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
Every forum?

I find that quite unlikely (unless you are only looking for forums to support a particular point of view)

ISR, Race Department, iRacing and these GT forums. many previews/reviews (including ISR) share the view about the physics of Forza 4. No matter what I say in this matter there is no point in debating it, i'd rather just agree to disagree rather than delving into a pointless debate about the opinions of people on various forums/websites. I have no reason to side with one game over the other, I'm just saying it how I see it. With no fact at hand, nobody is right.

As for the tyres thing, you just explained in more complex terms exactly what I was saying, and exactly what I'm saying is exactly opposite to your view on the GT5 tyres, the problem is that the racing tyres act exactly as you described how the road tyres should act. Hence them being ridiculously easy to drive with, with none of the characteristics that you would expect from a racing tyre on the edge of grip. To me they feel like massively grippy road tyres, rather than racing slicks. Which ultimately boils down to GT5 going from feeling like a good sim on low grip tyres, to feeling like an arcade game (in comparison to say iRacing/Netkar/Rfactor/FVA) on the racing (especially soft) tyres.


I saw an interview with the guy who did the tyre modelling for the forza games (or atleast for one of them, the vid is a few years old). I learned a lot from the (1hour+ long) video and have a lot of respect for the guy. But that doesnt mean I ignore what I felt from the demo of the game, or what I read of peoples opinions and views and examples of the game and its physics.

Until you posted in this thread scaff I'd pretty much assumed it was a forgone conclusion that the physics of GT5 were superior (in being realistic) to those of FM4.



Link to said video - http://channel9.msdn.com/blogs/char...ysics-in-games-real-time-simulation-explained
 
Last edited:
ISR, Race Department, iRacing and these GT forums. many previews/reviews (including ISR) share the view about the physics of Forza 4. No matter what I say in this matter there is no point in debating it, i'd rather just agree to disagree rather than delving into a pointless debate about the opinions of people on various forums/websites. I have no reason to side with one game over the other, I'm just saying it how I see it. With no fact at hand, nobody is right.

As for the tyres thing, you just explained in more complex terms exactly what I was saying, and exactly what I'm saying is exactly opposite to your view on the GT5 tyres, the problem is that the racing tyres act exactly as you described how the road tyres should act. Hence them being ridiculously easy to drive with, with none of the characteristics that you would expect from a racing tyre on the edge of grip. To me they feel like massively grippy road tyres, rather than racing slicks.


I saw an interview with the guy who did the tyre modelling for the forza games (or atleast for one of them) and he knows his ****, I learned a lot from the (1hour long) video and have a lot of respect for the guy. But that doesnt mean I ignore what I felt from the demo of the game, or what I read of peoples opinions and views and examples of the game and its physics.

Until you posted in this thread scaff I'd pretty much assumed it was a forgone conclusion that the physics of GT5 were superior (in being realistic) to those of FM4.

ISR have only done a preview of FM4 and will not be doing a full review until they have more time with it (just as they did with GT5) and they most certainly didn't state that the physics is either was better than the other in that preview?

I also find it interesting that you agree that GT5s tyre modelling is out and the grip levels are too high but still seem to feel its got better physics. In particular as GT5 road biased tyres have almost zero progression.

Its also far from a forgone conclusion, but then again it takes a hardy soul to post a pro-FM4 physics argument in the middle of a GT forum, head over to the same thread of ForzaPlanet.net and you will see I am far from alone...

http://www.forzaplanet.net/forum/showthread.php?t=78

....in particular CAMAROBOY69's opinion is worth noting as both he and I have a good deal of track time.

Oh and thanks for the link 👍 The 'guy' is Brian Beckman who also wrote this lot...http://phors.locost7.info/contents.htm

If you get a chance play FM4 not just the demo, the demo is not the finished article and it would be a bit like judging GT5 on GT5P.


Scaff
 
I seem surprised by this, every forum i've been on has a general consensus that the FM4 physics are not up to scratch of the GT5 physics, generally saying it feels pretty much the same as FM3.
I find it strange that people say this. But then, other than the Forza fans on those official forums and a few rabid fans here, I doubt very many people have spent as much time in the four versions as I have.

Forza 4 has the better overall polish that Forza 3 does - and some of it is amazingly good, but other than the tire model and some ballistic qualities, the car dynamics are straight back to Forza 1 and 2. F3 at least had understeer in many racing situations, but that's almost completely gone now, in favor of the old oversteery behavior of the first two games.

