Wwelllll,Considering most ppl play with a normal controller i think it is quite viable to compare the games with those controllers as well, and not just racing wheels.
Well if that's the case close the thread, because USB wheels are useless too.Unless you drive in real life with a controller, there's no telling how realistic it would be to drive with one in comparison to a steering wheel.
I think we can all agree that simulations are made NOT for controllers that can also be used for first-person shooters.
Exactly.Well if that's the case close the thread, because USB wheels are useless too.
GT and Forza are made for controllers. Simulators in general are not made for anything, they're meant to be realistic, so whatever controls you're using doesn't change anything.
after playing fm4, fh and gt5 IMO, here are the things i like about the simulators (note that i call them simulators not games) 1. GT5 has more quantity of vehicles. 2. forza has better interiors. 3. forza has customizable paint and decals. 4. gt5 has a betterphysics engine for handling. 5. forza has got torque steer (that thing that makes your front tires or rear tires kick to the side during a hard launch) 6. forza has the ability to do drivetrain, asperation and engine swaps (without having to get into the programing of the vehicles aka hacking) 7. gt5 is free to play online!!! 8. gt5 has a better online comradery. 9. forza has better online servers. 10. forza has better engine sounds (blow-off valves, turbo and supercharger whine). those are my observations. now IMO i feel that GT5/GT6 is a more realistic simulator in the aspect of actual driving performance/acurate laptimes than forza. i can not knock one or the other tho, they both have there strong points and weak points.
thanks
ken
AUPYou will not use textspeak (r, u, plz, etc.) in your messages. Decent grammar is expected at all times, including proper usage of capital letters.
ScaffI still don't understand the insistence that as soon as you start using a wheel then its closer to the real thing by a much larger factor, its not and its still a fair way away from reality.
Its akin to arguing that a Guitar Hero controller is better than a DS3 because its just like the real thing. Yes it is better in some ways than a controller, but its still a long way behind the real thing.
Because in the context of the discussión that little gap between the type of controller would make a difference. If the only option was the real thing then no one would be discussing what game is more realistic as no game gets close to the real experience, even if a game played with a linear force feeback wheel and less assisted than a gamepad was much more close to that experience.I still don't understand the insistence that as soon as you start using a wheel then its closer to the real thing by a much larger factor, its not and its still a fair way away from reality.
You wouldn't even know unless I had qualified my statements about things that may have changed, as I did. Is there a problem with being honest?Confused.
Your facts are based on a short play period in GT5 Spec 1?
It's apples to apples, isn't it? And it doesn't involve FFB or that "feeling" nonsense that has nothing to do vehicle behavior. Force feedback isn't physics. It only complements the game's innate behavior.More confused.
Your words/facts are meant for a FM4 played with a controller on normal (assisted) steering? you played the rented GT5 also with a controller?
That would be relevant if we were complaining about a lack of understeer (hardly the case), or other problems that could be explained by insufficient steering lock, I guess. It's not difficult to relate the way DS3 steering works to actual steering; you did precisely that in making this comment. All you have to do is keep that in mind when analyzing how the car reacts to your inputs. I always do.Just the fact that the game prevents you from turning your wheels all of the way over on a controller puts the DS3 in the most unrealistic bracket.
It could be purely physics-related, as opposed to something to do with a specific component on the car. There's no reason to assume GT5 accounts for fundamental kinetics (yaw/pitch/roll/etc.) perfectly.Which in all reality, the LSD, and transmission would play a bigger part in [the RWD burnout test] than suspension would.
Could you please answer this, then -- when you're playing with a DS3, what exactly determines the behavior of the car in the game?In my eyes and from seeing first hand the flaws with the DS3, I will never consider it being realistic/being able to determine physics in any way.
Which I said and I was not making a point contrary to that.Well if the wheel is that far from reality in your eyes Scaff, then the controller is way further away.
No, the input method has buffers in it that can have an effect on the results of the physics engine, the engine itself is no different.Like I have said before (when I actually compared GT5's actual physics), the physics engine is flawed when it comes in with the controller.
I don't disagree, but that doesn't then automatically make using a wheel an exact replica of reality in terms of input. Now that was the point I was making.Just the fact that the game prevents you from turning your wheels all of the way over on a controller puts the DS3 in the most unrealistic bracket.
Guess I should just go and slap down the people I've spent the last two decades or so working with in the motor industry.Honesty though, even your little "torque steer test", which to this day I do not call that "torque steer". Reason I don't, a RWD car doesn't have torque steer because the drive wheels are the opposite as the wheels that steer. Never have I heard of one mechanic or person besides here say it was torque steer (not saying you are wrong on every thing you said, just the term used to describe it).
