put brake material in GT5's tuning shop!

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bugsbunny

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reventon10
Brakes should have temperature in GT5 because carbon brakes only deliver 100% when it goes to a certain temperature and to avoid people using (10 / 10) brake balance 100% of the time because in reality the brakes would just overheat even F1's pure carbon brakes overheats in F1 that's why they have brake ducts.

That's why there should be an option of carbon or ceramic or carbon ceramic or steel or iron and when it wears you have to buy another.

The different materials should also have different temperature zones where they are 100% working , so if your brakes are carbon they won't be as efficient as ceramic brakes at the race start but generally once carbon gets into temperature which it will in 1-2 laps then it will perform the same ,it is a fact that carbon is more heat resistant so ceramic brakes will have to use less brake balance to lessen the heat and carbon has longest wear rate too so no matter what material your using the stopping distance is really almost the same , the weight of the materials have differences too.

overheat means less braking power and if you haven't reached the material's 100% working temperature then that means less efficient braking too.

and to have online rooms with brake material restrictions.

I said steel or iron because in NASCAR I think they use that too.

EAlso cross drilled or noncross drilled
 
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Very interesting. I was expecting this thread to be about having brake upgrades in general like in the past games in the series. This seems more like a PC racing sim type of thing rather then a game on consoles such as the PS3. Nice idea though. 👍
 
This seems like an awful lot of work (since GT5 doesn't model brake fade whatsoever, they'd have to start from scratch with that) for not an awful lot of gain. And I absolutely do not want the GT series to turn into a car maintenance simulator where you have to pay to replace brake pads, tires and whatnot. Ever.



Yeah yeah, "more realistic" and all that, but there are far more important things PD should worry about improving physics wise (tire model) before they touch the braking model which at the moment would be held back by the tire model anyway.
 
This seems like an awful lot of work (since GT5 doesn't model brake fade whatsoever, they'd have to start from scratch with that) for not an awful lot of gain. And I absolutely do not want the GT series to turn into a car maintenance simulator where you have to pay to replace brake pads, tires and whatnot. Ever.



Yeah yeah, "more realistic" and all that, but there are far more important things PD should worry about improving physics wise (tire model) before they touch the braking model which at the moment would be held back by the tire model anyway.

I know but my thread doesn't say do this 1st or do that 1st and I'm not a demanding person but surely it would be nice to see the hards,mediums and softs wear realistically which is obviously differently because right now when I race F1 the grip are like supersofts and yet the wear is like of hards and in GT5 there are no differences in tire wear for the racing slick compounds so therefor the pit strategy are no good but bad. In monaco grand prix supersofts would last for 5 laps , in GT5 f1 cote d'azur online the softs would last 15-20 laps easy.
 
This seems like an awful lot of work (since GT5 doesn't model brake fade whatsoever, they'd have to start from scratch with that) for not an awful lot of gain. And I absolutely do not want the GT series to turn into a car maintenance simulator where you have to pay to replace brake pads, tires and whatnot. Ever.



Yeah yeah, "more realistic" and all that, but there are far more important things PD should worry about improving physics wise (tire model) before they touch the braking model which at the moment would be held back by the tire model anyway.
Tires are the link to the road, simulate everything else and you're still missing the main piece to the puzzle.

FTW - That means I agree.
 
and to avoid people using (10 / 10) brake balance 100% of the time because in reality the brakes would just overheat even F1's pure carbon brakes overheats in F1 that's why they have brake ducts.

If you really wanted to stop people using 10/10 brake balance you could just ban ABS :dopey:.

To be honest I don't like the idea of it. GT5 is "fun", semi-realistic simulator and to add in brake fade and material would bring it more towards the "proper" sim end of the market. Anyway Pd could work on a lot of other, more pressing issues to make the game better before worrying about this.
 
This seems like an awful lot of work (since GT5 doesn't model brake fade whatsoever, they'd have to start from scratch with that) for not an awful lot of gain. And I absolutely do not want the GT series to turn into a car maintenance simulator where you have to pay to replace brake pads, tires and whatnot. Ever.