Forza 4 and GT5 are in an interesting position in regard to the views many purists have on them. Both will do things wrong, and both have a distinct flavor of racing which you will either love or be "meh" over. But both do enough things right that are strongly attractive to a large number of even serious racing fans. Forza 4 is sadly gimped for me due to the oversteer factor, which is a big F in any game that suffers it. If I can't be aggressive in turns without my car wanting to flip itself off the road, there's not much point in playing, and at first I was afraid I'd be dumping F4 after just three days. Turn on a bunch of assists and it's manageable. Sort of. Others obviously have gone bonkers over it for their own reasons. Maybe they race with a controller, or perhaps the Fanatec wheel makes the game work properly, though I doubt that.

I would like to hear from more people as to how much Forza 4 cars mimic real life racing dynamics or not, because in the other section, the general consensus is that Forza is the console racer of their dreams. I'd rather hear from more people with much more experience with serious sims and real world racing, giving F4 the same detailed dissection GT5 went through.
 
Forza 4 has the better overall polish that Forza 3 does - and some of it is amazingly good, but other than the tire model and some ballistic qualities, the car dynamics are straight back to Forza 1 and 2. F3 at least had understeer in many racing situations, but that's almost completely gone now, in favor of the old oversteery behavior of the first two games.
Can you give some examples of this lack of understeer as I am yet to come across any serious lack of understeer, quite the opposite I've come across quite a bit of it when taking a corner to hot or not backing off the brakes enough when turning in (particularly in FWD and MR).

This for example...



..was a direct result of taking the corner too hot and understeering into the wall.


Scaff
 
While I agree that the physics have been improved over FM3 by leaps and bounds. In my opinion they are still not up to snuff of GT5. It's close, but not quite there.


This for example...



..was a direct result of taking the corner too hot and understeering into the wall.


Scaff


Correct me if I am wrong, but it looks like you hit the wall because you made an overtaking maneuver during the turn, not because of the understeer. Plus right before you hit the wall, it looks like there's some oversteer in the Integra.
 
Can you give some examples of this lack of understeer as I am yet to come across any serious lack of understeer, quite the opposite
This is why I said "almost completely gone." The cars do have substantial weight and inertia, perhaps more so than in GT5, though I can't quantitatively judge that. Cars rock and wobble on street and sports suspensions more realistically in Forza 4 versus GT5, so that might skew my impressions a bit. Now, because of the inertia, sure, cars do want to go in a straight line when going too fast into a turn or braking too hard. If you lock up the brakes, you might as well forget trying to turn, you're usually going to go straight depending on mass and speed.

However, I've raced in around 15 cars now of various types, performance from F to A600, high to low center of gravity, front wheel, rear wheel and all wheel drive, stock to racing tires, and every single car wants to keep turning into turns, and I have to jerk the wheel to make them stop, unless I'm practically coasting through them gingerly. This is particularly annoying because I just can't find my comfort zone in any driver view, even chase cam, so taking turns is fishing for grip. In particular, the final tight turn on Silverstone before the sweeping curve into the straight in most games I've played, you attack it at between 55 and 65 mph depending on tire compound and suspension. With an Audi TT on racing suspension and Pirelli racing tires ;) , I had to keep it below 50 mph or it would start loosing traction. And of course I have to twitch through the turn because the car wants to oversteer like all the others.

Tire noise is no help because what little thin sounds they're making is drowned out by the V12 with racing muffler every car seems to have, and tires don't start squalling until you're really pushing them hard. If that isn't bad enough, it's exasperating to see the bot cars making what I called in Forza 1 "magic maneuvers," which most of the time would throw me off the track if I tried them. This leads me to believe that the bot physics are a half-scripted subset of the math applied to your car, which allows T10 to up the difficulty on demand for later challenges.

In contrast, all other games which I've played, and it's about a dozen, just about every car but mid- or rear-engined jalopies will go fairly much where you aim the nose in a turn, but at some point if you're really pushing it, will lose traction and want to continue more or less along a straight line. Forza 1, 2 and 4 only seem to do this when the car has lost traction with the road, or only has the flimsiest of grip. But prior to this, while most cars in other games might drive firmly, or you might feel the car beginning to creep outside the line you're shooting for, Forza cars will get stuck in this turn and keep going if you don't stop it, until the nose comes around and you spin out, almost as if every car has a heavy mass to the rear like it's mid-engined. At least that has been my experience, with all aids on but braking assist. Without aids, the car is an unstable mess, and keeping the car on the track while still trying to be competitive is an ordeal.