Care to back that up, as I have never had it occur in any GT title (and that's using controllers and a range of wheels, be sure your not mistaking it for FFB. That aside the DS3 input buffers would not have an effect on this, as such a controller is a perfectly valid input method for this test, particularly as it removes FFB.Anyway, that test (whatever you want to call it), when you take off the line with a lot of wheel spin, say in a higher gear than 1st (so it doesn't just red line over and over), while on a wheel you feel the weight shift. If you hold the steering wheel perfectly center when this happens, the car will spin like in the FM4 video with the Cobra.
Which if you bothered to read any of the explanations of torque steer I have posted you would see I have mentioned repeatedly (and you forgot tyre dimensions and both lateral and longitudinal weight distribution).Which in all reality, the LSD, and transmission would play a bigger part in this than suspension would.
So you disagree that while the DS3 is less realistic that a wheel, a wheel is still not a 100% realistic control method when compared to the real thing?Just saying.
But don't get me wrong, you are correct on a lot of things Scaff (which most times I agree with you). This discussion about wheel vs controller however, and which one is more realistic, I probably will never agree with you. In my eyes and from seeing first hand the flaws with the DS3, I will never consider it being realistic/being able to determine physics in any way.
The control method doesn't alter the physics engine at all, and input buffers can be accounted for an factored into experimentation. Its also worth noting that almost every test I have carried out has used both input methods to account for this, while your testing has been almost entirely limited to one title.Because in the context of the discussion that little gap between the type of controller would make a difference. If the only option was the real thing then no one would be discussing what game is more realistic as no game gets close to the real experience, even if a game played with a linear force feedback wheel and less assisted than a gamepad was much more close to that experience.
Indeed. The bottom line is, regardless of what kind of controller you use, the car still understeers*, it still oversteers, it still spins its wheels, it still shifts weight around, it still does all the things that define the handling and vehicle dynamics produced by the physics engine. The input may be different, but the output is always the same.No, the input method has buffers in it that can have an effect on the results of the physics engine, the engine itself is no different.
...The control method doesn't alter the physics engine at all, and input buffers can be accounted for an factored into experimentation.
Indeed. The bottom line is, regardless of what kind of controller you use, the car still understeers*, it still oversteers, it still spins its wheels, it still shifts weight around, it still does all the things that define the handling and vehicle dynamics produced by the physics engine. The input may be different, but the output is always the same.
It goes back to the point I made before Zer0 went digging through my post history -- the purpose of this thread isn't about how it feels to play the game, but what the cars actually do. I don't expect a simulator to feel like I'm actually driving a car when I use a controller. I expect the in-game vehicle to behave like an actual car, or as close as possible. When you're evaluating that, you're evaluating something entirely within the software, and it has nothing to do with the hardware used to provide input.
* - Even if the steering is filtered, you're still limited by the amount of speed you can carry through a corner, and you can still spin the front wheels in a FWD or AWD car.
The control method doesn't alter the physics engine at all, and input buffers can be accounted for an factored into experimentation. Its also worth noting that almost every test I have carried out has used both input methods to account for this, while your testing has been almost entirely limited to one title.
Both GT and Forza have quite clear input buffers with a controller, and its possible to use it in both to utterly fool the physics engine.
Just get a car doing donuts with full lock and then let go of the control stick, the steering of the car (and tyres) will centre but the car will still be doing donuts.
The buffer effectively 'ignores' the rapid return to centre of the steering from an 'engine' point of view but returns it from a visual point of view.
Usually the gamepad controls being the more popular are coded with assists and buffers to ease the gameplay. More noticeable in some games than others and FM4 is not an exception.
In the other side 900º steering wheel controls are the least assisted and the best option to experience a game as a simulator.
Yes they are, however they are minimal for both GT5 and FM4 and I agree that a good wheel is a better option (but is still not without its own issues - assist or not),
Confused again.
No, the input method has buffers in it that can have an effect on the results of the physics engine, the engine itself is no different.
I think that no one is discussing that but the posibility that the input method used could alter the actual physics engine, same as will do any other optional driving assist in the game. So, the better use of an 900º steering wheel for test and compare the flaws and virtues between games.I'm not sure what you are confused about at all.
Steering inputs have buffers that can confuse the physics engines, but they don't change the physics engine.
Neither GT or FM have different physics engines based upon the input method used.
Its a rather simple concept to grasp.
I think that no one is discussing that but the posibility that the input method used could alter the actual physics engine, same as will do any other optional driving assist in the game. So, the better use of an 900º steering wheel for test and compare the flaws and virtues between games.
