FM Vs GT - Discussion Thread (read the first post before you post)

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I would have to disagree with that. FM's brake set-up is snatchy to the point of having almost no progression or recovery.

GT5's without ABS is actually not too bad at all and will punish a poor brake bias set-up; however GT falls over in that brake bias is almost pointless when ABS is on (even as low as 1).


I have and still would disagree.



Scaff

Then I guess each of us experience things in different ways. As a matter of fact, you just motivated me to put GT5 back on the PS3, I'll try the brakes again (even though I already played the game to death, got the platinum with 100% like 3 months ago, and then switched to Forza 2 and 3 for which I also got 100% like 10 days ago or so).
 
Now, let's talk about the brakes in both games. I think that GT5 has awful physics there, ABS is really unrealistic, and non-ABS is a joke, even if you "balance" them. Forza instead has great brakes (for that level of simulation), locking up when you really apply too much pressure, and they sort of give a progressive feeling.

I would have to disagree with that. FM's brake set-up is snatchy to the point of having almost no progression or recovery.

GT5's without ABS is actually not too bad at all and will punish a poor brake bias set-up; however GT falls over in that brake bias is almost pointless when ABS is on (even as low as 1).


I have and still would disagree.



Scaff


Even though it's gonna hurt having to say this (after watching this guy's video IF that was supposed to be him in that Chad Warden video) I have to agree with him Scaff. I use the Fanatec with the Clubsport Pedals and the Forza braking situation just feels "right" in that department. And, unfortunately, I have had some experience with locking up brakes in ABS(I thought ABS wasn't supposed to "lock up", maybe not lock up but some traction loss and definitely alot of "I'M NOT STOPPING FAST ENOUGH DAMMIT") and non-ABS situations at decent speeds. Maybe not 100mph and over speeds but definitely at speed.

And while we're in that vein of experience I have to give the Forza crash physics the plus there too. While neither is perfect Forza "feels" closer to what I've experienced. Except the whole trying to hold your whole body weight in an instance. lol
 
Even though it's gonna hurt having to say this (after watching this guy's video IF that was supposed to be him in that Chad Warden video) I have to agree with him Scaff. I use the Fanatec with the Clubsport Pedals and the Forza braking situation just feels "right" in that department. And, unfortunately, I have had some experience with locking up brakes in ABS(I thought ABS wasn't supposed to "lock up", maybe not lock up but some traction loss and definitely alot of "I'M NOT STOPPING FAST ENOUGH DAMMIT") and non-ABS situations at decent speeds. Maybe not 100mph and over speeds but definitely at speed.

And while we're in that vein of experience I have to give the Forza crash physics the plus there too. While neither is perfect Forza "feels" closer to what I've experienced. Except the whole trying to hold your whole body weight in an instance. lol

What's with this Chad Warden video and the stupid relationship imposed on me just because my name is Chad too? Is that something constructive to this thread?
 
What's with this Chad Warden video and the stupid relationship imposed on me just because my name is Chad too? Is that something constructive to this thread?

Did you see those two bigass capital letters "I" "F"? IF it's you then .. well you know the rest. IF it isn't you then a simple "hey man that's not me in the vid" would have sufficed and the appropriate cordialities would have occurred.
 
Did you see those two bigass capital letters "I" "F"? IF it's you then .. well you know the rest. IF it isn't you then a simple "hey man that's not me in the vid" would have sufficed and the appropriate cordialities would have occurred.

Oh, so now it is my obligation to clarify random crap posted by users here that were imposed on me just because... Great...
 
ANYWAY..... I still can't see how people can use standard pedals with GT5 and have any realistic feel. It's really like FM3 though if you don't do some settings changes. Both of them out the box will lock up if you even breathe on the pedal with standard pedals.
 
Chad and t.o.

Please drop this and move on, because the thread does not need de-railing over a simple miss-understanding (on both parts).


