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
No hahahahahahaha not what I was saying at all.

No I know how a car reacts in real life.

What I mean was while playing Forza with the wheel. There is a delay in the steering not in the turning.

Basically to sum it up. When i turned the wheel the tires on the game turned but at a delay. Am i more clear?

Yes it's true, Fanatec wheel in PS3 mode, the PC and the PS3, much more clearly conveys blows on the wheel. On xbox360 this is not, But this problem xbox360

Problem GT5 - weak or lack of drift under a sharp retracting, the gas pedal on the FWD cars. or when braking in a turn
 
I've never come across a delay, I play with a fanatec GT2. It was probably in game settings or dead zone settings on the wheel.
note by jerking the wheel at 1:06


And I think I found the time, strange stabilization drift, or am I wrong?

 
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In my opinion, the one thing Forza gets right is old muscle cars. Or really old cars in general; and anything that isn't AWD. T10 really got the wallow of the suspension, the body roll and tire model right for those types of cars. It feels organic and believable.

When I pop in GT5 to tool around in the Volvo wagon, it feels like the game is waiting until a preset lateral force acts upon the car when turning, then just rolls the body over all the way. Everything else, excepting the unrealistic "up-to-the-limit" grip loss, is maybe marginally better in GT5.

I guess on the whole, I think every sober-minded user on this forum would agree that neither is a very successful realistic simulation of driving.
 


And I think I found the time, strange stabilization drift, or am I wrong?



Not sure what either of those videos show... without seeing the speed of the cars or what the throttle/brake/steering angle is I struggle to see how they different controller methods show anything comparative.

What's a stailisation drift?
 
As an addendum to the thing I brought up a few pages ago. I downloaded the Porsche pack this morning and spent all day playing it. Second thing I did was take the 914-6 out to screw around with my 3rd favorite car from Porsche Unleashed.


So of course I hit a curb and it rolled. Now... I know it's a really light car that isn't that wide on old suspension. But it's also a car that sits so low that you can simulate it by sitting in a lawn chair, so... it really doesn't seem right for that to happen.
 
As an addendum to the thing I brought up a few pages ago. I downloaded the Porsche pack this morning and spent all day playing it. Second thing I did was take the 914-6 out to screw around with my 3rd favorite car from Porsche Unleashed.

So of course I hit a curb and it rolled. Now... I know it's a really light car that isn't that wide on old suspension. But it's also a car that sits so low that you can simulate it by sitting in a lawn chair, so... it really doesn't seem right for that to happen.

What track mate ? Maple valley has some crazy elevation and nasty curbs.

Was the car stock? Or tuned?
 
It was the Nurburgring. Car was tuned up to 275.


And it's not even that it rolled. It's that it came off the ground slightly, and then just slowly kept on rolling. I don't get how that works that way. Hitting curbs in Forza reminds me of the "Explosive Curbs" cheat in TOCA World Touring Cars.
 
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It was the Nurburgring. Car was tuned up to 275.


And it's not even that it rolled. It's that it came off the ground slightly, and then just slowly kept on rolling. I don't get how that works that way. Hitting curbs in Forza reminds me of the "Explosive Curbs" cheat in TOCA World Touring Cars.

Did you happen to get a reply of it as it certainly does sound a bit odd, then again at Forza's 'version' of the 'ring nothing surprises. Might be worse seeing if you can get it to happen at the high curbs on Maple Valley.
 
That is one thing Forza has always had an issue with IMO, cars just go super light when they start getting air when in reality the car should be slamming back into the ground, it's not like they're launching off a 45 degree plane, it's just a kerb.
 
That is one thing Forza has always had an issue with IMO, cars just go super light when they start getting air when in reality the car should be slamming back into the ground, it's not like they're launching off a 45 degree plane, it's just a kerb.

If you've been to a few of the tracks I have you might think twice about that.

While Forza does overdo it, its not by as much as might imagine, in reality however you would avoid curbs of this nature as much as you could, they tend to be rather hard on suspension and your own body.
 
It was the Nurburgring. Car was tuned up to 275.


