- 2,980
- Greensboro/NC/U
- jarod336/GTP_torque
- Paperorplastic/ manherollen
What i have learned from this thread, No one is entitled to their own opinion.
The environments in Forza 3 however, including track detail, are better than GT.
I sincerely disagree. Recently started playing GT5p again, and frankly, I think GT5p has the edge on Forza 3 in this regard. There are certain things about the environments that are just better in GT5p... for instance, the grass is a lot better than in Forza simply because it's sparsely covered in 2D billboard blades of grass instead of just being a flat 2D texture of green.
Also, the 3D crowds look WAY better in Prologue. The Forza crowds when viewed up-close are significantly worse than the ones in GT5p, and actually a fair bit worse than the few 3D spectators in GT4. In contrast, the ones in GT5P look pretty decent when viewed closely. They certainly aren't on par with character models from say, Uncharted 2, but they're textured nicely and have enough polygons to be reasonably pleasing to the eyes.
In addition, the buildings in GT5p are better textured. Elsewhere, such as the track surface, the textures in both games are on par with each other. But GT5p has one more huge advantage over Forza, and it's the lighting. The lighting of the tracks in GT5p is consistently very realistic. In Forza, it varies between tracks... but most have overly-saturated, overly-bright lighting.
I absolutely agree. "Everyone" seems to say Forza 3 is the best sim ever, dedicated to the best sim-addicts... I never felt any of that, even compared to Forza 2, it's too grippy and the direction isn't responsive enough. While Forza 2 (and possibly 1) was a big leap forward to GT4 in terms of physics, GT5 can easily outclass Forza 3 in terms of fun - it won't even have to be that realisticNone of those cars you mentioned are hard to drive Nor do they show realistic handling traits mid corner if you abruptly lift off the throttle...which makes the game and physics way too simplified. The weight transfer just doesn't seem to work all that realistically in that situation sorry to say. Entering a corner is about as simple as hitting your braking point, trailing off the brake and turning in for the apex. The physics don't penalize you much with any oversteer at all for the way you enter the corner, in regards to your smoothness with the inputs (letting off the brake, feeding steering in slowly and carefully, etc) . Regardless of what you do the rear always seems to maintain unrealistic amounts of traction and stability...which is a huge flaw to anyone who knows vehicle physics.
The 993 GT2 is basically a death trap for all but the best drivers in real life. In the game you can basically punch the throttle mid corner and abruptly lift off without worrying one bit over having a moment...do this in real life and you would be stacked up in the tire wall from massive snap oversteer that you could only control with the throttle The car does seem to show a bit of oversteer entering a corner when you do carry to much brake and steering input into the corner, but it doesn't penalize you nearly to the extreme in the way it would in real life.
The physics are really my only gripe of FM3...everything else about the game is wonderful with many aspects that I find much better than Prolouge But the problem for me is that the physics are the most important part of a racing game...and FM3 is a let down in its simplicity