- 26,911
- Houston, Texas, USA
- JMarine25
Inspired by my buddy "Live4Speed," I was thinking about something I've seen in a thread is that I was thinking about game physics and Gran Turismo.
Obviously, I don't have the computer to play most of the more recent computer game titles. So when I read about GTR being one of the best racing games maybe of the 21st Century, I can't really verify that because I don't have the computer requirements to play GTR for myself. I've read about the game, not to mention seeing so many pictures of it (all beautiful and amazing, by the way). Once, "Live4Speed" mentioned how dissatisfying GT4's physics are. GTR is obviously a pure sim racing game. In the matter of Gran Turismo, however, they have been made to satisfy both a novice and veteran audience. Compare GT4 to ToCA Race Driver 2 (I'm anxiously awaiting ToCA RD 3). The game physics are more realistic and more forgiving. So while GTR may be king, does it mean that PD can learn from this PC Racing sim when it comes to better racing physics? Or should PD just improve their current driving physics build and still make it accessible to all levels? The emphasis on this thread is, is it possible to have a driving physics compromise in which pro and casual sim racing gamers can both appreciate equally in the next build of Gran Turismo? Or should the current build be either untouched or improvised for the next game?
I've played Gran Turismo, both ToCA PS2 games so far, and that's about it. So I don't know what ellicits a good racing engine, or even the best one. I've always thought Gran Turismo featured a racing engine suitable to novices and hardcore types. I am a Gran Turismo veteran with no real-world racing/driving experience outside of go-karting. I don't know how a Jaguar XJ220 or an F1 car is supposed to handle compared to how PD programmed the best physics they can provide. So I'm really at a loss of words. You know, what style of driving physics would novice and hardcore sim racers alike appreciate racing a car in Gran Turismo? What should be the inspiration for a compromisable driving physics engine? Well, go to work, GTP.
Obviously, I don't have the computer to play most of the more recent computer game titles. So when I read about GTR being one of the best racing games maybe of the 21st Century, I can't really verify that because I don't have the computer requirements to play GTR for myself. I've read about the game, not to mention seeing so many pictures of it (all beautiful and amazing, by the way). Once, "Live4Speed" mentioned how dissatisfying GT4's physics are. GTR is obviously a pure sim racing game. In the matter of Gran Turismo, however, they have been made to satisfy both a novice and veteran audience. Compare GT4 to ToCA Race Driver 2 (I'm anxiously awaiting ToCA RD 3). The game physics are more realistic and more forgiving. So while GTR may be king, does it mean that PD can learn from this PC Racing sim when it comes to better racing physics? Or should PD just improve their current driving physics build and still make it accessible to all levels? The emphasis on this thread is, is it possible to have a driving physics compromise in which pro and casual sim racing gamers can both appreciate equally in the next build of Gran Turismo? Or should the current build be either untouched or improvised for the next game?
I've played Gran Turismo, both ToCA PS2 games so far, and that's about it. So I don't know what ellicits a good racing engine, or even the best one. I've always thought Gran Turismo featured a racing engine suitable to novices and hardcore types. I am a Gran Turismo veteran with no real-world racing/driving experience outside of go-karting. I don't know how a Jaguar XJ220 or an F1 car is supposed to handle compared to how PD programmed the best physics they can provide. So I'm really at a loss of words. You know, what style of driving physics would novice and hardcore sim racers alike appreciate racing a car in Gran Turismo? What should be the inspiration for a compromisable driving physics engine? Well, go to work, GTP.