Scaff
 
About the "First hand experience" thing, I have something to say.

Go to any sim racing forum and looking at any physics discussion, you will find each person has their own subjective opinion on what is good physics, even on acclaimed sims like Netkar Pro you can find very divided opinion, and many members on such forum has racing or at least a decent amount of track experiences, some are seasoned amateur racers or at the bottom end of the professional ladder.

If GT5's physics is indeed formed under Kaz's own impression than it can't be avoided to be pretty subjective, and that's not even counting the difficulty of translating that impression into hard numbers.

Also remember Kaz don't actually code all he physics himself, the best he can do is describe it, let their guys work on it and give some feedback, it's not much different than F12010 having Ant Davidson as a physics adviser.

Anyone worked on Rfactor Mods will understand that it is a long and tiresome process, at which you need third party opinion to ensure it feels right for most people straight out of the box, and for that you need good real world data with repeated testing and feedback added on top.

GT5 has very little credibility in terms of real world data, that can be seen with the tires having totally fictional wear rate, and that isn't something you can overlook if we are talking about a semi realistic sim. And the fact that FM4 will have direct tire data from a real manufacturer pretty much fills that gap, and I am sure Turn 10 will find some racing drivers for feedback in its development.
 
I have heard that the physics of a racing sim depend greatly on how the developers think the car drives. They gather small bits from tire manufacturers to try to fill in the gap, but in the end, it all depends on how the developers thinks a car should drive. With the upcoming Forza 4, Dan has mentioned that his team had almost nothing to do with the tire model;Pirelli took control of the tire physics department. With Pirelli teaming up with Turn10, the tire model should be accurate in terms of real world data.
 
Indeed it is.

If you think about it, none of the in game cars have the exact suspension design and geometry as the real car, NONE. Due to the limitation of suspension modelling and the need for simplification with so many different suspension types. You won't find progressive spring rate, MagneRide, leaf springs etc etc.

So any handling traits you have is just recreated in some way or another, under the developer's impression.
 
I have heard that the physics of a racing sim depend greatly on how the developers think the car drives. They gather small bits from tire manufacturers to try to fill in the gap, but in the end, it all depends on how the developers thinks a car should drive.

While the first is true, a game is going to turn out how developers feel it should, I hear that the tire physics are the most important part of a racing sim. I think that's where Turn 10 is going this year. They're going to follow where the tire physics/data take them from what it seems.
 
JDMKING13
I try to play as real as possible to give you a quick example S2000 CS ZR1 SH mines gtr SS and any race car RH. The cars in FM stick to the grounds as if they have SM which kills the fun for me the way you can get the R34 to oversteer in GT5 is a good example on why I say the FM cars are way to grippy. It's still a good game though. I love GT but I'm not fanboy FM is looking very good and I'm hoping with the new tire physics the grip levels well seem realistic.

See I've touched on this in a previous post.

I agree the physics feel better in GT. In a non airborne and non contact scenario.

Also GT has all the angles covered with the amount of different tires and combos.

How does the above feel with racing soft? Arcade perhaps.

Unfortunately Forzas grip levels can only be altered in an online private lobby. Other than the regular tire upgrades.

GT has at default, nine varying grip levels plus the option then to mix those levels between front and rear.
Someone is bound to find a set up that feels realistic with that system.

Put the wrong tires on though and the same complaints levelled at Forza emerge.

Driving on ice
To grippy ( Arcade ).
 
Spagetti69
See I've touched on this in a previous post.

I agree the physics feel better in GT. In a non airborne and non contact scenario.

Also GT has all the angles covered with the amount of different tires and combos.

How does the above feel with racing soft? Arcade perhaps.

Unfortunately Forzas grip levels can only be altered in an online private lobby. Other than the regular tire upgrades.

GT has at default, nine varying grip levels plus the option then to mix those levels between front and rear.
Someone is bound to find a set up that feels realistic with that system.