I am using the cheapy MS FFB Wheel, not a Fanatec, but if the wheel makes that much difference, I have to question why.
 
Correct me if I am wrong, but it looks like you hit the wall because you made an overtaking maneuver during the turn, not because of the understeer. Plus right before you hit the wall, it looks like there's some oversteer in the Integra.
That's simply the point at which the video starts (it was originally recorded to show the crash) the overtaking manoeuvre started before that and I was carrying far to much speed.

Even if I had initiated it at the point the video starts the end result would have been much the same, too much speed for the turn and understeer.

The oversteer just before I hit the wall was a failed attempt to correct the understeer via throttle lift, too little too late however (and I can assure you that an Intergra does oversteer on throttle lift - I've driven a number both on track and the road).


This is why I said "almost completely gone." The cars do have substantial weight and inertia, perhaps more so than in GT5, though I can't quantitatively judge that. Cars rock and wobble on street and sports suspensions more realistically in Forza 4 versus GT5, so that might skew my impressions a bit. Now, because of the inertia, sure, cars do want to go in a straight line when going too fast into a turn or braking too hard. If you lock up the brakes, you might as well forget trying to turn, you're usually going to go straight depending on mass and speed.
So by "almost completely gone." you mean reacting as you would expect it to on corner entry if you carry too much speed in or exceed the traction limit by trying to brake and turn at the same time?

As that seems to be exactly what the part I have mark in bold indicates.



However, I've raced in around 15 cars now of various types, performance from F to A600, high to low center of gravity, front wheel, rear wheel and all wheel drive, stock to racing tires, and every single car wants to keep turning into turns, and I have to jerk the wheel to make them stop, unless I'm practically coasting through them gingerly. This is particularly annoying because I just can't find my comfort zone in any driver view, even chase cam, so taking turns is fishing for grip. In particular, the final tight turn on Silverstone before the sweeping curve into the straight in most games I've played, you attack it at between 55 and 65 mph depending on tire compound and suspension. With an Audi TT on racing suspension and Pirelli racing tires ;) , I had to keep it below 50 mph or it would start loosing traction. And of course I have to twitch through the turn because the car wants to oversteer like all the others.
I've not experienced what you are describing (all cars reacting pretty much the same on corner exit) at all, but I will give the car and track combo you have mentioned a go. Are the suspension settings left at default? If not could you let me know what they are and I will give them a go.

If you could post up a video of this as well that would be a great help.


In contrast, all other games which I've played, and it's about a dozen, just about every car but mid- or rear-engined jalopies will go fairly much where you aim the nose in a turn, but at some point if you're really pushing it, will lose traction and want to continue more or less along a straight line. Forza 1, 2 and 4 only seem to do this when the car has lost traction with the road, or only has the flimsiest of grip. But prior to this, while most cars in other games might drive firmly, or you might feel the car beginning to creep outside the line you're shooting for, Forza cars will get stuck in this turn and keep going if you don't stop it, until the nose comes around and you spin out, almost as if every car has a heavy mass to the rear like it's mid-engined. At least that has been my experience, with all aids on but braking assist. Without aids, the car is an unstable mess, and keeping the car on the track while still trying to be competitive is an ordeal.

I am using the cheapy MS FFB Wheel, not a Fanatec, but if the wheel makes that much difference, I have to question why.
Absolutely nothing you have described above matches my own experience of FM4, either with a wheel or pad.



Scaff
 
Last edited:
So far I've been reading this thread and all of the gt5 fanboys are out in force...I mean come on, "cars don't understeer" "ford ka has the torque of a race car". I've been playing GT5 since release date and I just got Forza 4 a week ago.

I have the fanatec CSR wheel. I have been comparing the games and I must say that in Forza I can feel the car much better than in GT5. Now what I mean is that I can feel loss of traction in the rear when too much throttle is applied, loss of grip in the front when entering a turn too fast, the bumpiness of nordschleiffe. I'm not saying GT5 is bad at these, I notice that Forza displays these better through the wheel.

Take the Zonda R for example, it is arguably one of the toughest cars to drive in GT5 w/o tcs. In STOCK form it has violent oversteer and exiting turns with slightly aggressive throttle usage is impossible due to the violent loss of rear grip. In Forza 4 there is still massive loss of traction in the Zonda R, but I can feel the loss of grip more which results in being able to effectively correct it without chopping the throttle and getting the wobbles, which has been experienced by everyone in GT5 (don't lie to me about this fact).

