and thinks that it looks real and when you're playing a game and thinks that it feels real.
And if you don't believe in the tire physics, if you don't believe in the damage models, if you don't believe in the force feedback, then your imagination will have a harder time filling in the gaps and as a result you are less likely to feel like it is the reality. This will always be the case with any simulator, if it doesn't feel real to you then you will not think it is realistic.
No mate, they goal is to sell, sell and...sell (that's what a slogan is for, to promote) while delivering the best experience they can to everybody who likes cars, not only people with expensive wheels that compose maybe not more than 10% of people that bought the game. If they want to put super realistic physics they arleady ahve done it. However, the amount of cars would reduce dramatically (I guess). Only PD knows exacly what the game is suppose to represent, but we can put something on the table 👍.Lol BS its not their goal, their frigging slogan is the real driving simulator. Ofcourse its their goal. 👍
GT5 physics are far from being "close enough", and there's no need to "torture test" them to see that: just a wheel and some real life driving experience and technical knowledge. There's still a long way to go in many areas and personally I find that justifying those (often blatant) flaws and inaccuracies with PD trying to not make the game too difficult for the general audience is both demoralizing and defeatist for something that is intended to be a general purpose (ie not focusing on certain car types or racing speeds) car simulator.
But yes, I agree that overall there's no other choice on the market offering the same experience (except Forza, but I'm not going to buy a new wheel and a new console just for that). Unfortunately.
Lol BS its not their goal, their frigging slogan is the real driving simulator. Ofcourse its their goal. 👍 They just need to do more real world comparison testing and figure out a way to implement it in the physics. But they have a lot of other things to focus on besides physcis as well, I'm sure they are doing their best in all aspects.
If it were up to me I would prioritize physics as #1 goal goal for GT series. IF they can nail that, with the ton of other things gt5 has then every other racing sim will be nothing compared it.
Ask Jeremy clarkson. He might be able to answer the question
http://www.timesonline.co.uk/tol/driving/jeremy_clarkson/article552096.ece
Gran Turismo 4
Pass the joystick, sonny, this is the future of driving
Jeremy Clarkson
Five weeks. Thats how long it is since my back exploded and I was banned from driving. Ive never gone so long without climbing behind the wheel so, to keep my hand in, Ive booted the boy-child off his PlayStation and now spend my evenings playing something called Gran Turismo 4.
Were always being told by the makers of these computer driving games that theyre virtually indistinguishable from the real thing. In fact the maker of Gran Turismo goes further, saying that the programmers drove all the 700 cars featured in the game so they could bring real-world handling characteristics and power delivery to your living room. Yeah, right.
Ive played these Grand Turismo games before and so I know the form. You start with a handful of loose change that you spend buying a crummy car, which you then use in races to win more money. The better you get, the more you win, until eventually you have enough to fit it with better tyres or a turbo.
That means you can go faster and win bigger races with more prize money until, eventually, you have enough to buy a better car. And so it goes on.
Now this is all very noble, teaching children they cant have something for nothing and that if they want a BMW M5 theyre damn well going to have to put the hours in.
But the reality is rather different. What happens is that you invest about three weeks winning a new car, and after that a new game comes out in which you can shoot James Bond in the face. So you forget all about your new car and play that instead.
My children spend most of their time playing a game called Grand Theft Auto which, so far as I can tell, involves driving around a city knocking over as many people as possible. And then, when the police come, stealing another car.
So Sony is on to a winner. It can make all sorts of bold claims about how its Gran Turismo cars are the same as the real thing because no one will ever be able to prove it wrong. Those who earn enough digital money to buy the computer cars will have no time left for earning the real spondulicks. So they wont have a proper car to compare with the interpretation on the PlayStation.
I got round this by cheating. I called Sony and asked it to send me a game chip already loaded with the 700 computer cars. And I am in a position to test out its claims because, unlike most people, I really have driven almost all of them in real life.
There are mistakes. The BMW M3 CSL, for instance, brakes much better on the road than it does on the screen. And theres no way a Peugeot 106 could outdrag a Fiat Punto off the line. But other than this, Im struggling: theyve even managed to accurately reflect the differences between a Mercedes SL 600 and the Mercedes SL 55, which is hard enough to do in real life.
Theres more, too. If you take a banked curve in the Bentley Le Mans car flat out, youll be fine. If you back off, even a little bit, you lose the aerodynamic grip and end up spinning.
Thats how it is. This game would only be more real if a big spike shot out of the screen and skewered your head every time you crashed. In fact thats the only real drawback: that you can hit the barriers hard without ever damaging you or your car. Maybe theyre saving that for GT5. Perhaps itll be called Death or Glory.
Whatever, you could definitely use GT4 as a device for trying out your next car, especially if youre thinking of buying a Viper. Thats just as undriveable in the game as it is on the M6.
But the best thing about the game is the inclusion, for the first time, of the Nürburgring. Last year I spent a couple of days trying to get round this fearsome 13-mile track in a Jaguar diesel in less than 10 minutes. In the game I shaved two minutes off that time by using an Aston Martin DB9. And I didnt have to spend a night in a bierkeller, singing to oompah music.