Put the wrong tires on though and the same complaints levelled at Forza emerge.

Driving on ice
To grippy ( Arcade ).

One problem is that the tires don't alter the PP level.

I will give the overall driving physics to GT.
The amount of custom grip levels make it so that I can find what feels right to me.
Very subjective though lol.
 
Terronium-12
Did you just quote and respond to yourself in the third e-person? :odd: :lol:

It's early in the morning lol.

It was a response to drift king really.

Is talking to yourself regarded as odd then. I often do it.
 

Ps: Nightracing possibly confirmed by Destructoid
:http://www.destructoid.com/e3-freaking-out-over-forza-motorsport-4-feature-list-203529.phtml



"There are more kinds of events to pick from. Autocross, multi-heat and drifting modes are in the mix, and you'll find that there will be varied numbers of cars in the races now. In the multi-heat races you'll find that one leg could be in the daytime and another set at night. Turn 10 wants to keep things fresh and exciting."
 
I don't think that Turn 10 actually said this as once again another writer just took liberties with what Turn 10 actually said, about variable time of day but never mentioning night.
 
It is very unlikely that there will be night racing in Forza 4. Too many problems associated, like modeling headlights (there was never a single lit-up headlight shown), cars having NO headlights whatsoever, and not to mention the performance issues related to dynamic lighting and shadowing.
 
Hotspitta
Ps: Nightracing possibly confirmed by Destructoid :http://www.destructoid.com/e3-freaking-out-over-forza-motorsport-4-feature-list-203529.phtml

"There are more kinds of events to pick from. Autocross, multi-heat and drifting modes are in the mix, and you'll find that there will be varied numbers of cars in the races now. In the multi-heat races you'll find that one leg could be in the daytime and another set at night. Turn 10 wants to keep things fresh and exciting."

Destructoid is absolute trash, don't believe anything from them...
 
Didn't Dan say something about dusk so that could be interpreted as night racing?

Anyway back on to physics. I was surprised how poor Forza 3 was when I played it in that department in terms of grip and steering feel, it felt very controlled. There is insane levels of grip available when driving with no driving aids especially for super cars. A few days back, I decided to get my Xbox 360 back out from the box. I looked for Forza 3 but couldn't find it and found Forza 2 instead. Forza 2 seems a step up and a step down to Forza 3 in some areas of physics. There is less grip in Forza 2 but there is also a problem of drivability in terms of driving using the full track. In Forza 3 you can position the car better. Maybe it is due to the views or the floaty feeling I get from Forza 3 but it allows better car positioning. I think maybe the permanent active steering aid on could be a reason or better grip levels but not sure.

Anyway I found Forza 3 in the end and was surprised it collected dust inside the case. Maybe it is due to different covers for the Collector's Edition cover but I haven't played it since the first week I got it so it has been a while. I was hoping my first impressions before was maybe a bit harsh but again it felt the same. I only played in Arcade Mode so don't know if the tyres they use are the best in the game but I tried a big variety of cars. I found again that I could get away with more or less going full throttle straight away or go 90% and no spin of wheels. No oversteer too. I was driving a huge range of Ferrari's and Porsche's. Anyway the main time you can lose the rear a bit is if you go over the curbs.

The AI are very aggressive I must say. They will run you off the road, like the last F1 race Buemi and Heidfeld. You are approaching side by side and I noticed especially when you on the outside, they will run you off like you are not even there but when you are on the inside they are a bit more calm. Once you are ahead and in first it is quite easy to pull away. I don't know what AI difficulty is on Arcade Mode but once you are in the lead you can pull away at 4 seconds a lap even if you don't know the track that well I found so they are not fast by any means. The braking physics feel a bit strange, it feels like the engine is about to stall and is about to conk out and even with ABS it does that feel to a lesser extent. GT5 feels reasonably well as expected with ABS, but with no ABS I have not really tried as when I first time I tried it, it felt like my brakes had gone. I might try it again as I never lowered the brake bias. The best braking physics I've experienced is with Ferrari Virtual Academy, that feels just right but it is only for one car.