Since I have started playing Forza, GT5 has started to collect dust. I am really enjoying Forza a lot and the physics have much to do with that. If the physics were worse than GT5 it would collect dust like Shift 2 (played an hour, has been sitting at the bottom of my trash can for awhile). The braking in Forza is far far superior to GT5. I have gone back to back many times with this topic. With my clubsport pedals I can effectively brake without ABS in Forza, GT5 is still near impossible to stop efficiently without ABS on 1.

Also just so no one doubts my abilities I have always raced with all assists off (except that darn ABS 1 in GT5 :yuck: ). I placed 10th in the SLS AMG time trial event. I'm now taking a liking to the leaderboards of Forza.

Here is a video of my #1 time in Forza in a Mazda Furai. Take note on the sounds in the video.
1. Engines sound a million times better
2. What's that? The sound of understeer into the slower turns...
http://youtu.be/IAns0hlhd7Q?hd=1
 
I've not experienced what you are describing (all cars reacting pretty much the same on corner exit) at all, but I will give the car and track combo you have mentioned a go. Are the suspension settings left at default? If not could you let me know what they are and I will give them a go.

If you could post up a video of this as well that would be a great help.
I'm afraid a video wouldn't reveal much, other than my turns looking a little twitchy and nervous. ;) But I'll fire up F4 briefly and see what I used.

  • 2011 VW Fox, with sports tires
  • '73 BMW 2002 Turbo, stock
  • '09 SEAT Ibiza Cupra, street brakes
  • '85 Toyota Trueno, racing brakes, suspension and tires, Forza aero kit front and back
  • '94 NISSAN 240SX SE, racing brakes, suspension and tires, Forza aero front, something stylish rear
  • '09 VW Scirocco GT, street brakes and tires
  • '08 Mitsubishi Lancer Evo X, street tires
  • '97 Mitsubishi GTO, sports brakes, street tires
  • '10 VW Golf R street brakes and tires
  • '08 BMW Z4, racing brakes, suspension and tires
  • '90 Mercedes-Benz 190 E 2.5, racing brakes, suspension and tires
  • '02 Chevy Corvette C5, racing suspension and brakes, street tires, Forza aero kit front and back
  • '06 Chevy Corvette C6, racing suspension and brakes, Forza aero kit front and back
  • '04 Audi TT, racing brakes, suspension and tires, Forza aero kit front and back
The only adjustments I made were suspension camber increased slightly, like 0.9- front and 0.7- rear, and brakes were adjusted to 65% pressure to allow me to disable ABS. Tracks are... well, every track, every type of turn except the very tightest. If you have any advice, I'm open.

So far I've been reading this thread and all of the gt5 fanboys are out in force...I mean come on, "cars don't understeer" "ford ka has the torque of a race car".
If you don't like our experience, feel free to not read them. ;)
 
forza its a game: they dont test real cars on real life track. so how can theyr game be accurate? gt5 new updated physics is great. you can feel the track under the tires, forza on the other hand seems like a stuck car with the track moving
 
forza its a game: they dont test real cars on real life track. so how can theyr game be accurate? gt5 new updated physics is great. you can feel the track under the tires, forza on the other hand seems like a stuck car with the track moving

First thing - the AUP requires you to use good basic grammar when you post and that includes the correct use of capital letters, please ensure you do so when you post in future.

Now onto your post. Sorry but what you have said here is (in my opinion) utter rubbish, not only do T10 test real cars on real tracks but also get racing drivers involved in the development process (just as PD do).

As for "forza on the other hand seems like a stuck car with the track moving", have you actually played FM4, because given that comment it would most certainly seem not.


Scaff
 
Forza 2 and 3 were better than both games :/ Forza 4 is Arcadey, still not mind numbingly boring like GT5, I mean it is light years better than GT5, but it is Arcadey.

So GT5 has ok physics, but after waiting for 25 minute updates and 2 minute load times, I could have an Awesome Ferrari or Super Stock Hemi Dart, painted, with a killer realistic tune, and a swapped engine on a real dragstrip (with a useless tree but still a real drag strip actually there is 5) or a nice race course running for top 100 LB times.

Oh wait my load time is done? Oh check out the new interiors on the standard..... Oh wait, my 3 yo nephew just scribbled with a magic marker on my screen, which looked better. Toca 1 baby!
 
