Forza 4 vs GT5 physics (read the first post before contributing)

Which game do you find has superior physics?

  • Gran Turismo 5

    Votes: 1,142 80.5%
  • Forza 4

    Votes: 167 11.8%
  • They are equal

    Votes: 110 7.8%

  • Total voters
    1,419
So in other words this helps solidfy what I thought if PD made a bridge with certain groups to get their data real world side, it would help improve the game simulator side.
 
LMSCorvetteGT2
So in other words this helps solidfy what I thought if PD made a bridge with certain groups to get their data real world side, it would help improve the game simulator side.

Indeed. I Hope PD sign a Deal with a tire Company. Would be awesome :)
 
The "floaty" is still there. And I'm not the only one who feels it. The cars simply do not sit/stick to the road as they should.

See there is your problem, you are used to the unrealistic amounts of grip GT5. Cars don't stick to the ground. There is massive movements in chassis, tyres, suspension and that's why it takes a professional driver to get the best out of them. We all play these so called sims but in reality 99 percent of of us would not be able to recreate what we do in a game on a real track without being taught by professionals. Look at any slow motion replay of a car going round a corner, it looks as though the tyres are gliding over the track rather than sticking to them. The floaty sensation you are talking about is the realistic loss of grip that happens when you push a car beyond its limits. You only have to look at the grip levels of the Ferrari F1 cars in game to no that PD needs to take a serious look at the tire model for GT6
 
See there is your problem, you are used to the unrealistic amounts of grip GT5. Cars don't stick to the ground. There is massive movements in chassis, tyres, suspension and that's why it takes a professional driver to get the best out of them. We all play these so called sims but in reality 99 percent of of us would not be able to recreate what we do in a game on a real track without being taught by professionals. Look at any slow motion replay of a car going round a corner, it looks as though the tyres are gliding over the track rather than sticking to them. The floaty sensation you are talking about is the realistic loss of grip that happens when you push a car beyond its limits. You only have to look at the grip levels of the Ferrari F1 cars in game to no that PD needs to take a serious look at the tire model for GT6

Exactly, it just seems that the current model was changed to a degree that make them have much more grip when it comes to F1 cars or even the X2010 and X2011 cars.
 
LMSCorvetteGT2
Exactly, it just seems that the current model was changed to a degree that make them have much more grip when it comes to F1 cars or even the X2010 and X2011 cars.

You are aware that in both Arcade and online mode "grip" is far less?

Search me why things are different in A-spec, but PD obviously ditched the "standard physics" option in the retail version compared to the demo I played at GamesCom.
 
You are aware that in both Arcade and online mode "grip" is far less?

Search me why things are different in A-spec, but PD obviously ditched the "standard physics" option in the retail version compared to the demo I played at GamesCom.

So which 'grip' is the real one? A-spec? Seasonals? Arcade? Online?

The other question I have is WHY is there a difference in physics and grip dependent on the game mode you are in, in the first place???
 
it_photo_154096_52.jpg

haha :D sweet, thnx
 
Finally got around to buying Forza 4 (even with my banned Xbox :banghead:), and is ok.

As with every Forza - no matter the tire compound - EVERY car will slide, even with slicks on a 150hp car. I just don't get it.

I still like Forza (despite not being able to play it online), but their "best sim" claim just doesn't hold true IMO.

I wish I could factor my truck in as a comparison, but it's not in ether game. :/
 
You are aware that in both Arcade and online mode "grip" is far less?

Search me why things are different in A-spec, but PD obviously ditched the "standard physics" option in the retail version compared to the demo I played at GamesCom.

Since I bought my game pre-release and still own it I've never once played Arcade mode. So in all honesty can not comment on it. As for online I play that all the time, and thus I've known for quite some time the variation in grip. To be honest, I don't know one person that doesn't know of the differences between the two so the question to me is somewhat rhetorical.

Yes I don't get why you ask to be honest, and to have such a variation to me is somewhat counter productive to the end of the day.
 
Finally got around to buying Forza 4 (even with my banned Xbox :banghead:), and is ok.

As with every Forza - no matter the tire compound - EVERY car will slide, even with slicks on a 150hp car. I just don't get it.

I still like Forza (despite not being able to play it online), but their "best sim" claim just doesn't hold true IMO.

I wish I could factor my truck in as a comparison, but it's not in ether game. :/
Could you expand on exactly what you are referring to here, as any car on any tyre is when subject to the right forces capable of exceeding the limit of grip and under or oversteering. That happens in GT5 (once you ignore the totally daft grip levels RM and RS offer) and the real world.

With FM4 if you exceed the limit of grip at the front first you get understeer...



....exceed it at the rear and you get oversteer....



....keep both under the limit and you get neither and corner as quickly as possible....




....not quite sure what the issue with any of that is?


Scaff
 
LMSCorvetteGT2
Since I bought my game pre-release and still own it I've never once played Arcade mode. So in all honesty can not comment on it. As for online I play that all the time, and thus I've known for quite some time the variation in grip. To be honest, I don't know one person that doesn't know of the differences between the two so the question to me is somewhat rhetorical.

Yes I don't get why you ask to be honest, and to have such a variation to me is somewhat counter productive to the end of the day.

Well, I'd say it doesn't hurt to separate the grip levels of the different modes when making a bold statement. I agree A-Spec is maybe a bit on the grippy side, but the rest isn't.

cuco33
So which 'grip' is the real one? A-spec? Seasonals? Arcade? Online?

The other question I have is WHY is there a difference in physics and grip dependent on the game mode you are in, in the first place???

