How realistic are the cars in GTS?

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Simple question on the surface but I think its actually quite nuanced. The essence of the question is this; when I drive an F40 or a 911 in GTS, am I getting a significant taste of what its like to drive those cars in real life? Or am I just playing a game in which one coloured mass of pixels on screen behaves differently to another coloured mass of pixels on my screen?

I haven't driven many sports cars. I have no idea whether an F40 or a 911 really feels like their GTS incarnations, or whether the differences between an F40 and a 911 in real life, are analogous to the differences in their drives within the game.

I equivocated about posting this because I'm sure some people will think "its a computer game buddy - of course its not actually like driving the real cars!" Yes, I get that. The game obviously doesn't convey the inertia, G forces, fear of costing yourself stress and financial hurt with a small messup not to mention the fear of possibly dying.

Interested to hear thoughts, particularly from those who have had the fortune to drive a lot of real performance cars and are thus in a position to speak knowledgeably on the topic.
 
I went for a ride in a '12 R35 GT-R on a race track. That thing gripped like a cat running on carpet. I don't get that feeling in GT Sport. Not because it's virtual. Moreso, because of the lack of inputs PD didn't program.

Mind you, there were four of us including the Nissan driver. When we got planted in the turns, there was a thump sensation. Like the car sat on its loaded dampers and stayed there until corner exit. How PD can input that for me, a controller user, I'm not sure.

When I used the same car in GT6, the G meter, was pretty spot on what Nissan said the car could do. At the track, I saw 1.2-1.5g at a couple of turns. So, PD probably got the vehicle mechanics right. Maybe more to do with how PD translate tyre physics. That determines that last bit of how the virtual car feels next to the real one.
 
In a real car you interpret the input from the car with your ass. In games you need to replace it with your eyes and ffb which changes the feeling enormously, so you get a numbed down experience.
In GTS overall everything is a bit more numbed down for the sake of a proper racing experience - for example cars appear more like trolleys stuck to the road and bumps don't seem to exist. While they interpret the actual behavior of those cars, it's not like as if you are in one of them. You wouldn't drive them with SuperSofts either. But as far as acceleration, turning etc go, I would suppose (haven't and probably wouldn't get to drive an F40) they are accurate.
 
Only car I've driven hard on a track that is in GTSport is the GTR. They do feel similar, but I feel the tire model in GTS is still lacking. You can push cars and recover from oversteer fairly easily in real life, but I don't get that sensation in GTSport; everything is a bit too "rigid" .

It's a significant step up from GT6, though.
 
Does a 911 GT3 have that floaty feel when going round corners in real life?
I haven't driven a GT3 version of the 911, only a convirtable model 1983 and I must say that when driven fast around corners that car was also very "floaty", it has to do with it's rear engine layout, with some balast under the hood the cornering was a lot better but when driven closer to it's limits it was floaty.
 
Does a 911 GT3 have that floaty feel when going round corners in real life?

The 991 version has. That's the a thing people complain a lot about the car. In real life car the reason is the electrical steering assist system that takes a lot of the feeling about whats going on.
But I think in the game it's more about the way they programmed the ffb of the car having four wheel steering.
 
Does a 911 GT3 have that floaty feel when going round corners in real life?
I haven't driven a GT3 version of the 911, only a convirtable model 1983 and I must say that when driven fast around corners that car was also very "floaty", it has to do with it's rear engine layout, with some balast under the hood the cornering was a lot better but when driven closer to it's limits it was floaty.
The 991 version has. That's the a thing people complain a lot about the car. In real life car the reason is the electrical steering assist system that takes a lot of the feeling about whats going on.
But I think in the game it's more about the way they programmed the ffb of the car having four wheel steering.

Talking about floatiness: 997 GT3 is surprisingly planted to the road. Immensely stable car. 996 and 991 do feel slightly wobbly when pushed to the limit
 
Barely at all imho.

PD's overarching "unique" take on throttle mapping which is totally dissimilar to the irl cars, dodgy tyre physics with unlikely and vague slip angles, weird, to say the least, clutch characteristics, "dead" DS4 like braking while necessarily permanently having that "magic" ABS engaged all conspire to GTSify each and every vehicle almost beyond any recognition of it's true and original characteristic.

This is the wrong game to be looking at for a serious attempt at irl vehicle simulation. AC certainly does this waaaaaaaaaaaaaay better and probably on a good day so would PC2 I'm guessing because at least those games tried to get it right unlike PD who added their own stodge to the original brew for some reason.
 
Biggest problem all Gran Turismo games had, and still have is Turbo lag, F40 has a lot of it, and in GTS doesn't represent that turbo lag so much... But as I've noticed, they have changed something in one of the recent patches so therr is turbo lag now, but not as it should be... If we had Yellow Bird in game, it would show turbo lag issue even more.

On other hand, TCS, ESP and ABS don't work properly in game, but they work good enough that you can play without issues :)

And worse thing ia, there is not enoigh feedback from car, I understand this for DS4, but wheels... They should rework FFB...