And it's not even that it rolled. It's that it came off the ground slightly, and then just slowly kept on rolling. I don't get how that works that way. Hitting curbs in Forza reminds me of the "Explosive Curbs" cheat in TOCA World Touring Cars.

I was driving a completely stock Silvia around Maple Valley and I slightly bumped the curb.

My car then proceeded to slowly roll over and the only thing that saved me was my many hours sunk in to Grand Theft Auto when I was a kid where I quite often had to try stop my car from rolling :lol:

I haven't had this happen on the 'ring though
 
Did you happen to get a reply of it as it certainly does sound a bit odd, then again at Forza's 'version' of the 'ring nothing surprises. Might be worse seeing if you can get it to happen at the high curbs on Maple Valley.

I regret to say that I... don't actually know how Forza's replay system works. I was just screwing around cruising rather than in a race, and I don't know how to save a replay for that, or how to share the replays (outside of uploading them to the Storefront) or any of that.
 
If you've been to a few of the tracks I have you might think twice about that.

While Forza does overdo it, its not by as much as might imagine, in reality however you would avoid curbs of this nature as much as you could, they tend to be rather hard on suspension and your own body.

I've never driven on a track myself and I do know some kerbs can give a huge launch for many cars but the way some kerbs launch a car in Forza it seems rather odd, getting air isn't strange but the way the car continues to lift that seems off. I mean I've seen real cars (Touring cars usually) get launched by kerbs and they can stay airborne for a good few feet but they still come back down, Forza the cars seems to go weightless and over they go.
 
Toronado
I regret to say that I... don't actually know how Forza's replay system works. I was just screwing around cruising rather than in a race, and I don't know how to save a replay for that, or how to share the replays (outside of uploading them to the Storefront) or any of that.

If it was the option to head to the track in the Tuning menu (I think it's called Test Run), than yeah, you can't save replays from there. I think the storefront is the only option for sharing them, yes. I haven't explored the possibility of putting them on USB, but since we can't for photos, I doubt it.

I'll agree that FM4, and GT5, both seem to lack a sufficient amount of weight when dealing with flipping or getting airborne. I'm not sure what it could be in either situation, though.
 
If it was the option to head to the track in the Tuning menu (I think it's called Test Run), than yeah, you can't save replays from there. I think the storefront is the only option for sharing them, yes. I haven't explored the possibility of putting them on USB, but since we can't for photos, I doubt it.

I'll agree that FM4, and GT5, both seem to lack a sufficient amount of weight when dealing with flipping or getting airborne. I'm not sure what it could be in either situation, though.

I think its a bit like a reverse hand of God (from past GT titles that would stop you rolling over) in that once a car gets past a certain angle the roll-over happens no matter what.

I've been playing around with it in both titles and both are capable of some great looking roll-overs and some rubbish ones as well.
 
This is an interesting topic regarding rollovers and kerbs. I got to talk to a top Forza player a while back who got to drive a few laps in a 370Z around Silverstone IIRC and he said he was using lines he uses in Forza which included avoiding the kerbs (I know track is different as well as kerbing but still relevant in parts). The instructor told him not to do this but use the kerbs quite a lot. I think Forza, you generally avoid kerbs as much as you can while in GT, you can use them too much.
 
Not sure what either of those videos show... without seeing the speed of the cars or what the throttle/brake/steering angle is I struggle to see how they different controller methods show anything comparative.

What's a stailisation drift?

sorry i added the video BMW to note by jerking the wheel at 1:06
but forgot to write it
 
sorry i added the video BMW to note by jerking the wheel at 1:06
but forgot to write it

But none of these show any 'lag'..

Having sunk hundreds of hours on both games, I have not noticed any lag or delay at all, the 'input' is instantaneous.. However
1. GT5 just steers much quicker around centre, I have to dial in some non-linearity on the wheel to make it feel natural
2. On floaty cars with balloon tyres, there is some expected 'lag'/'delay' due to the suspension and tyres soaking up that initial input.. but again as expected and not present on normal stuff..

