Track Physics in Test vs Lobby

  • Thread starter ynot
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Obi-Tonobi
I have been messing around with different tracks with big jumps. In Test Track mode the cars fly a great distance. Then when you use the track in a Lobby the jumps are not the same. Much shorter. In some cases by half or more.

Anyone else seeing this?
 
The Physics in online lobby's are different from offline one's...

For example you couldn't flip your cars in Online compared to offline...etc
 
I have been messing around with different tracks with big jumps. In Test Track mode the cars fly a great distance. Then when you use the track in a Lobby the jumps are not the same. Much shorter. In some cases by half or more.

Anyone else seeing this?
Don't quote me on this, but I think that you're hitting some kind of ceiling in online lobbys.
 
It was the same in GT5 I think.

It's possible that the offline physics are a little simplified compared to the online physics. In an online lobby your PS3 only needs to handle the physics for your car, while offline your PS3 needs to calculate your physics + the physics for the AI.
 

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