Yeah yeah, "more realistic" and all that, but there are far more important things PD should worry about improving physics wise (tire model) before they touch the braking model which at the moment would be held back by the tire model anyway.

Actually, brake fade is remarkably simple to implement. There was an example of this for GPL last year, and the effect was startling. In a game you have direct access to the car's momentum, and so direct access to its change, which can give you direct access to the (thermal) load on the brakes (if they're being used) and through very simple heating / cooling rules (i.e. according to material properties and brake design and size, location, ducting etc.) you can get very satisfactory results, which can easily be tweaked with real world values. It might sound complex, but it's basic thermodynamics and heat transfer; an engineer's bread and butter. ;)

brakespike.jpg


This is the result of braking heavily into the first corner at Kylami, green is surface temperature, blue is inner (core) temperature of the solid disc.

Over the course of a lap or two, the brakes would warm up to optimal temperature, and then only occasionally overheat at certain points (causing a minor drop in their efficacy) but the open-wheel nature and low-grip tyres meant they were relatively stable. Brake fade is not something that is dependent on the tyre "model" as such, only really the level of deceleration possible. In fact, in some ways, it can even compensate for the apparent shortcomings in the model, as it does in GPL (during the warmup phase, the tyres are an unrealistic nightmare, but the cooler brakes really help to keep the thing under control by shifting the bias forward until temperatures have stabilised.)

Trying to correct this handling instability in the warmup portion by tweaking the tyre model is not ideal, but adding brake fade gets the expected behaviour without compromising the tyre model (however flawed it might still be).


GT represents far more work than the half a dozen open-wheel cars of similar weight in GPL, but I think it would be a cool thing to add (most people just put every upgrade on their car anyway, so fade won't be an issue for them) and would mostly be analytical (weight vs. grip).

I don't think a requirement to change discs and pads as they wear is as important, though. I think a simple ("cheap") perhaps larger (cast iron, vented) brake kit for certain cars that might benefit from that would suffice, along with a carbon ceramic upgrade ("dear") for "full race" spec (i.e. high speeds and slicks) for all cars.
 
Actually, brake fade is remarkably simple to implement. There was an example of this for GPL last year, and the effect was startling. In a game you have direct access to the car's momentum, and so direct access to its change, which can give you direct access to the (thermal) load on the brakes (if they're being used) and through very simple heating / cooling rules (i.e. according to material properties and brake design and size, location, ducting etc.) you can get very satisfactory results, which can easily be tweaked with real world values. It might sound complex, but it's basic thermodynamics and heat transfer; an engineer's bread and butter. ;)

brakespike.jpg


This is the result of braking heavily into the first corner at Kylami, green is surface temperature, blue is inner (core) temperature of the solid disc.

Over the course of a lap or two, the brakes would warm up to optimal temperature, and then only occasionally overheat at certain points (causing a minor drop in their efficacy) but the open-wheel nature and low-grip tyres meant they were relatively stable. Brake fade is not something that is dependent on the tyre "model" as such, only really the level of deceleration possible. In fact, in some ways, it can even compensate for the apparent shortcomings in the model, as it does in GPL (during the warmup phase, the tyres are an unrealistic nightmare, but the cooler brakes really help to keep the thing under control by shifting the bias forward until temperatures have stabilised.)

Trying to correct this handling instability in the warmup portion by tweaking the tyre model is not ideal, but adding brake fade gets the expected behaviour without compromising the tyre model (however flawed it might still be).


GT represents far more work than the half a dozen open-wheel cars of similar weight in GPL, but I think it would be a cool thing to add (most people just put every upgrade on their car anyway, so fade won't be an issue for them) and would mostly be analytical (weight vs. grip).

I don't think a requirement to change discs and pads as they wear is as important, though. I think a simple ("cheap") perhaps larger (cast iron, vented) brake kit for certain cars that might benefit from that would suffice, along with a carbon ceramic upgrade ("dear") for "full race" spec (i.e. high speeds and slicks) for all cars.
Considering the online physics are already simplified from the offline physics in GT5, I don't think with their current format any extra calculations can be done.
It's pretty widely know the physics aren't the same online and offline, and I have to assume the reason is bandwidth, and all the calculations that need to run through, but then I've been wrong before.

