What Racing Games Are Better than GT5?

  • Thread starter MowTin
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forza 4
forza 3
shift
shift 2 unleashed
f1 2010
f1 2011
nfs mw (2005)
pgr4

all have better engine sounds
better graphics
better customization
better gameplay
 
Some posts above I saw some sentences and words with "DiRT", "RBR" and something like that, so remember..... RACING =/= RALLY!!!

People want to talk about rally titles in with this then they can, at the end of the day its about who gets from the start to the finish ahead of all the other drivers. From the point of a discussion I'm making a moderation decision on it and the comparison is valid to make.


Now it terms of what racing games are better I'm going to stick to consoles and for me both FM4 (and the 4 is important) and RacePro are better racing titles.

The physics engine in both is a step above GT5's, in particular FM4's suspension and tyre model. While RacePro has both a solid physics engine and real race regulations in the events.

I used to be a die-hard GT man, but for me PD let a lot slip with GT5, in particular with regard to physics and tuning and both the above title get ahead on those points.

That said aspects of both Enthusia and RBR are still worthwhile to this day and missing from both titles.


Not bad for the PS2
 
I have a Playseat and G27. I also have pretty much every game mentioned on this thread.

The most realistic console racing game with the best graphics is GT5.

The most realistic racing game with the best graphics is Project CARS.

If you don't have a proper racing setup then it is pointless trying to compare. You will never truly appreciate the merits of GT5 until you have the true setup.
 
I have a Playseat and G27. I also have pretty much every game mentioned on this thread.

The most realistic console racing game with the best graphics is GT5.

The most realistic racing game with the best graphics is Project CARS.

If you don't have a proper racing setup then it is pointless trying to compare. You will never truly appreciate the merits of GT5 until you have the true setup.

You've had the wheel less than a month I believe (by your own posts) and one that doesn't actually work with a number of titles mentioned in this thread (such as 50% of the titles I mentioned).

Now while I agree that a good set-up makes a big difference I can't agree that like for like it pushes GT5 that far ahead and it certainly doesn't get around the total lack of a good tyre model.
 
This:



Better support? Updates? Server reliability? No. But as a racing game, designed for a console and a controller, and online play with friends or enemies, Motorstorm Pacific Rift is about as good as it's ever gotten.
 
gamerdog6482
Initiate process=/post.exe

Installing quote.dll
...intallation completed.

What are you "lol"ing to?

StevoR27's public outing as not being wholely compliant with truth or facts.

10 Print " Runs and hides "
20 Goto 10.
Run.
 
Initiate process=/post.exe

Loading...
StevoR27's public outing as not being wholely compliant with truth or facts.

10 Print " Runs and hides "
20 Goto 10.
Run.
understanding.dll download complete. Please run undrstndgwzrd.exe to install.
 
gamerdog6482
You just said that a PS2 game has better graphics than GT5.

No he didn't. Look:
I will only list PS3, 360 releases.
mikecustom
forza 4 Xbox 360
forza 3 Xbox 360
shift Xbox 360, PS3
shift 2 unleashed Xbox 360, PS3
f1 2010 Xbox 360, PS3
f1 2011 Xbox 360, PS3
nfs mw (2005) Xbox 360 with 360 graphics. PS3 did get a PS2 classic release 2012
pgr4 Xbox 360

all have better engine sounds
better graphics
better customization
better gameplay

I don't agree with you mike.

For example:
Customization, Graphics, Physics, Gameplay in F1 is worse compared to GT5.

Forza 4 has better customization, physics, engine sound compared to GT5.

The only game on your list that can compete with GT5 graphics is Forza 4. But i think GT5 is slightly better.

Scaff
The physics engine in both is a step above GT5's, in particular FM4's suspension and tyre model. While RacePro has both a solid physics engine and real race regulations in the events.

I used to be a die-hard GT man, but for me PD let a lot slip with GT5, in particular with regard to physics and tuning and both the above title get ahead on those points.
////
Now while I agree that a good set-up makes a big difference I can't agree that like for like it pushes GT5 that far ahead and it certainly doesn't get around the total lack of a good tyre model.

👍 Couldn't agree more
 
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I played Forza 4 for the first time at Target the other day. It was just a demo, so hard to compare but there were some things it did better and some things not as well.

