Demo Physics - KY says "nearly the same feel as actually driving"

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it feels to me like the tyre physics are a big improvement on GT5:P.

In particular the feel between the different sets of tyres (road and R compound) and grip levels attainable mid corner.

Has anyone else noticed in the cockpit view that it now shakes around a little.

Easy to notice on the final turn onto the straight, on the banking where it shakes around quite a bit.

now All it needs is a automatic look to apex
 
Has anyone else noticed in the cockpit view that it now shakes around a little.

Maybe Kaz got his hands on a copy of NFS: Shift.... and thought, "I can do better..." :sly:
 
After a few laps with my G25, I'm disappointed that the FFB is still fairly weak. I don't know if this is the same on all other wheels. However the physics engine itself seems excellent and a marked improved over Prologue in my opinion, it's just I have to disagree with KY in that the car can lose control very suddenly and without much warning. I have more of a sense for the limits of the car's grip in Supercar Challenge. But every physics engine is different and each have their pros and cons, and overall this demo was fun to drive. I just hope the actual racing has improved when GT5 finally arrives.
 
Two questions
1. Has anyone in the US gotten the demo? (without starting a foreign account)
2. Has anyone rolled there car yet?
 
i like this new demo. the physics seem to be a lot lighter in terms of handling, and the car is more responsive, specially with the throttle response, compared to gt5 prologue. now you can actually induce oversteer a lot easier in my view. and as some has mentioned,
the in view demonstrates the shaking of the dashboard at some parts of the track, sort of giving you an idea of how stiff the suspension is. in comparison, the gt5 prologue's handling and acceleration physics seem more linear compared to this one. i spent a lot of time with the tuned version of the car, and it seems a lot more twitchy. but to me the biggest improvement is the throttle response and how the car responses to that in relation with the handling. that's all i can say for now. are they gonna put more cars into this demo with an update ? new tracks perhaps? or will that be it?

Sam: No and No. i'll try and see if that's possible. but i tried to thrash the car a few times and didn't see damage...maybe they'll update it with a new patch..
 
2. Has anyone rolled there car yet?

If thats makes it in it wont be showcased in this demo... This is purely for GT Academy and to show the masses the new physics engine...
 
If thats makes it in it wont be showcased in this demo... This is purely for GT Academy and to show the masses the new physics engine...

Yes, but the new physics engine included rollover. didn't it??
 
Yes, but the new physics engine included rollover. didn't it??

To my knowledge that was never officially confirmed and I think that would fall under collision physics. Since there is no damage in this demo I think rollovers are also something not to expect. Oh well... guess you cant have everything... :)

fair enough. do you know if they're gonna throw in another car and track too ? or not?

I dont think so... but I wouldnt know for sure... I havent read anything anywhere saying they were going to do that.
 
i like this new demo. the physics seem to be a lot lighter in terms of handling, and the car is more responsive, specially with the throttle response, compared to gt5 prologue. now you can actually induce oversteer a lot easier in my view. and as some has mentioned,
the in view demonstrates the shaking of the dashboard at some parts of the track, sort of giving you an idea of how stiff the suspension is. in comparison, the gt5 prologue's handling and acceleration physics seem more linear compared to this one. i spent a lot of time with the tuned version of the car, and it seems a lot more twitchy. but to me the biggest improvement is the throttle response and how the car responses to that in relation with the handling. that's all i can say for now. are they gonna put more cars into this demo with an update ? new tracks perhaps? or will that be it?

Sam: No and No. i'll try and see if that's possible. but i tried to thrash the car a few times and didn't see damage...maybe they'll update it with a new patch..

I agree, you have to be more progressive with your throttle application than in Prologue which seemed to have a no thrrotle-half throttle-full throttle progression, now it's more demanding. If you don't adjust your driving style accordingly then you will spin exiting every corner.
 
After playing through the game for 10 - 15 rounds, I can conclude that the car is now much responsive and throttle control is very important. My first round with the tuned car was 2.20 seconds with more than 4 spins. lol. While viewing through the replay, I notice that my car is cornering with 3 wheels at tight turns, did anyone notice that?
 