The irony is that I find the simplified online physics more realistic then the offline to a point.
 
Considering the online physics are already simplified from the offline physics in GT5, I don't think with their current format any extra calculations can be done.
It's pretty widely know the physics aren't the same online and offline, and I have to assume the reason is bandwidth, and all the calculations that need to run through, but then I've been wrong before.

The irony is that I find the simplified online physics more realistic then the offline to a point.
Online physics is much better , offline are arcade but even the F10 right now is arcade in online.
 
Considering the online physics are already simplified from the offline physics in GT5, I don't think with their current format any extra calculations can be done.
It's pretty widely know the physics aren't the same online and offline, and I have to assume the reason is bandwidth, and all the calculations that need to run through, but then I've been wrong before.

The irony is that I find the simplified online physics more realistic then the offline to a point.

The physics calculations are performed client-side; bandwidth is used to transmit low-res vehicle position, speed, orientation, rpm etc. information, essentially just "status" numbers, so it won't "burden" online racing at all. The calculations involved are probably less intensive than those necessary for the steering animations...

The online physics aren't "simplified", either - if anything they're more complex by taking more variables into account! For example, track temperature is more important online (especially on time / weather change circuits), and it may be different (from track to track) to what it is offline in the "fixed" circuits, too.
 
The physics calculations are performed client-side; bandwidth is used to transmit low-res vehicle position, speed, orientation, rpm etc. information, essentially just "status" numbers, so it won't "burden" online racing at all. The calculations involved are probably less intensive than those necessary for the steering animations...

The online physics aren't "simplified", either - if anything they're more complex by taking more variables into account! For example, track temperature is more important online (especially on time / weather change circuits), and it may be different (from track to track) to what it is offline in the "fixed" circuits, too.
What you say makes sense, and it's what I always assumed.

BUT - How do you explain the difference in physics then?

Lastly, I don't think it's a difference in track/tire temperature, etc, just that because the car's rotate so much easier online, everything is exacerbated.
 
What you say makes sense, and it's what I always assumed.

BUT - How do you explain the difference in physics then?

Lastly, I don't think it's a difference in track/tire temperature, etc, just that because the car's rotate so much easier online, everything is exacerbated.

Online the algorithms have more to calculate, offline there are a few things omitted from it. Fuel weight and loss of it, tire temps also tire degradation are all missing from offline...so if you think online is simplified from offline you are sorely mistaken it's more the other way around. Nothing is really exacerbated, just that things are much less forgiving online than they are offline. Remember tire temps are a factor online, so you will slide on cold tires and also takes time to heat tires up to optimum temps. Not to mention gradual weight loss from fuel consumption and tire degradation from over driving tires when you should be holding back. Many more variables are introduced in online play in GT5 which is why you notice that cars are much more of a handful online than they are offline. PD needs to allow the same calculations in both modes, no point in making the game easy nor creating a divide where you think you are good enough but get online and find yourself struggling to keep your car on the road.

Brakes and brake fade are a serious addition, because they would have to involve viscosity of brake fluid, how quickly the fluid cools, how would they simulate boiling fluid resulting in mushy braking. Then there is also overheating over brake discs and then they would have to simulate how long they last and how to actually go about damaging them. Then there is brake pads too, more variables. Yay!
 
Online the algorithms have more to calculate, offline there are a few things omitted from it. Fuel weight and loss of it, tire temps also tire degradation are all missing from offline...so if you think online is simplified from offline you are sorely mistaken it's more the other way around. Nothing is really exacerbated, just that things are much less forgiving online than they are offline. Remember tire temps are a factor online, so you will slide on cold tires and also takes time to heat tires up to optimum temps. Not to mention gradual weight loss from fuel consumption and tire degradation from over driving tires when you should be holding back. Many more variables are introduced in online play in GT5 which is why you notice that cars are much more of a handful online than they are offline. PD needs to allow the same calculations in both modes, no point in making the game easy nor creating a divide where you think you are good enough but get online and find yourself struggling to keep your car on the road.

