What is your favorite physics engine in the NFS series?

What is your favorite NFS physics engine?


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QuikSlvr223
We all have an opinion about this. Some of us like the obscenely unrealistic EAGL engine used from Hot Pursuit 2 all the way up to ProStreet and Undercover. Some of us like the engine(s) from Porsche Unleashed and before, while others prefer the Chameleon engine seen in recent releases. I would just like to know, what is your preference and opinion on these engines?
I like the Chameleon engine from Critereon's contributions to the series, Hot Pursuit and (the excellent) Most Wanted. It just feels so... right. The cars feel like they should. They handle well at low speeds (EAGL, I'm looking at you) and high speeds. It all just works, and it feels beautifully made.
 
The one BB used for The Run. That made the cars seem real more so than GT5 & other sims out there.

Also I thought CG used Frostbite 2 for HP3 since the logo was popping up on the load up. MW2 was their own custom engine.
 
Also I thought CG used Frostbite 2 for HP3 since the logo was popping up on the load up. MW2 was their own custom engine.
As far I know, both used the Chameleon engine. Although for Most Wanted it was modified.

My votes goes for the EAGL engine (Hot Pursuit 2, Underground 1 & 2, Most Wanted) and the Chameleon engine by Criterion.

Edit : Noticed multiple votes aren't an option, so, the Chameleon engine gets my vote.
 
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The Most Wanted 2012 physics are the best I think. They actually enable anything from decent cruising on the street to racing around at insane speeds or jump amazing distances without much effort.

I miss the drifting of Hot Pursuit 2010 a bit though. It's better to not have the car drift almost instantly when you corner, but in Most Wanted 2012 there's not even countersteer. That and the terribly rhythm breaking crash animations should be improved.
 
The one BB used for The Run. That made the cars seem real more so than GT5 & other sims out there.

Only through some conditions. Other times it honestly felt forced. Even with that, I find it the most enjoyable.
 
Got to be The Run's physics. Just a little tweaking and it would have been fantastic.
 
The classic titles didn't all use one physics engine. II and Hot Pursuit used a modified, "arcade version" of the sim engine from the original. High Stakes used a new physics engine that was carried over into Porsche Unleashed on the PSX, and the PC version of Porsche Unleashed had its own engine as well.



That being said, it goes like this for me:

Favorite is Porsche Unleashed PC. Then NFS III. Then the Black Box engine as it was from Hot Pursuit II to Underground 2. Most Wanted was alright, but I really wasn't a fan of how the grip worked at low speeds in that one. I can't stand the engine used in the Criterion games.
 
PU on PC was a nightmare with the keyboard. I hate it so much plus the PSX version was so much better. The PC only had graphics over the PSX but as we know graphics aren't the thing that makes the game.
Only through some conditions. Other times it honestly felt forced. Even with that, I find it the most enjoyable.
You ever drove a car irl doing 80MPH+ on a windy country road? The Run captured that feel 100%. I hope the next NFS runs on that physics engine.
 
Yeah, things get better with a decent wheel in regards to the PC version of PU. Aside from PU I prefer playing the rest of the old games with a keyboard.

I generally don't have a problem with any of the physics, so I like them all equally. But If I had to choose my least favorite it would be the ones made by Criterion.
 
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The new physics engines by Criterion are a pile of crap, they have an understeery heavy feel that kills any sense of fun IMO. Underground 2's physics is where it's at. That and perhaps HP2.
 
Where is there any understeer in the cars in HP3 or MW2? The cars all have massive oversteer so they can drift easily. MW2 has it's rare times of understeer but that's all. If you ain't drifting in those games you ain't playing them right.
Er... don't play it with a keyboard then?
Didn't have a PS3 or the money for a pad at the time... Don't think the old NFS games will even work on Windows 7. I know Simcity 4 doesn't & that TICKED ME OFF!:mad::irked::grumpy:
 
@Spoil-t, Ghost Games are making the next NFS and they use Frostbite 2 in their games. Hopefully it'll be well implemented.
 
Count me as another fan of Porsche Unleashed for PC... for myself, it was the pinnacle of the series, even though I enjoyed the majority of the games within the NFS library.

Have a good one
 
2 month bump but since there's not a lot of activity...

I've completed PU's career and factory driver modes with a keyboard numerous times. Can be tricky catching a slide but otherwise fine.

It's probably my favourite NFS too, it sure taught me that some cars will bite if you're not careful with the steering. A good representation of all the quirks I read about old 911s in that book on my shelf. In fact, I'm currently playing through yet another career.

Some thoughts on the rest:

I) Feels alright, though cars feel a bit too stable and refuse to oversteer. But it was the mid-90's! I was blown away by it...