The real world tracks in Forza 3 don't look like the real deal. I don't get why they have to ruin the track surfaces of many tracks by giving an impression, the tracks have been used as drag strips or something. The curbing does not feel accurate and they seem to be very generic in terms of size in most tracks. Suzuka in FM3 is not as accurate as the one in GT5. The best real world track I found is probably Circuit de Catalunya.

It is amazing how much FM3 was talked up (http://www.xbox360achievements.org/news/news-3603-Turn-10--Nothing-on-the-Market-is-Within-Years-of-Forza-3.html), they are talking about the tyre physics again this time and good to hear the tyre data in FM3 is very different to real world data as I would be surprised if it wasn't. It looks like they made a huge step up looking at the videos of FM4 over FM3. That is most liking improving the tyre data so that it has realistic grip levels from real world data and removing the permanent steering aid. People who like FM3 physics might be in for a shock at how Forza 4 feels, I think it will more like GT5 but a bit different. They think they are years ahead of PC sims and console sims with FM3, I wonder how far ahead they will feel with FM4. GT5 for me is the game that has handling characteristics of cars done very well and lives up to the the real driving simulator tagline. I can relate to it well from what I hear from video reviews of cars and I find what the reviewers find with the car. The real life tracks look like the real world ones in terms of layout and look. Like the recent Nurburgring GP, the GT5 version looks close to spot on in terms of look, curbings and layout. The physics is very versatile as it has a big variety of cars and does the sim aspect well but the best thing is they are at the point where they don't have to drive the cars to find out how it feels. The physics engine does that just from data of the car. That is impressive as I remember when Kaz was getting interviewed and they said how do they know how the car drives for say cars like the Miura. Forza is yet to get to the level of being able to handle a wide variety of cars and I'm sure they will get there soon, maybe even in Forza 4.

I thought I'd mention the GT5 Nights trailer song was in Forza 3 already, it was strange to hear it as I associated it to that GT5 trailer.
 
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Forza if anything has almost too much oversteer, so how you can't get the cars to step out I don't know.
 
^ AI is medium.

Oh and another one with the too grippy side of the argument.

To me. If you get people equally saying it's too grippy or to slippy then they got it right.

What I mean by that is that there is no general consensus saying to much grip.
For every too much grip comment a person comes along and says there's not enough.

Well done on balancing the grip level argument T10.
 
The problem lies not on the grip which I think is pretty accurate. It's with the suspension which is too much "perfect". Most factory cars in Forza 3 have suspensions that behave almost like race car ones, so when you add upgrades, it becomes nothing like the real thing.

The race cars are another story though, they have a much better feeling suspension wise.
 
^ AI is medium.

Oh and another one with the too grippy side of the argument.

To me. If you get people equally saying it's too grippy or to slippy then they got it right.

What I mean by that is that there is no general consensus saying to much grip.
For every too much grip comment a person comes along and says there's not enough.

Well done on balancing the grip level argument T10.

It is the same with GT5. People say it is driving like on ice and others say it is too grippy. There is two sides for pretty much any game and I think it depends on driving level. If T10 did the grip levels right, for FM3 then they will be doing it wrong with FM4 as it looks very different. I don't expect cars like Ferrari F40, Porsche 911 Turbo 3.3 with no assists to be able to stamp on the throttle and get next to no wheel spin. It just keeps on giving in terms of grip. This game is probably the most grippy game I've played and I've played a good range of racing simulation games. In most games it is good to go about half throttle, in Forza it is good to go straight to 90% or more out of corners.
 
HBK
The problem lies not on the grip which I think is pretty accurate. It's with the suspension which is too much "perfect". Most factory cars in Forza 3 have suspensions that behave almost like race car ones, so when you add upgrades, it becomes nothing like the real thing.