Brakes and brake fade are a serious addition, because they would have to involve viscosity of brake fluid, how quickly the fluid cools, how would they simulate boiling fluid resulting in mushy braking. Then there is also overheating over brake discs and then they would have to simulate how long they last and how to actually go about damaging them. Then there is brake pads too, more variables. Yay!
No they're not, haven't you downloaded spec II?
And I've driven online without tire wear, etc, and they physics remain clearly different.

I have car tunes posted in my sig, try the M3 CSL in particular, drive it online, with or without any of these settings you think are the difference between online and offline, you'll see in the first corner or two exactly what I mean. ;)
The tune was made offline and works awesome for me there though.
 
What you say makes sense, and it's what I always assumed.

BUT - How do you explain the difference in physics then?

Lastly, I don't think it's a difference in track/tire temperature, etc, just that because the car's rotate so much easier online, everything is exacerbated.

I can't fully account for the differences, especially when things are changing in every update. I think we should keep any speculation about the online physics to that thread, which of course hit a dead-end. In truth, it could be one or more of any number of things that is changing the numerical outcomes of certain inputs.
(I should say I prefer the online physics, it feels more involved, which is more to my liking - that's my opinion.)


The calculations for brake fade, even when done in the "sim manner" I presented, are nothing in comparison to what is already happening, on- or offline (as I said, animation blending is probably more intensive) so I don't see that it'd affect the online physics any more than they already are "perturbed".
 
The physics calculations are performed client-side; bandwidth is used to transmit low-res vehicle position, speed, orientation, rpm etc. information, essentially just "status" numbers, so it won't "burden" online racing at all. The calculations involved are probably less intensive than those necessary for the steering animations...

The online physics aren't "simplified", either - if anything they're more complex by taking more variables into account! For example, track temperature is more important online (especially on time / weather change circuits), and it may be different (from track to track) to what it is offline in the "fixed" circuits, too.
It's possible online physics are more "simplified" to make cars more predictable. I'm not a programmer but what I've read from other racing games forum online is more tricky than offline due to lag.

Also it's possible online requires more ram which means less available in other areas like physics. We know that even though head tracking requires only a small amount of ram you have to turn off tire wear to make room for it in arcade mode.

Actually, brake fade is remarkably simple to implement. There was an example of this for GPL last year, and the effect was startling.
Just as with head tracking what is very simple to add to a PC game with a lot more hardware may not be so easy on console where the game already pushing the hardware to the limit.
 
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No they're not, haven't you downloaded spec II?
And I've driven online without tire wear, etc, and they physics remain clearly different.

I have car tunes posted in my sig, try the M3 CSL in particular, drive it online, with or without any of these settings you think are the difference between online and offline, you'll see in the first corner or two exactly what I mean. ;)
The tune was made offline and works awesome for me there though.

Perhaps you should have read what I posted, I said that offline physics are simplified compared to online. Did you also turn off course temperature as well, because I noticed that offline tires heat up pretty much within a few seconds whilst online it clearly takes a lap on most medium length courses to heat up. Also I don't think that offline physics are taking a full fuel load into account, which would affect you greatly with weight shifting and braking especially if online physics always has a full fuel load by default into the calculations. You understand, there are many variables to be accounted for and why would online be simplified considering your PS3 is only having to simulate for your cars' physics and not an entire field of cars as it would in offline play?

Perhaps we should ask PD, but based on your statements you are just assuming online being simplified...how would that make the cars handle closer to being realistic because offline you have more grip than you can shake a stick at, cars are clearly more nimble and you set amazing lap times because it's set within a perfect setting...tires remain at max grip all the time, car is at it's lightest weight, air temp doesn't change so no change to road surface therefore grip is always optimum. Online you have variables instead of constants, even if you turn off tire and fuel wear you can't disable track temperature and you can't change the laden weight of the car, those two things alone would still make your car handle clearly differently from the offline version. Again I don't see why online you would get simplified physics when it's only one car the system is calculating for, and if it were simplified then cars would be easier to handle not harder. I always test and tune my cars in my online lounge, simply because it gives me more feedback...what is the point of tuning it offline when I race online and also offline it's missing variables in it's calculations.