The track really is devastatingly accurate, even down to the graffiti that has been painted by motor racing fans on the tarmac over the years. Maybe some of the bumps are missing, and theres one braking point that is completely wrong, but if youre planning on going to the Ring this summer, get the game first. Youll save yourself a fortune and stand a much smaller chance of being killed to death.
Ive looked into how the Japanese boffins manage to recreate real life so accurately and it seems patience is the key. They do drive every car to make sure its torque, grip and aerodynamic properties are accurately replicated. And they photograph each one up to 500 times to make sure it looks exactly right. They even film them on tracks, using the Top Gear camera crews. And you need a lot of patience for that, trust me.
So when you drive the car, it leans and dives and squats just like the real thing. Even the shadows look real. So real that BMW uses the GT game for testing out new ideas on cars before giving them to test drivers.
Of course, like just about every car firm in the world, it took BMW about five seconds to realise that PlayStation reaches a part of the market that television advertising cannot. The PlayStation generation. As a result, just about all of them bend over backwards to help the makers of the game in any way possible.
Except Ferrari.
According to the maker of the game, some car makers want more money to be featured than all the rest of the car makers put together. Sadly, his mobile went dead before I could confirm it was indeed the Eyeties. Technology, eh? So I rang a Ferrari spokesman who explained that his company was fantastically litigious and protective of the cars, the racers and even the noises they make. And that they already have a deal with EA Games. Well, thats complete and utter madness, because as a result my nine-year-old is growing up wanting a Honda NSX.
Hes worked out that if you want to win races this is by far the best car to use. If I didnt know better, and there were no laws of libel, Id suggest that maybe Honda had indeed bunged Sony a few quid to give a few more digital horsepower.
Whatever, my boy cannot be unique. All over the world there are other kids who know the fastest car in the world is Hondas V6 supercar. And thats what theyll buy when they grow up.
Except they wont, because last month Honda announced that after a 15-year production run the NSX is about to die.
It was never the prettiest car in the world. Its rather as though someone described a Ferrari to someone over the phone. And unlike its Italian rivals it was not a passionate car. But it was hugely technical. The noise of the engine. The feel of that all aluminium backbone. It felt digital rather than analogue.
It was also exceptionally good value for money but, sadly, in the whole of its life Rowan Atkinson was the only person to buy one, and now its gone to that V-tech scrapyard in the sky amid news that Honda is already working on a V10-powered replacement.
I have an idea for this new toy, an idea that will be in keeping with the technicality of its predecessor. Instead of giving it a cumbersome steering wheel and 20th-century pedals, neither of which is needed when you have electronic braking and electronic power steering, why not simply fit it with a PlayStation controller? Im not joking. We know it works and, at the very least, the car could be left or right-hand drive depending on whoever had the handset. Ive seen the future. And its in your sitting room.
Explore Jeremy Clarkson
The benchmark for realism will always be pushed forward, and how to measure realism will always be changing. As long as a video game is a representation of reality and not the actual reality, there will always be room for improvements.
It's like painting a picture, no matter how detailed you paint a tree, you can never paint it in all the detail that the real tree has. If you look close enough you will always see that it's made up of strokes of paint. And then, when the art of painting is at its peak in terms of level of detail (obsession with painting every grain of sand in a picture), some guys will say that a high level of detail does not make a picture realistic, realism is all about the impressions and emotions that the reality gives the beholder.
I don't know what is a good measurement of realism, some say that realism is defined by having three temperature areas of the tires, some say that it's defined by accurate damage models, some say that it's all about force feedback.
All I know is that of all console racing game I have played, it is the game that that allows me to control the most precisely and the game that gives me most feedback on what is happening with the car while I race. And those factors makes the game at least give an immersion of being realistic, as it creates the necessary frames for my imagination to believe that I am actually there. And if I believe in it, then the "make believe" will fill in the gaps that aren't there. That is what happens when you look at a painting and thinks that it looks real and when you're playing a game and thinks that it feels real.
And if you don't believe in the tire physics, if you don't believe in the damage models, if you don't believe in the force feedback, then your imagination will have a harder time filling in the gaps and as a result you are less likely to feel like it is the reality. This will always be the case with any simulator, if it doesn't feel real to you then you will not think it is realistic.
I want a simple simulator.
Those last one (except for Forza and Shift) are made for people with 63 hands and the pushing force of a retarted monkey with a broken polse.
I don't want to go everywhere side ways pushing the up button (!) very rapidly. Gran Turismo is the best because it's simple and easy to excess. And Shift and Forza followed it (special mention to them)
But saying that the reason the game should purposely not have beyond a certain level of realistic physics because it will be too hard for the general audience is ridiculous.
Don't give me a stupid iFactor Forza Speed Lifeshift ripoff. I want a simple simulator. Those last one (except for Forza and Shift) are made for people with 63 hands and the pushing force of a retarted monkey with a broken polse. I don't want to go everywhere side ways pushing the up button (!) very rapidly. Gran Turismo is the best because it's simple and easy to excess. And Shift and Forza followed it (special mention to them)