I noticed that every car I drove seemed to have exaggerated handling, like the suspension bound and rebound seemed over-done. And they all handle like drift machines and like the differential is locked. There seems to be too much traction as well. So the physics felt a little off, but not horrible like some people say. GT5 physics aren't perfect either.

I like how in Forza the cars change gear like in real life. I mean, it takes a second to change gear, unlike in GT5 where you can change instantly. The cars sound pretty good too, which is really important.

I think I'd like to own both games in conclusion.
 
I played Forza 4 for the first time at Target the other day. It was just a demo, so hard to compare but there were some things it did better and some things not as well.

I noticed that every car I drove seemed to have exaggerated handling, like the suspension bound and rebound seemed over-done. And they all handle like drift machines and like the differential is locked. There seems to be too much traction as well. So the physics felt a little off, but not horrible like some people say. GT5 physics aren't perfect either.

I like how in Forza the cars change gear like in real life. I mean, it takes a second to change gear, unlike in GT5 where you can change instantly. The cars sound pretty good too, which is really important.

I think I'd like to own both games in conclusion.

The FM4 demo is OK but not a patch on the final game, oh and in regard to bound/re-bound that may simply be because GT5 has default damper settings that are far to stiff (even in stock cars) and not enough adjustment range to full correct it.

I however agree that both titles still need to improve in a lot of areas.
 
Gotta add something here about the physics..

Because, some of the people here really believes that FM4 has "better" physics just because of "tire models", and that itself makes me laugh. Since, everyone who has played the FM4 should have noticed that track surfaces are all the same, it has no different layouts and it doesnt matter do you drive on concrete or tarmac, it feels and acts exactly same way, so how does tire model (only) makes it better in physics when the surface itself is all wrong.

Besides, GT5 lacks only about the actual deformation modelling, but tires does act like proper tires, this has been tested by our drivers from AKK Motorsport in Finland.

In a conclusion, there is no other "sim" like game on consoles than GT5 up to date, BUT it isnt 100% accurate, naturally because having 100% simulator is nearly impossible these days, it would need cars that are modelled all the way from inside out, every bolt, plug, piston etc. And I dont know any game that has such modelled cars, correct me if I'm wrong.

Senior member of AKK Motorsport
 
Gotta add something here about the physics..

Because, some of the people here really believes that FM4 has "better" physics just because of "tire models", and that itself makes me laugh. Since, everyone who has played the FM4 should have noticed that track surfaces are all the same, it has no different layouts and it doesnt matter do you drive on concrete or tarmac, it feels and acts exactly same way, so how does tire model (only) makes it better in physics when the surface itself is all wrong.
Sorry but that it totally and utterly incorrect, track surface variation most certainly does exist in FM4 and most certainly has an effect on the car.

Two examples spring to mind straight away. The very rough concrete surface of Sunset Bend at Sebring is well modelled and has a considerable effect on the car in FM4; as do the cobbles on the start/finish straight and street hairpin at Rally d Positano.

Drive over these surfaces with the telemetry running in FM4 and the impact on the suspension (when compared to the rest of the track) can be quite clearly seen, its also very evident in the cars attitude when driving.

I also don't believe anyone has said that its 'only' the tyre model.


Besides, GT5 lacks only about the actual deformation modelling, but tires does act like proper tires, this has been tested by our drivers from AKK Motorsport in Finland.
How can it act like a proper tyre without deformation?

Deformation (across all axis) is key to how a tyre reacts, as such I find it strange that you dismiss it as the 'only' thing missing, its rather a fundamental part to have missing. PD themselves have never made any pretence that they have based the tyre physics on any real world data. Testing that members have done here at GTP has shown that changing compounds simply acts as a grip multiplier regardless of the car (so you can have a Corvette and a MINI pulling the same lat-g on the same compound - which given the very different natures of the cars simply should not be the case).

I've checked the AKK website and can find no mention of this, as its quite a key area I would be very interested to see some of the information and results from this testing.


In a conclusion, there is no other "sim" like game on consoles than GT5 up to date, BUT it isnt 100% accurate, naturally because having 100% simulator is nearly impossible these days, it would need cars that are modelled all the way from inside out, every bolt, plug, piston etc. And I dont know any game that has such modelled cars, correct me if I'm wrong.

Senior member of AKK Motorsport
No one disputes that the premium cars in GT5 are modelled stunningly well, but the surface gloss only serves at times to hide the shortcomings of the physics engine.

