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- cooldawn | GTP_Vincent_Vice
- cooldawn
The thing is Forza and GT, as far as I am aware, work on different principles when it comes to damage.Hi there..Well for those that read my quite long rant you probably have understand why i am so disappointed with gt 5.Its not just a matter of having good damage shown on cars...It goes much deeper than this to the relative relations and threading of the various features a simulator must have.I am talking how the damage works with the collitions and how these work with the physics and how all the above work with the behavior of the AI cars...I hear posts here from people saying they don't care about rollovers,or the ai,or if there is no damage or if the damage is a is with the excuse that this is a sim and good drivers don't crash.....Or that this a serious sim so there is no need anything of the above as only bad drivers crash.....
When you bump another car sides,corners or real end it you expect a realistic responce to the collision not just a slowing down....As cars just follow blindly the race line they don't care about letting you pass or block you or simply slowing down before a corner so they don't smash each other or on you.It really feels like bumper cars....And when you have a slide at 200 miles you expect that the car might rollover or literary become airborne...As you expect a crash to seriously damage or completely wreck or make undrivable your car.This is what makes sim driving,or flying for the matter so tense and thrilling.The risk of loosing completely for the chance of getting the 1st place is what racing is about.Being able to even finish is a prize itself in a sim game.
Being able to bump cars at 100 miles is NOT.
And why you all keep mentioning Forza 3 ? It's a great game for what it is and i feel the devs behind turn 10 really hear what their fans say and actually have a grasp of what needs improving and what needs fixing.You can find a trillion examples of bugs and bad physics,but all the core aspects are there and when they happen to work together the game truly feels special.Still don't forget the game is on a inferior console compared to ps3 and to truly shine you need a Very expensive Fanatec 911 Turbo wheel.
If you honestly want to give some good examples take some of the best mods for rfactor and gtr evo/race on.Those games have great mechanical damage,incredible collisions and fantastic physics.
Forza has a damage system that is, for want of a better explanation, pre-canned. For instance hit points on bumpers in certain areas will always result in the same damage with variables for the velocity of the incident. Generally it's not at all realistic, which is why a slow-speed bump to the rear bumper would cause the rear light clusters to shatter, but it's visual effect is more pronounced than what we have seen, so far, in Gran Turismo.
Gran Turismo 5 seems to have a procedural system running as it's own operating system within the GT5 engine. What that would imply is it has to calculate the damage from all sorts of variables. My view is that because the system is more complex it limits the amount of processing the PS3 can do to achieve anything like real-life results so it's been held back to something that the PS3 can handle. As such I don't think the procedural damage system in GT5 will be at all realistic even though it'll accurately process the variable it's been left with.
I think that's the fundamental difference between Forza and GT. The guys at Turn10 have opted to use a simpler system that has more pronounced visual representation whereas Kaz, being the anal man he is, has opted to use a complex system that's held back by PS3.
I gather, then, that the PS4 version of GT will have many more variables to play with and be more realistic.
Finally I do think that Forza has handled bumper cars better than GT up to now but going by the footage I've seen of GT5 Kaz/PD have definately improved that aspect of the game.