Tire model is much better then in any previous games... But still there needs a bit work to be done...

All in all, game is better then any previous game, yet it is still simcade...
 
I tried the 6th Gen Mustang GT almost 200km (but not on the track, lol),
I think that except for the sound is not wild enough, the other parts are very close.
 
My opinion is no game is ‘realistic’ since there’s no g forces and seat feel.
What you have is sight sound and ffb if you use a wheel.
Personally my opinion is that sport does an excellent job translating the cars balance/weight and also tire grip via the ffb. I think it’s good as far as what any game is capable of from in car view.
It’s not easy to be fast which imo is good.
I think elitists like to poopoo it and mention other games.
Cars pushed beyond the limit are quite recoverable.
The other game that’s really fun is Dirt Rally. I think it gives the on edge sense of driving on dirt like sport does on road courses.
If you don’t think a car can squat and grip try either Alpine at Tsukuba or brands Indy. Squat it under braking and keep it squatted and loaded with throttle.
To answer the post the question for me is loaded. No butt feel and g force no realism end of discussion. The question for me is does driving it give you that on edge sensation and I think sport and Dirt Rally do far and away the best job of the titles I have.
Dirt Rally imo is very very good and not mentioned much amidst all the ‘sim’ elitists who snub sport at every opportunity. It blows those others out of the water imo.
 
From the cars I have driven in real life on a track compared to their counterparts in game, I get a familiar feel in GTS of the character of the car - there are definite nuances and similarities. In real life though the cars feel more capable and there are characteristics that affect your experience that you don't get in game - offset pedals in the Aventador, very long accelerator travel in the Vantage, which are things that stick with you after driving a car, it's idiosyncrasies are often ironed out by the games interface.
 
Visually? Absolutely.

Driving-wise? Eh. I've driven a 991.2 T on the road, a 991.2 C2 on track, and had a passenger ride around Porsche's PEC track at Silverstone in a 991.1 GT3 RS. GT Sport's physics engine seems to treat loss of grip at the rear like an on-off switch in comparison to what the RS was doing on the track in real life: it's more of a gray area there. Admittedly, you can get a lot of that just-about-sliding feel from the seat of your pants, which isn't as easily transferable in a game, but I find even with a T-GT, GTS doesn't quite convey the sense of grip (or loss of it) in a way that feels comparable.

While I've not driven one, I flat out refuse to believe a stock ND Miata is as prone to oversteer in the real world as the hilariously slidey one is in game, either.

That all said, I think the general character of a lot of cars comes through. More so with road cars for me, since obviously a good chunk of the race cars don't exist, but even if they did, there's not many opportunities to drive them. The STI feels much like the current car, for example. I'd say the game averages about 80% or so of the real experience, which probably pleases at least 80% of the fanbase. I think that's an optimal figure, really: going too far into simulating every little nuance probably wouldn't bring in more players, it'd actually alienate them.
 
If you don’t think a car can squat and grip try either Alpine at Tsukuba or brands Indy. Squat it under braking and keep it squatted and loaded with throttle.
The way you can throw any car from heavy old muscle to modern road car through Nordschleife's first sector is far from realistic; maintaining speed while in constant powerslide. Not to mention how minimal the sector times are between car types: Ford Raptor is a cornering beast in it's N-glass.
 
Although GTS will teach you how to drive fast around a track (some years ago I wrote my bachelor thesis on how a driving simulator will improve your real-life driving abilities and used GT6 as the simulator), it doesn't give you any of those awesome feelings of driving a fast car IRL.
I would say that no driving simulator will (at least without professional equipment that could simulate the vibrations and g-forces), but a few weeks ago I tried AC and in terms of this feeling, it is way beyond GTS. I had a go with the R34 GTR and the sound, the turbo lag and the pure rawness that this car has in AC is actually very close to the real thing. In GTS the R34 is quite a dull 4wd car.
But nevertheless I spend all my time driving in GTS and don't start up AC more than a few times per year :)
 
I respect GT Sport but lets be honest... there's a limit with what you can portray thru a TGT or G29 or a DS4 and an LCD.

You guys must have driven Camaros and Mustangs and Skylines Supras EVO WRXs MX5s and those every day sports cars.

You know the sensations of driving a manual 4wd or RWD V8 or turbo six etc.

And there's a few hatches here, I assume you ALL driven hatchbacks including some of the faster ones.

If you take a car on a winding road and you're working the pedals and feeling the lateral forces, its like watching porn on a PC or actually... you know.

I would say that PD (and Turn 10) have done a great job of simulating a car thru a controller or a plastic wheel... I get the sensations of understeer over, power over, drifting etc and its amazing that they got this far.
 
It's a significant step up from GT6, though.

I disagree. GT6 had a far better tyre model than GTS.

As mentioned here, the cars have an on/off switch for grip, like driving around a Hot Wheels car on a tiled kitchen floor.