Aren't the above video's are trying to show the 'tweaks' that are present in the physics engine that limit rate of change of angular momentum and such like?? Something that was patched for 900 degree wheels eventually? Not that I really mind, I use 270 degrees anyway, and the cars are still 'loose' enough that they feel about right to me.. I don't tend to slide the cars too much as obviously that wastes momentum, so I don't dwell on special conditions (as I don't with the variability in grass physics in GT5 either.. who cares?)..
 
I've been really about what the reactions are to this. I've never experienced anything to suggest that the wheels in GT5 affect anything, not even on cars where the profile of the tires and width changes massively (like the Stratos), so I always just assumed that they didn't and didn't worry about it when changing them on cars; but they seem to be getting interesting results spread out over two threads and I'm kinda surprised about it.
 
I've been really about what the reactions are to this. I've never experienced anything to suggest that the wheels in GT5 affect anything, not even on cars where the profile of the tires and width changes massively (like the Stratos), so I always just assumed that they didn't and didn't worry about it when changing them on cars; but they seem to be getting interesting results spread out over two threads and I'm kinda surprised about it.
It affects gear ratios IIRC.
 
I've been really about what the reactions are to this. I've never experienced anything to suggest that the wheels in GT5 affect anything, not even on cars where the profile of the tires and width changes massively (like the Stratos), so I always just assumed that they didn't and didn't worry about it when changing them on cars; but they seem to be getting interesting results spread out over two threads and I'm kinda surprised about it.

I honestly have to say that a difference of up to .016 of a second is well within a margin of error for any form of testing.


It affects gear ratios IIRC.
So your saying that changing wheels in GT5 changes the rolling radius of the tyre?

Do you actually have anything to support that claim?
 
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All I can remember is in seasonal time trials, people change wheels to be able to get different gear ratios. Will have a look now on forum to find something to support this.

Here is a link that discusses this: https://www.gtplanet.net/forum/showthread.php?p=6411886#post6411886

Interesting as I've not come across that before, and while changing wheels can change the overall rolling radius of a wheel/tyre and therefore the final part of the gear ratio chain (as the rolling radius effectively acts as the last 'gear') that it would change the actual gear ratio is a bit odd.

Edited to add - I followed the link but it doesn't really give any specific examples, do you know of any that I could look at with this (as in car and wheel combo's).
 
Interesting as I've not come across that before, and while changing wheels can change the overall rolling radius of a wheel/tyre and therefore the final part of the gear ratio chain (as the rolling radius effectively acts as the last 'gear') that it would change the actual gear ratio is a bit odd.

Edited to add - I followed the link but it doesn't really give any specific examples, do you know of any that I could look at with this (as in car and wheel combo's).
I don't know fully what happens as I have not tested it stock car and then car with wheels changed and then compared the gear ratios. I would guess it will affect all cars changing to any aftermarket wheels. The thread linked to had the following car: Corvette Z06 (C2) Race Car '63 and a setup posted there as example of needing to change wheels to get different gear ratios.

I remember trying I think a Toyota 86 GT in a time trial with same gears ratios on both stock and aftermarket wheels and it made a difference in handling with same setup, but I think that might be due to the way the gear ratios were attained as maximum and lowest ratio would have probably been different.
 
Interesting as I've not come across that before, and while changing wheels can change the overall rolling radius of a wheel/tyre and therefore the final part of the gear ratio chain (as the rolling radius effectively acts as the last 'gear') that it would change the actual gear ratio is a bit odd.

Edited to add - I followed the link but it doesn't really give any specific examples, do you know of any that I could look at with this (as in car and wheel combo's).

I read about this stock vs aftermarket wheels on a thread, not sure if all of the cars listed on the OP have been tested and proven.

I believe it may be both. Some rims change the ratios, other keep the ratios the same but give .001-.003 differences in times on Route X. I wouldn't think any 4WD would like aftermarket rims but some do apparently.

I know that the Dodge Charger R/T and the Plymouth Superbird are 1mph faster on the straightaway at daytona with the stock rims. However my Plymouth Barracuda is 1mph faster on the straightaway with the aftermarket 10 spoke Volk Racing rims. I have tested this.
 

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