Since I have started playing Forza, GT5 has started to collect dust. I am really enjoying Forza a lot and the physics have much to do with that. If the physics were worse than GT5 it would collect dust like Shift 2 (played an hour, has been sitting at the bottom of my trash can for awhile). The braking in Forza is far far superior to GT5. I have gone back to back many times with this topic. With my clubsport pedals I can effectively brake without ABS in Forza, GT5 is still near impossible to stop efficiently without ABS on 1.

Also just so no one doubts my abilities I have always raced with all assists off (except that darn ABS 1 in GT5

So you admit GT5 gathering dust since Spec II.. How can you comment on new GT5 physics if you admitted not testing them in depth?

Also I've been running no ABS since release with G25 pedal.. recently modded w/ Nixim mod it's even easier to modulate brakes w/o ABS.

Spec II gives even more feel w/o ABS especially online. You just need to learn how to property adjust brake bias if it's impossible for you. I run almost all licence tests w/o ABS no problem, golding them so far. (saving a bunch for a rainy day)
 
Steering mapping with a pad on GT5 is not 1:1 either and as I've said you can find people driving in GT5 with the D-pad (which is also digital).

The track in question helps here as well, given that its a high speed and very wide road track, with few reducing radius corners or even tight corners.

Its also (and given how funny people get about using GT5P to talk about GT5 quite relevant) from the demo and the final product does differ.





Which only affects certain wheels, past certain degrees of rotation, and is going to be patched out. Funny that you didn't mention that at all.


Why not give the actual game a go and see what you think about it, Kimi knows me well enough to know that I am a long term GT advocate, yet the improvements they have made (particularity in terms of physics which are key to me) are more than enough for me to rate it above GT5.


Scaff

All buttons on a DS3 or pretty much any proper controller are pressure sensitive. They do make the agame adjustible with a controller. Playing a game on a controller is much better than keyboard which is better than arcade sticks. The guy intentionally used that to demonstrate the game. Also GT5P and GT5 is different from the demo and retail of Forza4.
 
I guess I'm dense, but I fail to see how someone using an arcade joystick proves anything one way or another. If someone wants to debunk something, shouldn't they do it under normal playing conditions (using a standards controller or a wheel)? For all we know the 360 itself is converting the on/off digital inputs of the joystick into an analog signal so it can be compatible with the game.
 
with a premium wheel which I have played Forza 4 with. cause my brother has the balls to drop $800 on a steering wheel and a $400 racing seat (which I could never justify) I got to play forza 4 and with a real wheel it feels and looks just as good as GT5 and for sure sounds better. I would imagine anyone that has played F4 used that 360 wheel which sucks. Or they used the fanatec wheel which is not a bad wheel. Im not saying GT5 with a G27 which is what I have is no fun. Its great you actually feel under and oversteer I just wish the wheel would get violent when clipping an apex and running on to traction strip like at Tsukuba on final turn coming on to front straigtaway.
 
In particular as GT5 road biased tyres have almost zero progression.

Scaff

Funny you say that. When GT5 came out, the first thing I thought finally, the tires are more progressive and that there were differences between the different classes. I haven't played Forza so take this with a grain of salt but this is what I'm thinking. Before GT5 was released, I spent some time hotlapping in LFS since it provided much better telemetry than GT5P. What I noticed was that in LFS, you had a visual indication of slip angle while driving. This appears to be basically absent from GT5 so you have to use other cues as to when you are going over the edge. The videos that I have seen from Forza4 seam to show a similar visual indication of slip angle that LFS has. I'm wondering if this is what makes it appear that Forza tires are more progressive. Both LFS and Forza have tire deformation so I wonder if that's where the visualization of slip angle is coming from. Just a thought.
 
Also GT5P and GT5 is different from the demo and retail of Forza4.
In terms of physics (which is the topic of this discussion) please explain how?


I guess I'm dense, but I fail to see how someone using an arcade joystick proves anything one way or another. If someone wants to debunk something, shouldn't they do it under normal playing conditions (using a standards controller or a wheel)? For all we know the 360 itself is converting the on/off digital inputs of the joystick into an analog signal so it can be compatible with the game.
👍

Exactly, but I guess its a nice little flag waving moment.



