So, why are the physics different online?

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Whats the reasoning behind having things different online than offline? Which one has the most realistic physics??

I just think its crazy for someone(me) to practice, practice, practice to get good enough to compete online, only to find out that its totally different.

Is this why PD was trying to keep online and GT life so seperate?
 
Think this has been mentioned a few times... but was pretty annoyed the other night when the online physics wouldn't allow me to roll my car!!
 
Not to sure, but I wonder if it has anything to do with it actually being online. Forza had the same issue. Online driving was different from offline.
 
I feel the difference is because of the online connection itself there is a slight lag. I found the same with GTR evo online vs time trial or pratice it was just enough to cause a diffeent lap time. But if I practiced online than the delay was not a issue. We proved it by swapping computers and using different connection speeds. It was in the server..both of us could get a faster time offline than online the time difference was @.300 sec. on a long track same car settings and all game settings the same.
 
Word of warning: Don't take the R8 V10 online to the High Speed Ring unless you passed the Lotus Elise Top Gear challenge.

There's gotta be something wrong with this game that you have to be scared of banked corners in certain cars.
 
I notice no difference in the Physics from online and offline racing or drifting. As was said already, it could just be lag. Maybe your internet connection?
 
It's not lag, you can test it all by yourself. Get a car (preferably a top heavy SUV type) and tune it to the extreme. Raise it as high as it can go, put on the max camber, stiffen the suspension so it's really twitchy and jumpy then take it to the Top Gear track and drive like a maniac on the runway. You should be able to get all sorts of flips and rollovers with relative ease.

Now take the same vehicle with the same setup to your Lounge in the community tab. It will set up your own private driving room in the online mode. Now take it to the same track and try to drive it crazy. It handles TOTALLY different. I ran this test myself & the handling is absolutely different. It's a shame there is such a difference between the offline & online modes.
 
I am a first year game programmer, but have a common sense theory. It has to do with trying to keep the game stable with 16 unique players in a room. Imagine the processing required for 16 cars offline. Its been tough for PD to keep a steady 60 FPS to begin with. The calculations for the AI are already pretty well scripted; they go around the track, rarely make mistakes (but are allowed to), and follow a driving line. The player has more freedom of movement, and I imagine take in more input than the AI does. Input requires output. I/O requires processing, takes time to receive the feedback. 16 I/O's are being calculated on the fly, and transmitted by air and/or wire to reach the destination server (or the host PS3 in this case since the game is P2P). The hosts connection (likely DSL or similar) will have a rough time trying to throw the packets back to every player after being calculated. Having a similar, but simplified physics models would probably help speed up the processing and help keep up with the "60 FPS ideology". Could be wrong, not trying to sound more educated than I am, but thats what I imagine is the case here. I forgot how GT5P's online physics were, I only played for a few months between the games lifespan. It used dedicated servers I thought. Were the physics the same as offline there?
 
There's no tire wear in offline, so once your tires are up to temp, they are at peak grip all of the time. Online, you can wear the peak grip off of your tires before you get them up to temp, if you're hard on them. Also, your tires will wear unevenly from corner to corner, so the grip levels at each end of the car will change.

I also suspect that since there's no fuel consumption in offline practice, your car is always at its lightest, despite what the fuel gauge tells you. Online, you roll out with a full tank which is 100L of fuel in all cars. That's a lot!
 
There's no tire wear in offline, so once your tires are up to temp, they are at peak grip all of the time. Online, you can wear the peak grip off of your tires before you get them up to temp, if you're hard on them. Also, your tires will wear unevenly from corner to corner, so the grip levels at each end of the car will change.

I also suspect that since there's no fuel consumption in offline practice, your car is always at its lightest, despite what the fuel gauge tells you. Online, you roll out with a full tank which is 100L of fuel in all cars. That's a lot!

I don't think that what you said is the real reason, because even if you do a Practice Race against AI with the same car as you, or an Endurance Race, you will have tire wear and fuel consumption, and the feeling of the car it's not the same as it is online, I tested it with my stock 458 Italia, online it becames more slippery than offline, but in a practice race it only becames a little slower, but the handling is quite the same as when you do time trials offline.
 
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