After a few laps with my G25, I'm disappointed that the FFB is still fairly weak. I don't know if this is the same on all other wheels. However the physics engine itself seems excellent and a marked improved over Prologue in my opinion, it's just I have to disagree with KY in that the car can lose control very suddenly and without much warning. I have more of a sense for the limits of the car's grip in Supercar Challenge. But every physics engine is different and each have their pros and cons, and overall this demo was fun to drive. I just hope the actual racing has improved when GT5 finally arrives.

You should go to the options menu and adjust the FFB.
I actually feel it's much better than in GT5p
 
It is really hard using the dualshock, but the physics are awesome:) There's a guy in the top 10 overall though using a controller so ive been using his ghost laps :sly: im a respectable 293rd overall with combined time of 3'35.836 lol anyone in the top 100??
 
You should go to the options menu and adjust the FFB.
I actually feel it's much better than in GT5p

I turned it up to 10, but it still feels really light. Now i'm not disputing the realism of this, I understand that steering in a real car isn't heavy like a brick and shaky as it is in many games, but without a hydraulic racing rig, there's no other way to transmit the sense of grip and cornering forces than FFB through the wheel. In the stock car I was surprised at how the car could lose the back end without any real warning that it was about to happen. I came to know the limits by repetition rather than feel. It's hard to feel the load of the car settling, you almost have to think it through and just have an informed guess. I'm not saying there's no feeling of it at all, just not as much as I would expect.

Now hopefully you're about to tell me that there's something else I need to do in the options menu to make the FFB more meaty, but after having a quick glance I didn't see anything else. And why is the G25 still not listed as one of the specific race wheels to configure? I can tell when i'm driving that the core physics engine in this demo is probably more advanced than the one in Supercar Challenge, but the comparitively weak FFB means you experience it less.

Hopefully the FFB will be beefed up for the final release 👍
 
I really loved the Force Feedback in Ferrari Challenge and I sill have to pick up Super Car Challenge, I dont know how realistic it is, but it definately helped me to keep the car under control, because I allways knew what it was about to do. The guys at InsideSimRacing gave Ferrari Challenge bad scores for physics, calling it arcady and said the Force Feedback was very unrealistic, but since they are no real racecar drivers I will never know. Hey they didn't even recognize the steering aid, which can nor be fully deactivated in Forza 3, so I guess I will just ignore them.

I liked the Force Feedback in GT5 Prologue, but it was a bit to weak and the preaure to the wheel was very inconsitent (G25), especialy in fast turns, where I regulally lost any feel for the car, because the Force Feedback felt awkeward somehow.
In slow Turns and on slower cars in general the Force Feedback seemed to be ok, so I hope they improve the Force Feedback for faster cars and harder suspensions. I don't think they need to go for something like Ferrari Challenge, but there is still room for improvement.

I have not played the demo with my G25 yet, so I will have to wait for my final judgement on the new physics engine in the demo.
 
It is really hard using the dualshock, but the physics are awesome:) There's a guy in the top 10 overall though using a controller so ive been using his ghost laps :sly: im a respectable 293rd overall with combined time of 3'35.836 lol anyone in the top 100??

Am 77th in the tuned car with the controller, but haven't really done much stock yet.
 
I really loved the Force Feedback in Ferrari Challenge and I sill have to pick up Super Car Challenge, I dont know how realistic it is, but it definately helped me to keep the car under control, because I allways knew what it was about to do. The guys at InsideSimRacing gave Ferrari Challenge bad scores for physics, calling it arcady and said the Force Feedback was very unrealistic, but since they are no real racecar drivers I will never know. Hey they didn't even recognize the steering aid, which can nor be fully deactivated in Forza 3, so I guess I will just ignore them.

I liked the Force Feedback in GT5 Prologue, but it was a bit to weak and the preaure to the wheel was very inconsitent (G25), especialy in fast turns, where I regulally lost any feel for the car, because the Force Feedback felt awkeward somehow.
In slow Turns and on slower cars in general the Force Feedback seemed to be ok, so I hope they improve the Force Feedback for faster cars and harder suspensions. I don't think they need to go for something like Ferrari Challenge, but there is still room for improvement.

I have not played the demo with my G25 yet, so I will have to wait for my final judgement on the new physics engine in the demo.

