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- ReTyger
Mods feel free to move this to another section as you see fit, but didn't want to put this in a GT or Forza thread for objectivity.
I'm a long-time fan of Gran Turismo (that's why I'm here hey) though perhaps have favoured the Forza franchise in the last few years. But one thing that kinda preys on my mind is the physics that comes into play in both games/franchises. It seems to me, and I might be alone here, that GT, for a long time, has based its physics on a central point in each car, almost like a central wheel/ball bearing, and whilst the car might still react to environmental factors, there's a habit of "gliding" as if not wholly connected with the surface.
Forza, by contrast, seems to work on the four contact points with the surface of the road, and react accordingly. I kinda hate to say it but I think PD have been somehow working on this central point vs environment model for a decade or more.
This Digital Foundry video is a little laboured, as it arguably unnecessarily focuses on very specific graphical differences, but it also shows how the cars in Forza steer into corners, rather than either darting forward in a straight line, or rotating and/or kinda sliding.
I'm a long-time fan of Gran Turismo (that's why I'm here hey) though perhaps have favoured the Forza franchise in the last few years. But one thing that kinda preys on my mind is the physics that comes into play in both games/franchises. It seems to me, and I might be alone here, that GT, for a long time, has based its physics on a central point in each car, almost like a central wheel/ball bearing, and whilst the car might still react to environmental factors, there's a habit of "gliding" as if not wholly connected with the surface.
Forza, by contrast, seems to work on the four contact points with the surface of the road, and react accordingly. I kinda hate to say it but I think PD have been somehow working on this central point vs environment model for a decade or more.
This Digital Foundry video is a little laboured, as it arguably unnecessarily focuses on very specific graphical differences, but it also shows how the cars in Forza steer into corners, rather than either darting forward in a straight line, or rotating and/or kinda sliding.