Funny you say that. When GT5 came out, the first thing I thought finally, the tires are more progressive and that there were differences between the different classes. I haven't played Forza so take this with a grain of salt but this is what I'm thinking. Before GT5 was released, I spent some time hotlapping in LFS since it provided much better telemetry than GT5P. What I noticed was that in LFS, you had a visual indication of slip angle while driving. This appears to be basically absent from GT5 so you have to use other cues as to when you are going over the edge. The videos that I have seen from Forza4 seam to show a similar visual indication of slip angle that LFS has. I'm wondering if this is what makes it appear that Forza tires are more progressive. Both LFS and Forza have tire deformation so I wonder if that's where the visualization of slip angle is coming from. Just a thought.
While you can use the telemetry in both LFS and FM4 to see the progression of load you don't need to in either to be able to feel it and that for me is the key difference.

I don't get that at all with GT5, regardless of the control method used I get almost no feeling of progression at all, and certainly not to the degree you would expect from road or semi-track tyres.

Its pretty much OK for race tyres as minimal progression is to be expected, but for road tyres is simply doesn't feel right.


Scaff
 
For me, the fundamental difference between FM4 and GT5 driving physics/FFB is how they convey the feeling of the tires, suspension and mass. That's pretty obvious.

FM4 like previous Forzas excels at giving you the sense of grip and its limit. But unlike FM2 which gave very little sense of two front tires tracking and the propensity for the them to self-align, or FM3 which felt slightly dulled, the tire simulation in FM4 seems spot on. You get both the springy feel in the FFB and the impression that you're applying pressure rather than just steering the wheel.

With GT5, it's less about the tire and its grip. Instead it's about mass, whether it's inert or the constantly shifting weight of a moving vehicle. So instead of feeling the tires gripping, you get more of the weight moving between the four axis. That's not to say that you get no sense of the tires except that it's not quite as palpable as FM4. The same goes for FM4- it does provide sense of weight except it's not as clearly defined as the tires.

The interesting thing is how this affects the suspension in the two games. With FM4 you feel the suspension coming off the tires/pavement. With GT5 it's the relationship between the chassis (the inert mass) and the suspension.

I don't know if one is better than the other since both approaches are valid. Like everything else it boils down to preference. But to me there's also the question of application. In the end I know which of the two I prefer. But that doesn't mean I can''t enjoy the other. Despite the fundamental differences, in the end I get the sense that both games have improved considerably over their predecessors (for GT5, it's over its previous Spec). And improvement is always a good thing.
 
:lol: Scaff that video you posted is completely useless.

Your going around a banked high speed turn and you suddenly swerve out and slam into the wall. Any car would have done the same thing. Understeer would be a car coming into a flat corner too fast, taking the correct line but missing the apex due to no front end grip.

Damage looks good though, I wish GT5 had parts that fall off all the cars.
 
:lol: Scaff that video you posted is completely useless.

Your going around a banked high speed turn and you suddenly swerve out and slam into the wall. Any car would have done the same thing. Understeer would be a car coming into a flat corner too fast, taking the correct line but missing the apex due to no front end grip.

Damage looks good though, I wish GT5 had parts that fall off all the cars.

Did you not read my previous posts on this?

I did not just swerve out, although the point at which the video starts may give that impression I had already started to move prior to the start. You make it sound as if I deliberately turned into the wall, to which I would ask why would I do that? Carry too much speed into any corner and try and turn and you will understeer, that a backed turn will increase the understeer doesn't null and void that its understeer, I used the video (which was recorded initially to demo the crash) as it was to hand.

Oh and no front end grip is not the only definition of understeer, in fact its not even a technically correct definition of understeer at all. Any time during a turn that the front yaw rate of a car exceeds the rear yaw rate its understeering, regardless of if grip has been exceeded or not.

However it would seem the naysayers are still not happy so when I have the time another video it is. Then again I'm loosing track of what it is that FM4 is not supposed to model correctly, people seem split between saying that it either only understeers or only oversteers, in one case it was even claimed that it doesn't oversteer at all and oversteered all the time, which I must say is a little confusing.

Strikes me that an awful lot of people, many of whom seem to have not been near FM4, are finding fault with it. Nothing too strange about that apart from the utter lack of consistency in regard to what the 'faults' are.


Scaff
 
Last edited:
I read many of you guys post. I get the impression that forza feels better, sound better and has better tire modelling, ok fine. Now how do you know that the game physics is accurate.
1) Nurburgring for one is not done right like gt5
2) It doesn't have a g meter like gt5 to measure the g forces in the corners.
3) You can't tell if the cars accurate behave like the real car because you can't compare lap times.