The race cars are another story though, they have a much better feeling suspension wise.

I agree with this, either the track don't have enough bumps or every car is too perfectly damped. and BTW I tried putting real spring rate figures into FM3 and the result is often much softer than the stock ones, sometimes up to half of the original value.
 
it is very different on a pad or a wheel.

Very easy to slide with a wheel, but much more understeery with a pad.

This is what people need to understand, the game with the wheel is a lot different, the pad creates understeer because the steering assist tries to keep the steering lock within the area of grip (something to do with the slip angle of the tyres) and this creates illusion of too much grip. This happens in every game that supports a pad even GT, but T10 's telemetry proves its there and people have gone crazy, other games dont show it but they have it, otherwise its like playing rFactor with a controller (you can put full lock at any speed).

With the Wheel this assist is kind of still there but too much less extent and its easy to put too much lock on and get the tires to slip and lose traction.

Playing with TCS and STM off, its pretty easy to get cars to oveersteer if they are RWD even with the pad.
 
This is what people need to understand, the game with the wheel is a lot different, the pad creates understeer because the steering assist tries to keep the steering lock within the area of grip (something to do with the slip angle of the tyres) and this creates illusion of too much grip. This happens in every game that supports a pad even GT, but T10 's telemetry proves its there and people have gone crazy, other games dont show it but they have it, otherwise its like playing rFactor with a controller (you can put full lock at any speed).

With the Wheel this assist is kind of still there but too much less extent and its easy to put too much lock on and get the tires to slip and lose traction.

Playing with TCS and STM off, its pretty easy to get cars to oveersteer if they are RWD even with the pad.

I think people find it different with a wheel by maybe putting to much steering input in. Other games have different steering speeds with a pad. FM3 actually steers for you while GT5 you have the option of turning active steering on with a pad. Can you prove others have it permanently on, I highly doubt it.

Either T10 also forced not only a permanent steering aid but also a permanent traction control system or it just has too much grip. It is very hard to get oversteer with Forza if you are driving even stamping on the throttle when most other games you would most likely end in the wall / spinning doing something like that or off the track. Forza you have to drive like in other games like with TCS on and even then it is still more forgiving. I think it all goes down to having too much peak grip with the tyres.
 
This is what people need to understand, the game with the wheel is a lot different, the pad creates understeer because the steering assist tries to keep the steering lock within the area of grip (something to do with the slip angle of the tyres) and this creates illusion of too much grip. This happens in every game that supports a pad even GT, but T10 's telemetry proves its there and people have gone crazy, other games dont show it but they have it, otherwise its like playing rFactor with a controller (you can put full lock at any speed).
This.

The steering assist is still there with a wheel (unfortunately) but is nothing like the one you get when playing with a pad. In Forza 3, you need to be much more careful with a wheel than with a pad (braking for example is way less stable). And the cars can also get very tail happy when re-accelerating.

Edit : The guy posting right above me has obviously never played Forza 3. With a wheel I can hardly drive R class cars without TCS. Actually, the way the race cars lose grip very violently seems very realistic.
 
HBK
This.

The steering assist is still there with a wheel (unfortunately) but is nothing like the one you get when playing with a pad. In Forza 3, you need to be much more careful with a wheel than with a pad (braking for example is way less stable). And the cars can also get very tail happy when re-accelerating.

Edit : The guy posting right above me has obviously never played Forza 3. With a wheel I can hardly drive R class cars without TCS. Actually, the way the race cars lose grip very violently seems very realistic.

I have played Forza 3 and very recently. I noticed the R class cars without TCS are the only ones that can overcome the peak levels of grip in Forza. You just have to take the throttle input a bit back and it is very controllable. It loses grip violently only when going on the curbs or over bumps. However super cars in the games are very hard to overcome the levels of grip in the game as you seem to need a lot more BHP to do so which is why the R class cars you have a chance of losing the rear more often when applying throttle.
 
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