Offline is made for the casuals which is why cars are so easy to handle, they removed a few variables and made them constants and that in turn made handling the cars easier but this also had the problem of creating false sense of ability for many who still at this point in the game complain about it. Everyone else who knew have already converted to tuning online as it represents a much better sense of tuning as you have the physics engine running at close to full on(well it's a bit different with 2.0, too many cry babies now FGT isn't a beast waiting to snap you in two and the F10 um well you know what happened there.)

My question to you is, why are you still going on about offline physics, are you into racing split screen or something? Because the AI hardly represents a challenge so unless you have no online which I doubt, there is no point to tuning the car offline. Tune it online and it will handle pretty well offline, not the other way around. Then again no need as we have 3 setups we can save so might as well tune for both if you so please. I do not as there is absolutely no reason to drive offline, A Spec was a waste as it doesn't allow me to enjoy the physics the way it does online...casuals. Perhaps we can get Kaz to allow us to select it, but I think the problem is the PS3 shortage of RAM that causes issues doing it offline. The system has to render all those visuals, all those cars and the physics for each and every one of those cars, what do you think puts the most stress on the system? Rendering and simulating one car and it's physics and then passing that along to a server that syncs up with another PS3 doing the same thing to display other drivers online or rendering 12-16 cars and their physics? Doing more calculations per car was probably to taxing so to streamline to offline, PD simplified the physics a bit (constant weight, air temp, constant tire temp and grip) and apply that to 12-16 cars and you would not be taxing the system as much if you added what they do for one car online and multiplied it by 12-16. I bet that the PS3 would lock up offline if PD did give us that option, which is probably why they didn't give us the option at all. They are probably still trying to find a solution to make offline just as online in terms of physics. Sure this might seem long winded but this is the best I can see considering offline is so much easier to play and based on reasoning and how netplay works the system would never have to render the other opponents physics, that's just inefficient programming and would lag to high hell.

Hmm I think I will test out what happens when I set GT5 online lobby to the lowest settings, would I lose option and would the physics start to feel like the offline physics. Take what I said with a grain of salt, but know where I stand it would seem mind boggling to simplify online when you have to work with less extras and only have to sync data with a server that takes care of the backend. Like DC Universe online, it would be murder on a PS3 if it had to calculate physics for all those people playing online simultaneously, same thing with GT5 it just simulates your cars' data and passes it along to sync with the server. Which is why when someone has a crap connection their car does weird crap, but your system somehow never slows down whilst playing online...interesting...but one thing is when there is smoke there is gobs of it online.

I'm sure that PD was asked about the difference in physics between online and offline modes, wasn't sure what they replied. I'm pretty sure that I am correct in thinking that online physics are much more indepth than offline, just based on what is I see as reasonable trade off for only having to calculate physics for one car and not 16 it would make sense to utilize the engine the most online as it isn't hindered by having to split calculations 16 ways max. Just 1 and just has to render visuals and particle effects...think about it.
 
I also have same feeling about the GT5 braking system...

In case all the Brakes are original, but all the brake could working fine with full tuning machine. Pretty mystery.

This ABS system quite powerful indeed... I need done a long practice to forgot my own braking skill from GTR2...

However, when I find GT5 have no braking (& engine) heat issue, I got whole idea...
 
Perhaps you should have read what I posted, I said that offline physics are simplified compared to online. Did you also turn off course temperature as well, because I noticed that offline tires heat up pretty much within a few seconds whilst online it clearly takes a lap on most medium length courses to heat up. Also I don't think that offline physics are taking a full fuel load into account, which would affect you greatly with weight shifting and braking especially if online physics always has a full fuel load by default into the calculations. You understand, there are many variables to be accounted for and why would online be simplified considering your PS3 is only having to simulate for your cars' physics and not an entire field of cars as it would in offline play?
Let me stop you right there.
So my PS3 doesn't require a physics calculation for other cars on track online? How do I see them driving then?
Second off, there is such a thing a single player offline, in which case, if what you're implying is correct, I would then have the "more complex" online physics, wouldn't I?