Those SRT guys gave some daft opinions on Supercar Challenge, here's just a few:

1. They praised it for its graphics and criticised it for its physics -the exact opposite of the truth.

2. If I remember correctly the excellent sounds got no higher a score than the graphics - again they are failing to praise the game for what it's actually good at.

3. They found the physics to be 'goofy' but recommended it as an entry level sim for complete novices, despite many hardened GTers finding the FC and SCC games off-putting precisely because of their difficulty in handling the cars compared with GT.

They obviously missed the point of the game and/or didn't give it enough of a chance to get used to the handling model.
 
After a few laps with my G25, I'm disappointed that the FFB is still fairly weak. I don't know if this is the same on all other wheels.

What is wrong with you? Have you driven a real car? Does it have strong FFB? ONLY old cars have strong FFB because of lack of any steering amplification. And secondly the G25 isn't that great in simulating a real wheel in the first place(the FFB technology is not perfect). I think G27 is a bit better, but still not there yet.
 
Seems mostly positive in here so I thought I'd throw this opinion out there.

Graphics are fine. Final game is going to look basically the same. Forget all the off-screen footage we have seen of route 246 as anything off-screen always makes a game look much more photo-realistic than it actually does.

Low speed physics are still as inexplicable as they have always been. It mystifies me why (when you are trying to show-off your new physics build) you would choose a track that highlights the weakest part of the physics engine so much, due to all the Mickey Mouse hairpins and slow infield.

The vibrations and and weight transfer and pitch of the car is a good addition and adds to the sense of speed.

I'm not too thrilled about it all frankly. I didn't expect anything special like a lot of people were, but what PD have produced is a game that is very hard to drive, but not necessarily that realistic.

If this represents the physics that will be used in the final game (or frankly anything close to this) then I think that's a bit of a disappointment. I'm still going to buy it, but based on this demonstration it has actually diluted my enthusiasm for the final build coming out mid-next year.
 
What is wrong with you? Have you driven a real car? Does it have strong FFB? ONLY old cars have strong FFB because of lack of any steering amplification.

Please read the post I made following that one before you brand me with any more insults:

I turned it up to 10, but it still feels really light. Now i'm not disputing the realism of this, I understand that steering in a real car isn't heavy like a brick and shaky as it is in many games, but without a hydraulic racing rig, there's no other way to transmit the sense of grip and cornering forces than FFB through the wheel. In the stock car I was surprised at how the car could lose the back end without any real warning that it was about to happen. I came to know the limits by repetition rather than feel. It's hard to feel the load of the car settling, you almost have to think it through and just have an informed guess. I'm not saying there's no feeling of it at all, just not as much as I would expect.
 
Please read the post I made following that one before you brand me with any more insults:

But are you after realism, or not? If yes then the steering in GT5 should be light like in a real car and you could drive with a finger tip. I begin to think that gamers like the steering to be brutal and strong, maybe it adds to the fun, but it's unrealistic.
The other problem is in FFB technology probably, there is no wheel that can be light, precise, informative and smooth at the same time just like the real thing. Usually if I lower the FFB the wheel becomes at the same time sluggish and that is just too wrong, not realistic.
 
it's just I have to disagree with KY in that the car can lose control very suddenly and without much warning. I have more of a sense for the limits of the car's grip in Supercar Challenge.

I agree. Demo FFB gives you no information about what is going on, it just snaps sideways. Even in GT4 wheel goes light when car understeers and finding the grip limit is easy. Same goes for live for speed and forza 3.

I tried game with fanatec turbo S and im happy about FFB strength but it is not really helping me drive the car at all.

Driving car in the demo was too difficult for me so that i could have tried to go to limit. Maybe i am just a poor driver or something but it was not really enjoyable. If i am going to try to get better, i must leave forza 3 alone as the game feels like point-and-click adventure compared to recent GT demo :)
 
It is really hard using the dualshock, but the physics are awesome:) There's a guy in the top 10 overall though using a controller so ive been using his ghost laps :sly: im a respectable 293rd overall with combined time of 3'35.836 lol anyone in the top 100??

Im 156'th with the ds3 right now ;)
 
Mistake Kaz took about FULL GT5 not demo physics!!!!!!! Read interview again please!!!!👎

I made thread but it"s closed...
 
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