I prefer online and Arcade by far as I feel driving is more challenging and a far richer experience. Why PD chose to do this, I have no idea.
 
ghsnu
As with every Forza - no matter the tire compound - EVERY car will slide, even with slicks on a 150hp car. I just don't get it.

Which 150hp car did you use with racing slicks?
Also how many G's did it manage before losing grip.? Oh and what corner?

Cheers.
 
I prefer online and Arcade by far as I feel driving is more challenging and a far richer experience. Why PD chose to do this, I have no idea.

Do you feel it's more challenging because it has less grip? And why a far richer experience, because of less grip?

Personally, I don't understand why there's a difference in physics in the first place...
 
cuco33
Do you feel it's more challenging because it has less grip? And why a far richer experience, because of less grip?

Personally, I don't understand why there's a difference in physics in the first place...

It's hard to put in words but I feel A-Spec mode is a very on/off experience while Arcade is more fuzzy round the edge.

In Aspec I might be fast through Adenauer Forst because I hit my braking and turn in points. In Arcade the same stretch of Tarmac feels richer in texture and I'm faster because there's an extra unevenness in the surface I hit at the right angle or with the appropriate amount of throttle.

That's maybe the best way to describe it: throttle control is more important in Arcade as the surface feels more textured.

In A spec it's harder for me to stay at the limit of grip as changes are very sudden and with little to no warning as if some middle steps are left out.

Hope this makes sense.
 
Sorry but I don't follow at all. To my understanding the only difference is grip level difference and how certain modes take into account tire wear and fuel consumption. The game still feels relatively the same outside of going from 1 mode to the next with the same car and setup.
 
As with every Forza - no matter the tire compound - EVERY car will slide, even with slicks on a 150hp car. I just don't get it.

There's a limit to grip, even in real life. If you put slick tyres on your everyday car, you'll still slide when you take a corner super fast. Every tyres beeing slicks or not get a grip limit no matter what.

However I could do laps in S class with no slipping at all with the correct setup and tyres so yeah I dunno what you mean.
 
Is the grip in "practice" mode in GTLife more akin to the online/arcade grip, or A-spec? And if you want to practice for online, would you be better off practicing in arcade or practice mode?
 
cuco33
Sorry but I don't follow at all. To my understanding the only difference is grip level difference and how certain modes take into account tire wear and fuel consumption. The game still feels relatively the same outside of going from 1 mode to the next with the same car and setup.

The first time I played GT5 was at the GamesCom 2010. There was the choice of standard and professional physics model. In pro mode it felt quite similar to online post 2.0 spec of the retail version. The surface of the Ring did not provide even amounts of grip over the whole course.

The standard mode of the demo is close to Aspec pre 2.0 of the retail version. I don't recognise any significant changes in grip across the circuit other than a few prominent bumps in the track.

Arcade in post 2.0 feels similar to the demo now in pro physics mode, though a bit more tame than online.

To me it's in ASpec I can seriously throw the car around without much trouble. But when the grip limit is reached there's little warning.

Very pronounced this is when driving the GT86 on CS tyres. In Aspec it's very dull because the car grips basically through every corner with the throttle nailed on corner exit.

In Arcade mode there's far more caution needed. In online mode I feel like the car is even more lose, but that could be because of the added pressure from the race.

Anyway if one makes an observation about grip levels in GT5, one must mention it is noticeably different from mode to mode. At least for the Notdschleife, the surface if the track also plays a noticeable role in online and Arcade, while in ASpec I couldn't say the same.
 
I like their cats sound better. My cuda is screaming on there lol. But I also like you csndo engine swaps. AND THEY HAVE DRAG STRIPS but I have a ps3 and I've played GT since number one.
 
I can't argue which one has the most realistic physics model as I haven't driven a car in real life anywhere near the levels I have in game. But one thing that "ruins" Forza's physics to me is how the cars feel exaggeratedly "drifty" but at the same time incredibly forgiving. It takes away a lot of the excitement for me.

I've had many brown trouser moments in GT5. Virtually none in F3 and 4.
 
I can't argue which one has the most realistic physics model as I haven't driven a car in real life anywhere near the levels I have in game. But one thing that "ruins" Forza's physics to me is how the cars feel exaggeratedly "drifty" but at the same time incredibly forgiving. It takes away a lot of the excitement for me.
Your first comment goes a long way to explain your second comment.

Up to the limit a real car is very controllable and its not difficult even in a lowish power RWD car to initiate power oversteer out of a tight corner, yet a small degree of yaw and correct it. The transition between grip and lose is in most cars well communicated and progressive, as a result its the overly harsh treatment GT5 provides that is the least accurate of the two.


I've had many brown trouser moments in GT5. Virtually none in F3 and 4.
GT5 has far too many of them, the Shelby Cobra being a good example, even look at one on something close to 'real' tyres in GT5 and it will lose traction with almost zero progression. It may be 'exciting' but its certainly not accurate.
 
I can't argue which one has the most realistic physics model as I haven't driven a car in real life anywhere near the levels I have in game. But one thing that "ruins" Forza's physics to me is how the cars feel exaggeratedly "drifty" but at the same time incredibly forgiving. It takes away a lot of the excitement for me.

I've had many brown trouser moments in GT5. Virtually none in F3 and 4.

one question are you using 900 degrees and sim steering, if not then no wonder its easy for you to control
 
Shalashaska523
I also hate how if you go off the track in f4 it slows you down. Though helpful it takes forever to get back onto the track

You mean the track is the quickest part.
 
I believe he is referring to the parts of the track where it almost stops you completely, which is no where close to being realistic.


Parker

That is there to prevent cheating you know...
It's much better than GT5's harrassing penalties.
 
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