Oh, and there is no such thing as "course temperature" that changes outside of weather that I can feel.
So basically your post tells me this will go nowhere because you're seeing/feeling things that I don't believe are even there.
You don't even think offline counts fuel weight, yet my lap times get inexplicably quicker with low fuel?
Interesting, would be a nice way to say it.

there is no point to tuning the car offline.
What kind of fool would want their car to drive better offline? 🤬 if I know, TT's, simply enjoying the way the cars drive, who knows, I bet you're right, only fools would do such a thing. :dunce:
 
The brakes work, right? I don't think tuning will help.

And brake fade, well thats just stupid. How can you enjoy THAT?

I already hate overhauling and rebuilding cars.
 
It's possible online physics are more "simplified" to make cars more predictable. I'm not a programmer but what I've read from other racing games forum online is more tricky than offline due to lag.

Also it's possible online requires more ram which means less available in other areas like physics. We know that even though head tracking requires only a small amount of ram you have to turn off tire wear to make room for it in arcade mode.

Just as with head tracking what is very simple to add to a PC game with a lot more hardware may not be so easy on console where the game already pushing the hardware to the limit.

Yes, prediction code might be taking a bit of effort away from other things. That can be pretty intensive.

Head tracking is image-based in GT5, so that's not really comparable to brake fade; it uses a lot of the parallel power and bandwidth required for other things, as well as a bit of memory. I'm talking about around ten or so instructions per brake per physics tick, not several hundred thousand. It's not really a hardware issue.

Even if that does prove to be the straw to break the camel's back, there's always next gen. ;)

As with most "sim" things I'm inclined to suggest, I always expect the option to disable it (like tyre wear etc.), so those that really cannot be bothered by brake warmup and fading can suit themselves, as always.
 
Perhaps we should ask PD, but based on your statements you are just assuming online being simplified...how would that make the cars handle closer to being realistic because offline you have more grip than you can shake a stick at, cars are clearly more nimble and you set amazing lap times because it's set within a perfect setting...tires remain at max grip all the time, car is at it's lightest weight, air temp doesn't change so no change to road surface therefore grip is always optimum.
There have been a few other games that had better grip offline than online but in some cases it wasn't meant to be that way. I haven't race NTG2011 in a while but I'm pretty sure I had better lap times offline. There were even an online loose grip bug. It seems it's harder to get the physics right online than it is offline and this is the first GT with online.
I'm not sure if online or offline is simplified but they are different.
 
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Let me stop you right there.
So my PS3 doesn't require a physics calculation for other cars on track online? How do I see them driving then?
Second off, there is such a thing a single player offline, in which case, if what you're implying is correct, I would then have the "more complex" online physics, wouldn't I?

Why would your system calculating physics for the other online cars be needed so you can see them? Lol, you need to think about what you are suggesting that GT5 is doing online for each and every game. It's called video and data sync that is done on the server then sent to your system which is why when someone lags, on your screen it looks like madness cars teleporting, flying, jumping all manner of insanity. If your system was calculating the physics for the other online opponents as you're suggesting, ever seen a spinout online, looks like utter madness smoke and cars juddering sideways. Physics of my car when I spin is normal, I spin online I watch my car physically do it to others online my car does weird things when it's moving at speed. If their system was calculating my vehicle physics wouldn't they see the exact same thing I see? Like I said, it's just calculations for one car being sent from each system the server sorts it out.

You obviously didn't read my post, I gave my reasoning for why the online physics would be more complex. The system is actively calculating for one solitary car and not 16 as it would do offline. Therefore the system CPU's are freed up to calculate more accurately and would make sense for shuttling info quickly over the net. How else would you explain having much more options online than offline, cars that aren't so easy to drive nor are super grippy? If that is simplified physics and they feel so good, then everyone else has been doing it the wrong way, apparently simplifying physics makes driving games handle more realistic. How would you go about explaining how simplified online physics are where clearly it has more variables added. Biggest difference is lap times, offline lap times will always be faster than online lap times and it's also much harder to be consistent online than offline. Just fire up your online lounge and go test your cars and see, your car will handle the same whether it's just you or you plus 15 other racers.

