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Looking forward to this Fanatec announcement another wheel option is always good - I hope is has a cup holder
Who wants to play another horrible GT game with another round of broken promises anyway. Who seriously still cares?!
I'd say go PC only and enjoy the big titles in the simulation world. iRacing, Assetto Corsa, Project CARS, rFactor 2... etc. Plus you'll have more mods than you could ever dream of.
Sony is turning this into their own failure, and Microsoft isn't doing any better either.
If you'd have to pay 1000 dollars to buy a console and a new wheel, or buy a 1000 dollar PC on which all your gear is supported and than some more... plus an endless amount of racing games (with mods!).
Personally I would say 'too hell!' with Sony and Microsoft.
Have any of you seen this yet?
Except Microsoft has Turn 10 and Forza which isn't a failure by any stretch of the imagination.
Turn 10 get their data from Pirelli for FM4, they get huge budget to make their game/simulation. Polyphony Digital from another manufacturer. Kunos or ISI do not base their tire model on such "pro" data. So should we think their simulations are more games ? A car physic engine is a constraint solver that iterate at very high frequency. PC can reach higher frequencies, but they are not so different from console.I never had a xbox compatible wheel. So I can't say much.
When I was at HoiHman's place when he still had the CSR-Elite I did drive a bit of Forza Horizon (can't remember if I also played Forza 4), but yes... that was a nice experience. So I will definitely give you the benefit of the doubt on that one.
Still, I don't think it can hold a candle against the latest sim games on PC. Than again, haven't played Forza 5 at all (let alone with a wheel).
Turn 10 get their data from Pirelli for FM4, they get huge budget to make their game/simulation. Polyphony Digital from another manufacturer. Kunos or ISI do not base their tire model on such "pro" data. So should we think their simulations are more games ?
It is very complex to test a tire and to get some accurate data. I am not sure that you can do by your ownYou can test a tire and get completely different data from the manufacturer. You can then take those same tires to a different facility and get yet different results.
It's a more mysterious version of "depends on the yardstick used" e.g when measuring the perimeter of a continent.
Turn 10 get their data from Pirelli for FM4, they get huge budget to make their game/simulation. Polyphony Digital from another manufacturer. Kunos or ISI do not base their tire model on such "pro" data. So should we think their simulations are more games ? A car physic engine is a constraint solver that iterate at very high frequency. PC can reach higher frequencies, but they are not so different from console.
Edit : I remember Forza solver runs at 360Hz on the 360... Do not know for iRacing and other PC sims. By the way rFactor2 tire model seams to me to be better than any other sim.
Edit 2 : PC sims runs 1khz or 2khz solvers and maybe their model are more detailed, but using large data base from car industry can allow simpler models with good realism. It is all data vs computation. If you can not have access to lateral and longitudinal tire reaction depending of slip ratio and slip angle, load, camber, then you have to write a complex thermo dynamic based tire model. And it takes a long time to get a good one.
I totally agree for ps4/xbone CPU vs PC CPU. But not for the ps3 spus that are very capable (for some math intensive computation, the ps3 is more powerful than the ps4/xbone). But GT5/6 can not use spus only for physics simulation so this why (I think) PC sims feel more progressive and realistic. I still feel GT/Forza/Assetto Corsa "sandy" like it is updated at a low FFB input frequency. RFactor2 feels real and I guess it works with a very high FFB refresh rate.Project CARS physics will run at 600hz on PC and Consoles. Plus it will use such a complex thermo dynamic based tyre model. You don't want to know how much heat effects those virtual tyres.
Also SMS is getting their data from tyre manufacturers and teams/organisations like Gulf Sport that give their direct feedback.
I don't personally don't care about if something uses pro-data or not. The point is that if you use pro-data the physics engine should react in a way that the car/tyre response is 1-on-1 correct with/to the real-world response.
At some point things can go two ways when using pro-data and the results are off/incorrect.
1. You at some point need to correct or improve the physics engine as to get closer to the real-world response that is desired. With the downside that a change in or getting a more accurate physics result having the possibility of becoming more CPU resource hungry.
2. You have to at some point deviate from the pro-data to get closer to what you want without demanding more from your physics engine and thus your CPU resources.
Most often consoles will be CPU resource restrained and thus you can only do number 2.
The PC can often go a bit further here as it continues to evolve (and a new PC is more powerful than the current consoles). So a PC will be able to generate more accurate physics more easily. Remember this is not about fancy graphics, but about pure power to do plain math calculations. So the faster the CPU the better it is.
In the end I can only conclude that... the 'sim/game' that is better is the one that feels more accurate to you the driver as to what you would expect that the chosen car would do in real-world when you'd be able to drive it. Which comes to the fact that if you haven't driven the thing than it's darn hard to tell what's accurate to the real-world responses.
I never had a xbox compatible wheel. So I can't say much.
When I was at HoiHman's place when he still had the CSR-Elite I did drive a bit of Forza Horizon (can't remember if I also played Forza 4), but yes... that was a nice experience. So I will definitely give you the benefit of the doubt on that one.
Still, I don't think it can hold a candle against the latest sim games on PC. Than again, haven't played Forza 5 at all (let alone with a wheel).
I totally agree for ps4/xbone CPU vs PC CPU. But not for the ps3 spus that are very capable (for some math intensive computation, the ps3 is more powerful than the ps4/xbone). But GT5/6 can not use spus only for physics simulation so this why (I think) PC sims feel more progressive and realistic. I still feel GT/Forza/Assetto Corsa "sandy" like it is updated at a low FFB input frequency. RFactor2 feels real and I guess it works with a very high FFB refresh rate.
It was a nightmare to work with, but actually, losing the 3.2gHz spus is a regression. The 1.6 GHz amd CPU is more "PC" like so it is easier to work with and the GPU is of course really more powerful.The PS3 is more powerful than the PS4/XBO if you want to play Blu-ray movies, that's about it. The Cell chip was pretty overrated and way past its day which is why Sony didn't bother using it or even a newer version for the PS4. Quite frankly it was a flop.
Yeah, it is like with LaFerrari. Everybody can't just buy it, Ferrari chooses who is worth to buy it.
Could it be a beta version of a new wheel?
The Beta version is always by invitation only.... I havent seen them release a wheel without having a Beta first.
bit ridiculous they didn't show off the actual product today and want to do this invitation only crap when people are trying to throw money at them