PD do a lot well, but the I find it odd that you seem happy to dismiss the lack of a serious tyre model so easily.
 
I can't think of a game I've heard of on the console that is better than GT5, and I think that GT5 has just gotten really boring. It's looking like I'm going start driving on PC sims really soon.

Sorry but that it totally and utterly incorrect, track surface variation most certainly does exist in FM4 and most certainly has an effect on the car.

Two examples spring to mind straight away. The very rough concrete surface of Sunset Bend at Sebring is well modelled and has a considerable effect on the car in FM4; as do the cobbles on the start/finish straight and street hairpin at Rally d Positano.

Drive over these surfaces with the telemetry running in FM4 and the impact on the suspension (when compared to the rest of the track) can be quite clearly seen, its also very evident in the cars attitude when driving.

I also don't believe anyone has said that its 'only' the tyre model.



How can it act like a proper tyre without deformation?

Deformation (across all axis) is key to how a tyre reacts, as such I find it strange that you dismiss it as the 'only' thing missing, its rather a fundamental part to have missing. PD themselves have never made any pretence that they have based the tyre physics on any real world data. Testing that members have done here at GTP has shown that changing compounds simply acts as a grip multiplier regardless of the car (so you can have a Corvette and a MINI pulling the same lat-g on the same compound - which given the very different natures of the cars simply should not be the case).

I've checked the AKK website and can find no mention of this, as its quite a key area I would be very interested to see some of the information and results from this testing.



No one disputes that the premium cars in GT5 are modelled stunningly well, but the surface gloss only serves at times to hide the shortcomings of the physics engine.

PD do a lot well, but the I find it odd that you seem happy to dismiss the lack of a serious tyre model so easily.
Tyres can deform and deterioate in GT5, but what he meant is that there is no visual tyre deformation but when the tyres start to wear out, you notice it. I do agree that the tyre compounds should perform differently when put on different cars.
 
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Tyres can deform and deterioate in GT5, but what he meant is that there is no visual tyre deformation but when the tyres start to wear out, you notice it. I do agree that the tyre compounds should perform differently when put on different cars.

Tyres deteriorate in GT5 as in they wear that is without a doubt true but I'm going to need to see you provide some proof that deformation is in anyway modelled in GT5. Certainly its a debate that has gone on for a long time with the GT series and to date not a single piece of proof of deformation being modelled has come forward.

From your post you seem to be directly linking deformation and wear and they are not the same at all.
 
Tyres deteriorate in GT5 as in they wear that is without a doubt true but I'm going to need to see you provide some proof that deformation is in anyway modelled in GT5. Certainly its a debate that has gone on for a long time with the GT series and to date not a single piece of proof of deformation being modelled has come forward.

From your post you seem to be directly linking deformation and wear and they are not the same at all.

I'd like to add, Forza 4, the tire inflation can be changed--GT5 it cannot. iRacing? Is this possible? Never played it. While racing [Forza 4] one can activate a menu(I activate it with Right Stick) which shows different colors (temperature or wear or deformation?) on the tires.

Lateral g's/drag aren't calculated in GT5 to my knowledge.

side question: does deflating the tires to say 29.5 from 30.0 allow for more surface area used after tires are "warmed up?" I was told this helps[by someone claiming to know alot about racing].

Sorry for the off-topic--please don't penalize me.
 
Just did an experiment with a premium RX-7 and there was no change in the appearance of the the tyre even after doing a burnout for a full 5 minutes. This confirms there is no visual tyre deformation in Gran Turismo 5.

@USARMY

Deflating the tyres would mean that you would have a larger surface area on the road meaning that the tyres would in theory heat up quicker and have more grip, but it would affect the tyre life and your fuel consumption in real life. I'm not sure about it in Forza 4 or iRacing though.
 
You can say that Forza calculates the meaning of the universe "under the hood" but all that is lost to me due inferior FFB system and non-linear steering.
 
You can say that Forza calculates the meaning of the universe "under the hood" but all that is lost to me due inferior FFB system and non-linear steering.

42=The meaning of life, the universe, and everything. What is non-linear steering, if I may ask?

EDIT: I found a definition. I haven't found an official one. However, is this what you're referring to?

http://www.ehow.com/info_12212999_nonlinear-steering.html

EDIT: Ok, thanks!:cheers:
 
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