Oh, and there is no such thing as "course temperature" that changes outside of weather that I can feel.
So basically your post tells me this will go nowhere because you're seeing/feeling things that I don't believe are even there.
You don't even think offline counts fuel weight, yet my lap times get inexplicably quicker with low fuel?
Interesting, would be a nice way to say it.

You don't read and understand to well don't you, Kaz said that air temperature affects the course and you would notice these things to a greater extent if you played the game online on weather change courses. See how long it takes to warm up your tires, guaranteed it takes laps to do so depending on tire type.

What kind of fool would want their car to drive better offline? 🤬 if I know, TT's, simply enjoying the way the cars drive, who knows, I bet you're right, only fools would do such a thing. :dunce:


I am not sure what you are saying here, but I will attempt to address it. For starters all of the time trials even GT Academy were done online with a single vehicle on the course by itself, no strain because there is only one vehicles set of physics to calculate so they can apply the full physics model if they so felt. Not sure if this is getting through to you but one car is easier to process calculations for than 16 car, I'm just guessing here you know!?!

I said that since the game has spec sheets you can tune your car for offline but that is your choice...seriously you decided to pick stuff out of context for your own personal gain? Why?!?
 
Why would your system calculating physics for the other online cars be needed so you can see them? Lol, you need to think about what you are suggesting that GT5 is doing online for each and every game. It's called video and data sync that is done on the server then sent to your system which is why when someone lags, on your screen it looks like madness cars teleporting, flying, jumping all manner of insanity. If your system was calculating the physics for the other online opponents as you're suggesting, ever seen a spinout online, looks like utter madness smoke and cars juddering sideways. Physics of my car when I spin is normal, I spin online I watch my car physically do it to others online my car does weird things when it's moving at speed. If their system was calculating my vehicle physics wouldn't they see the exact same thing I see? Like I said, it's just calculations for one car being sent from each system the server sorts it out.

You obviously didn't read my post, I gave my reasoning for why the online physics would be more complex. The system is actively calculating for one solitary car and not 16 as it would do offline. Therefore the system CPU's are freed up to calculate more accurately and would make sense for shuttling info quickly over the net. How else would you explain having much more options online than offline, cars that aren't so easy to drive nor are super grippy? If that is simplified physics and they feel so good, then everyone else has been doing it the wrong way, apparently simplifying physics makes driving games handle more realistic. How would you go about explaining how simplified online physics are where clearly it has more variables added. Biggest difference is lap times, offline lap times will always be faster than online lap times and it's also much harder to be consistent online than offline. Just fire up your online lounge and go test your cars and see, your car will handle the same whether it's just you or you plus 15 other racers.



You don't read and understand to well don't you, Kaz said that air temperature affects the course and you would notice these things to a greater extent if you played the game online on weather change courses. See how long it takes to warm up your tires, guaranteed it takes laps to do so depending on tire type.




I am not sure what you are saying here, but I will attempt to address it. For starters all of the time trials even GT Academy were done online with a single vehicle on the course by itself, no strain because there is only one vehicles set of physics to calculate so they can apply the full physics model if they so felt. Not sure if this is getting through to you but one car is easier to process calculations for than 16 car, I'm just guessing here you know!?!

I said that since the game has spec sheets you can tune your car for offline but that is your choice...seriously you decided to pick stuff out of context for your own personal gain? Why?!?
You just aren't getting it...
How does my PS3 know how any inputs affect cars on track when I'm online?

I download other players inputs, upload my own, every PS3 connected to the lobby takes all said inputs and calculates them into what we see happening on the track.
That's why lag can cause crashes that affect only one player. 💡 because the inputs received say "this this and this happened" and it calculates it through the physics engine, meanwhile on the other guys PS3, he encountered no lag, so the crash never happens, because his PS3 also calculates the inputs it receives and in his received inputs, there is no crash, because his PS3 didn't lag.

Understand yet? I won't bother with the rest, the TT's are not done with online physics, nor are the seasonal events, you should know this already, but if you don't, I can't help you there.
 
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