II) Don't remember much about II, weirdly.

III & IV) (PC) Floatiness and more floatiness. Takes a while to get used to but it's acceptable eventually.

HP2) Alright too, but cars generally seem a bit reluctant to oversteer no matter what I do. Feels a bit like every car has an open diff. But once a high-angle slide is initiated, controls feel good enough.

UG1) Very slippy but ok for the gameplay style I guess. And the roads were wet after all...

UG2) Feels good. Not the most realistic but it strikes a very good balance. Very satisfying overall.

MW2005) Somewhat like recent GTs, launching a car from rest = wheelspin no matter what. Wheelspin seems relentless in every driving situation, but still quite fun and a decent mix of physics.

C) Bleh... As a whole compared to MW, also bleh... Restricted ability to do donuts and stupidly unrealistic car stats, class and tier system too.

PS) Tries to be realistic, but odd steering in all modes, no proper oversteer in non-drift modes and an odd occasional sensation of lesser gravity makes this one feel, well, odd... The beginning of the artificial top speed limiters in NFS too. And can't do donuts.

UC) Take PS and add a little more g and an artificial 'sliding' key, still not good. Still can't do donuts. Stats and tiering are as poor as, if not poorer than Carbon's.

Shift) Sliding and more sliding, oddly reminds me of III & IV. At least I can do donuts again and there's no silly top speed limiting.

HP2010) Very Paradise, but it's a fun, drifty show regardless. Poor low speed physics and can't do donuts though. Some cars feel too top speed restricted based on actual acceleration. (The 2 highest tiers feel significantly more powerful than reality. Since they are simulated with more power, shouldn't they be granted the slightly higher top speeds if gearing permits?) Conversely, few still enforce the manufacturer fitted speed limiter even though most others are de-restricted. It's a very annoying inconsistency.

Shift 2) Tyres still don't feel right, even modded. Like Shift 1, poking around the files reveals thorough simulation capabilities like different kinds of suspension layouts. Sadly many generic values were used rather than specific values for each car. (E.g. every car has a LSD. Brake torque and heat generation/dispersion more related to car tier rather than actual individual car ability. RS250 Megane and some others very badly nerfed as a result.) Still, donuts!

Run) Oddly reminds me of PS. Feel some relation in the handling complete with odd steering if off-course and the like. Feels acceptable at high speeds but low speed/drifting/oversteer feels odd in non-AWDs regardless of steering and throttle. No donuts sadly, and more silly speed restriction.

MW2012) Most posts above already said it. No 'flow' with drifting but low speed driving feels slightly more precise than HP2010. In addition, driving round in tight circles are not proper donuts too. Top speeds are not restricted and the effect of aero drag is noticeable like in HP2010. But why won't the XKR use 6th gear? Realism modded Shift 2 and GT5 indicate that it has the oomph to accelerate in 6th to more than 300 kph at the very least...
 
Interesting thread idea. 👍

I voted for The Run. It's satisfying, exciting, and combined with the road design it actually gets you to use the brakes and the full range of gears (shocking). It's a little twitchy and finicky compared to the early-era games, but even the best of those (TNFS, Porsche Unleashed, PS2 version of HP2) had "pendulum" oversteer where you could hardly drift or tuck the nose in before the car swung back to its default state of understeer. Drifting in The Run decimates your momentum, but it still feels like you have a full range of handling (for once).

The nigh-inescapable "threshold understeer" that absolutely dominated the series through the '00s turned me off, and I was one of the kids who grew up with The Need for Speed. Criterion's Hot Pursuit was the first NFS game I bought since Underground, and while I enjoyed it, the cars feel like wobbly boulders. Heavy as hell and impossible to drive cleanly. I've skipped the new Most Wanted because of this.

Honestly, The Run is a terrible money-grubbing game, with frustrating glitches, criminally stupid design decisions ("no fun allowed"), and a daft execution of a brilliant concept. But I still pop it in and go through The Run once in a while, taking in the scenery, strategizing my favorite cars through different sections, and amusing myself by passing through the area around my house (first stages of Chicago Approach). All because of the physics and the roads.
 
I didn't play any of the PS1 games, have all of the PS2 games up to ProStreet, and the only PS3 games I've played are HP/MW (decent but I dislike the fast pace and drift bias) and Shift 1 (horrible). My favorite games to play - and I still do sometimes - are Hot Pursuit 2 and Underground 2. If a game offers an open city, I want to be able to cruise around at normal speeds if the mood strikes me and these two handle great at 'racing' speed while still being fun to jerk around at real-world cruising speeds.
 
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