I personal use gt5 g meter to find the correct tire compound, how I do this? I first find the real car lateral acceleration/ gforce capability, then I get the same car in gt5 in stock form and use tires that give simular grip in the corners or g's. (comfort soft for super cars and comfort medium for sport cars) After doing this I find the cars give comparable times to the real car. Also the top speed in gt5 is very close to the real life top speed for the cars I tested usually a few mph slower about 5mph for some cars. So while gt5 may not sound as good as forza4, model the tire behaviour as good or even feel as good it does cut it when it comes to giving comparable times and speeds as the real life counter part.

One more thing gt5 did a great simulating aero dynamics. A racing car with racing hard tires may pull 1.5 g's at low speeds in a low speed corner but in higher speed corners where the cars are moving really fast the cars pull higher g's. I found that the super gt pull g's like the real super gt's in higher speed corners and so does the nascars to my knowledge.
 
Last edited by a moderator:
One more thing gt5 did a great simulating aero dynamics. A racing car with racing hard tires may pull 1.5 g's at low speeds in a low speed corner but in higher speed corners where the cars are moving really fast the cars pull higher g's. I found that the super gt pull g's like the real super gt's in higher speed corners and so does the nascars to my knowledge.

Yeah I really feel thoses Gs in my living room :dopey:
 
I read many of you guys post. I get the impression that forza feels better, sound better and has better tire modelling, ok fine. Now how do you know that the game physics is accurate.
1) Nurburgring for one is not done right like gt5
2) It doesn't have a g meter like gt5 to measure the g forces in the corners.
3) You can't tell if the cars accurate behave like the real car because you can't compare lap times.

I personal use gt5 g meter to find the correct tire compound, how I do this? I first find the real car lateral acceleration/ gforce capability, then I get the same car in gt5 in stock form and use tires that give simular grip in the corners or g's. (comfort soft for super cars and comfort medium for sport cars) After doing this I find the cars give comparable times to the real car. Also the top speed in gt5 is very close to the real life top speed for the cars I tested usually a few mph slower about 5mph for some cars. So while gt5 may not sound as good as forza4, model the tire behaviour as good or even feel as good it does cut it when it comes to giving comparable times and speeds as the real life counter part.

1. Laguna Seca is wrong in GT5 - seriously this has been done to death now.
2. FM4 most certainly does have a G-meter and one that covers longitudinal readings as well as lateral, telemetry is far more in-depth in FM4
3. Lap times a one single factor is a sim and are most certainly not the only thing that needs to be looked at.


Scaff
 
Scaff, I've said this before on these forums though not to you. You might as well be trying to teach evolution to the Pope. You're wasting your time with this lot.
 
Scaff, I've said this before on these forums though not to you. You might as well be trying to teach evolution to the Pope. You're wasting your time with this lot.
Hey now, I take exception to that. For one thing, Darwinian Evolution just can't be right, because the fossil record doesn't support it, and even Darwin grew to loathe those despicable rocks. ;) You have to find another model.

Anyhow, I don't think either side in the Great Divide between GT and Forza is very open to input from the other, so I'd personally call it a wash.

I read many of you guys post. I get the impression that forza feels better, sound better and has better tire modelling, ok fine. Now how do you know that the game physics is accurate.
This is a tough call. Racing games strip away all the visceral feel of a car under your backside, and give you what it can with decent graphics and tire noise to communicate how the car feels, or should feel. If you culminate all the lucid arguments pro and con for both games, you should end up with a fairly good assessment of how "real" both games are. Sort of. Personal opinion and what I call "flavor preference" will skew impressions, perhaps a lot.

Forza 4 does do some great things visually to let you know it's more advanced than the previous three editions. The way the car behaves on its suspension is very lifelike. Hit a wall or another car, and it rebounds fairly realistically. I defer to Scaff on many factors like the tire modeling, because he's in the automotive biz in real life for some years now.

Likewise, GT5 is amazing in its own right. The feel of the car with a good "authorized" wheel controller, a DFGT or better, is tangibly real to many of us. Car performance for the most part is close to real world specs.