In terms of matching reality, we've got an MY18 WRX STi, and the sound and driving character of the car in game bares zero resemblance to the real car. No boxer rumble, loose handling that turns into understeer, and why oh why did the cars in GTS lose the LCD displays in car for boost, etc (I.e. GTR).
Focus ST, zero grip in game, engine feels strained, handles horribly (vs what my brother used to own).
Skyline GTR's, underbraked and understeery rigid messes, nothing on the real cars
Yep, to me this game went backwards, not forwards (or even sideways) compared to GT6. Only good thing is no more Standard cars to look at..
 
In terms of matching reality, we've got an MY18 WRX STi, and the sound and driving character of the car in game bares zero resemblance to the real car. No boxer rumble, loose handling that turns into understeer, and why oh why did the cars in GTS lose the LCD displays in car for boost, etc (I.e. GTR).

GTS has the JDM spec, that means no boxer rumble.

 
Ive driven the 991911 GT3... On pirelli trofeo r (84tW) the car feels more hooked up then the race cars do on super Softs. While the Sports compound tires in GTs are fun. theyyy arent really a "sport Tire" maybe like a 200Tw.
 
Visually? Absolutely.

Driving-wise? Eh. I've driven a 991.2 T on the road, a 991.2 C2 on track, and had a passenger ride around Porsche's PEC track at Silverstone in a 991.1 GT3 RS. GT Sport's physics engine seems to treat loss of grip at the rear like an on-off switch in comparison to what the RS was doing on the track in real life: it's more of a gray area there. Admittedly, you can get a lot of that just-about-sliding feel from the seat of your pants, which isn't as easily transferable in a game, but I find even with a T-GT, GTS doesn't quite convey the sense of grip (or loss of it) in a way that feels comparable.

While I've not driven one, I flat out refuse to believe a stock ND Miata is as prone to oversteer in the real world as the hilariously slidey one is in game, either.

That all said, I think the general character of a lot of cars comes through. More so with road cars for me, since obviously a good chunk of the race cars don't exist, but even if they did, there's not many opportunities to drive them. The STI feels much like the current car, for example. I'd say the game averages about 80% or so of the real experience, which probably pleases at least 80% of the fanbase. I think that's an optimal figure, really: going too far into simulating every little nuance probably wouldn't bring in more players, it'd actually alienate them.
This...

Visually (and in particular in regard to lighting) GTS is in a class of its own.

In regard to physics and driving dynamics however its functional at best, giving the basic characteristic associated with the drive-train of the car but little else. It's weakest areas are the FFB, Tyre model and Damper model, all of which are well behind other titles around. Even with a tactile unit it doesn't do a great job of transmitting the feel either.

GT as a series has long aimed for the balance that exists between accessibility and realism (in regard to physics and handling), a balance that it still strikes well (but is still no excuse for the state of the FFB), however that does inevitably result in a physics engine that is not as accurate as it should be (and is on occasion plain wrong).

That's not a thing that should stop people enjoying it, but its objectively not the most accurate sim on the market, or even on PS4.
 
Who here drove the '07 M3 in real life?

I am driving the car in game, and it is VERY grippy even on Sports Hard tyres. It's like the car is glued to the road, no oversteer at all.

I know GT never was a 100% sim, but this M3 behaves way too tame. Anyone can say if it's as stable IRL as it is in game?
 
Viperconcept did an interesting comparison of GTS, AC, and PC2 to reality a couple of months ago.



GTS does a good job at producing realistic lap times, but too much wheel spin creates unrealistic accelerations from 0. Something in the modeling of the torque delivered to the wheels, the tires, and the road surface is off.
 
The only car I have driven in game and real life is the e type.

Obviously there are parts of driving in game than real life that are different .
But there is definitely something in game that makes it feel like the car does irl.

It brought back some very good memories driving the type e in game and I do love driving it around .
Miss being able to do it for real !
 
I mostly drive GT3 in the game. Never driven one in real life. However given that some run 24h at nurburgring I find it impossible to believe the difference in handling between them. Some are so easy to drive (AMG) and some try to kill you at every turn (Hurucan). Why would an endurance race car be so horrible to drive in real life? If course it wouldn't. But then they'd probably all be quite similar.

Also, one performance car that I have passengered in several times is the Aston Martin Vulcan. That thing will have your body hanging off the belts braking and cornering at over 2g. Yet in the game there is no downforce, so I can say unequivocally that this car is not realistic to drive whatsoever
 
Take the F40 for example - it has insane turbo lag in real life, to the point where the second turbo catches people out when driving it for the first time yet in GTS it is hard to tell where either one kicks in. The acceleration feels like a similar curve on most cars with only torque and peak power seeming to have much of a major influence on how they accelerate.
 
In a word, No. I've recently bought a Civic Type R FK2. The representation in the game is laughable. It pitches and dives under acceleration and breaking, it suffers tragic understeer at any given opportunity and has a stupid transmission whine in cockpit view - which seems to apply to all in-game road cars for some reason.
My Type R has incredible front end grip and poise, especially for a FWD. it certainly doesn't pitch and dive upon throttle or brake and absolutley does not have an annoying transmission whine. I'm going to hazard a guess that this isn't just limited to the Type R!
 
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