Like I have said before (when I actually compared GT5's actual physics), the physics engine is flawed when it comes in with the controller.
I've played Forza 4 a bit with friends (i will not pretend to be an expert) but it always lacked the feeling of weight movement that GT5 did quite well. It is a fairly subtle feeling but one that is very important to the way I drive on GT5 so i noticed the lack of it, especially in recent times after starting driving my own little car in real life.
In F4, it is the ease with which cars of all sorts of heights and weights and rigidities react to a movement. I had a spin in the Porsche Cayenne and I know it's a very well set up car for fast driving, lacking ludicrous levels of roll like many big cars in real life, but it's ability to change direction and turn without a loss of control through excessive weight movement felt, to me, on par with many far smaller, lighter and focused race machines in the game.
While GT5 does suffer similarly to some extent (especially with some of the standard cars) it does offer far more of this sensation to the player.
Well personally in that context I understand that he used "flawed" to mean "assisted" or "altered", not "a different physics engine", that would be assuming too much, but my opinion does not matter really when I was not my discussion. I was just confused by your contradictory reply to my post:The point I was responding to was....
...which L2L will have to clarify, but does come across as input method changes the physics engine (and you yourself have implied in your post above), which is simply not true.
As such my posts on the matter have been quite consistent, you also seem to be ignoring the fact that the tests I have carried out have always been on both systems and predominantly using both controller and wheel.
because in the context of the discussión that little gap between the type of controller would make a difference. If the only option was the real thing then no one would be discussing what game is more realistic as no game gets close to the real experience, even if a game played with a linear force feeback wheel and less assisted than a gamepad was much more close to that experience.i still don't understand the insistence that as soon as you start using a wheel then its closer to the real thing by a much larger factor, its not and its still a fair way away from reality.
When you said a month back:The control method doesn't alter the physics engine at all, and input buffers can be accounted for an factored into experimentation.
And the agreement in the past from you that a wheel is a better option than a gamepad to experience a sim.Both GT and Forza have quite clear input buffers with a controller, and its possible to use it in both to utterly fool the physics engine.
Oh sorry I didn't reply yesterday. Long day at work.ScaffThe point I was responding to was....
...which L2L will have to clarify, but does come across as input method changes the physics engine (and you yourself have implied in your post above), which is simply not true.
Zer0Well personally in that context I understand that he used "flawed" to mean "assisted" or "altered", not "a different physics engine".
The wheel is a better option because it's closer to the control system used by the car, but it in no way enhances the physics so when it comes to judging physics, controls don't matter.I was just confused by your contradictory reply to my post
Oh sorry I didn't reply yesterday. Long day at work.
Anyway, yeah I didn't mean that it was a totally different physics engine. When I used the word "flawed", I meant it like Zer0 said...
A gamepad player?The wheel is a better option because it's closer to the control system used by the car, but it in no way enhances the physics so when it comes to judging physics, controls don't matter.
And yet you just had to chip in. Oh and without clarification from the original person both are assumptions, and when you don't quote mine (as you have done again).....Well personally in that context I understand that he used "flawed" to mean "assisted" or "altered", not "a different physics engine", that would be assuming too much, but my opinion does not matter really when I was not my discussion.
What contradiction?I was just confused by your contradictory reply to my post:
Exactly what I said a few posts ago, so no contradiction at all.When you said a month back:
Please quote me saying anything different!And the agreement in the past from you that a wheel is a better option than a gamepad to experience a sim.
And in the context of your whole post its ambiguous, hence the reason why I asked for calcification.Oh sorry I didn't reply yesterday. Long day at work.
Anyway, yeah I didn't mean that it was a totally different physics engine. When I used the word "flawed", I meant it like Zer0 said...
ScaffAnd in the context of your whole post its ambiguous, hence the reason why I asked for calcification.
Confused.
Your facts are based on a short play period in GT5 Spec 1?
Again, I can't disagree more.What would that show, regardless of the outcome?
EDIT to answer that nothing, because the input going into the physics engine would be different in each case. Now if you pick something where the input is the same between wheel and controller, you get the exact same result. That is the important part.
Because realism is not acting like a car in some video. Realism is acting like a car that has been given the inputs sent to the physics engine from the control device. Controls don't matter when it comes to judging physics.
Still waiting for a reply but things are tense here and dont want to pull those strings.I forget. Did you ever actually answer the oft-repeated question (usually in response to some particularly outlandish argument, like using a FM3 video as a stand-in for FM4 as if it wasn't an issue; but sometimes in response to a completely untrue statement passed off as maybe being the case) of whether you've played Forza 4 even once?
Again, I can't disagree more.
This is such a unrealistic poll
Input -> physics -> aids -> output