People who have adopted either game as their pet console racer will likely remain true to their original choice as to which is more true to life, because both have a "genetic" lineage which will define certain core traits universally through both series. Personally, I believe that Gran Turismo has advanced the most, simply because a lot of physics were fudged on the PS1 and 2, which are downright antique systems by today's standards. Both GT4 and Toca 3 on PS2 will give clues to both games skimping on different things in order to get so many cars on track in Toca, and such good graphics in GT4. When I jumped ship from sims in the 90s to Gran Turismo, I was blown away by the wealth of cars and tracks to race with, and thought it was tough to beat. When I finally became reacquainted with sim racing in the mid 2000s, I saw how simcade GT4 really was. Still, it was way too fun to play, and did enough things right that I still chose it over my PC sims, which after a while seemed stale and overly clinical in comparison.

Both Forza 4 and GT5 have lunged fairly strongly into the realm of a good simulation, though in different ways. While some of Forza's tire and suspension dynamics are superb, I have problems with the rest of the package. As I posted previously, I just don't connect well with cars in that game, so taking turns is a rather twitchy affair. The car does too things poorly for me: communication is poor, and the darn things tend to want to keep turning on their own through curves, no matter how I set them up, and I have to jerk the wheel to get them to quit. The tires also seem to load up and bog in ways that don't make sense to me. I use all the assists too. I should add though that this isn't everyone's experience, so I'm a bit baffled why it's so rarely stated among Forza fans... maybe the Fanatec wheel helps? Who knows. One thing that came to mind while racing through a session tonight is that I even have problems with Turn 10's 3D perspective. It's hard for me to judge well when I should be braking when racing in anything above D Class, where the serious fun is.

In Gran Turismo's corner, the tires do feel mushier, and in some sense, the suspension also. But having said that, the communication between myself and my car is very good, thanks to a superior Logitech wheel, as well as the graphics and tire sounds in the game. The 3D perspective is realistic, the car behaves in a lifelike, intuitive way (depending on settings), I feel connected and in control, and when I make the car take turns or brake, the car behaves in a way that makes sense to me. When I make mistakes, I usually know better what went wrong and what to do about it.

Still, when I'm racing one, I miss the other, because both offer me something cool, in spite of the shortcomings I feel in Forza. I wish I could gene splice a number of aspects from Forza into GT5, primarily those suspension physics, some of the tire dynamics, the wealth of body kits and that incredible Livery Editor. I could create race cars forever with those thousand rides in GT5! Add in the other cars and tracks from F4, and what a game that would be...

I am wondering if the Fanatec wheel would be worth it, and I am considering it - next year sometime. I have too much on my to-buy list with Christmas coming, and custom audiophile speakers to have built, so in the meantime, I guess I'll divide time between these two racers. For that matter, I have to get in one last race or three before bed. :D
 
Laguna Seca isnt wrong in GT5 (depending), it's just quite a few years out of date (2002-2004 ish?). I guess you could say it is wrong because its out of date, but you could even say the same for Spa, it is different compared to the laser scanned version and its out of date compared to the 2011 track. No doubt the same is true for GT5's Nordschleife, while it is the best version (if people want to argue otherwise, they can do that without pointing it at me!), it isnt simulator accurate. That goes for all the world tracks in GT5.

With that said, I don't rate the Forza versions of world tracks that I have seen (disclaimer here, only demo version + youtube vids). I'm very spoiled with iRacing laser scanned tracks, it is hard to go back after you drive on them, which is why for a long time I didnt touch Rfactor, or GT5 for that matter, hell even Netkar with its superior physics has a hard time with its limited and fairly shoddy tracks.


Next up, personally I don't think GT5 modelled aero very well at all, the high downforce cars act in some crazy manner, its like very over the top, while the cars still have heaps of grip in low speed due to the crazy tyre models. The F10 is like driving a super go-kart on steroids, you can pull Alonso laptimes out of your ass with about 1/1000'th of his skill level.

Sometimes I find it surprising that I stick up to GT5 in physics debates, when my only arguement is to bash GT5's physics. I think i'm doing it wrong.
 
Still, when I'm racing one, I miss the other, because both offer me something cool, in spite of the shortcomings I feel in Forza. I wish I could gene splice a number of aspects from Forza into GT5, primarily those suspension physics, some of the tire dynamics, the wealth of body kits and that incredible Livery Editor. I could create race cars forever with those thousand rides in GT5! Add in the other cars and tracks from F4, and what a game that would be...


This is much the same impression I have of both games.
There are better aspects in each game, that you wish were in the other.

I guess we will just have to breed the two, to get the right hybrid. :lol:
 
Interesting. That's ok, mod. Not you, Cobra. I'm talking about the mod that deleted my post just right now.


GT5 physics are unrelenting. That's what I like about the physics in GT5.
 
Last edited:
Back