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
To me Forza 4 was a fun game, GT5 is a fun somewhat simulator game.. I'm not gonna say GT5 is a true simulator though, but on console it's the closest thing you will find to a simulator.
I found Forza to be a much easier game
 
Ease and realism are unrelated. Forza has quite a few physics advantages over GT, at least in the current versions of each game. In fact, in GT, a lot of the difficult to drive cars are difficult because they are so unrealistic.
 
Why does the fully custom transmission in FM4 completely destroy standing starts? I can understand that a car at 425 PI isn't going to launch like mad if it's AWD, so it doesn't surprise me that dumping the clutch on a largely stock old Eclipse converted to AWD causes it to bog down somewhat on launch no matter how hard you do it.



What does surprise me is that equipping a transmission with an extra gear and supposedly less drivetrain loss makes it bog down much more to the extent that it barely moves off the line, no matter how small you make first gear; and that it causes similar problems for cars all the way up to A Class Skylines with nearly 500 horsepower, all the while having the transmission upgrade with the adjustable final drive not have similar problems from low speeds. For example, I have an A-Class Audi TT with a bit under 400 horsepower. With the adjustable final drive transmission, the car will get a healthy launch and spin the tires up to about 20MPH/5000 RPM. With the racing transmission which has the same amount of gears as the stock one, the car will instantly bog down to nothing and creep off the line.
It even causes grief with certain RWD cars. The Fairlane Thunderbolt, with its foot-and-a-half wide rear tires and no-weight-on-the-front body, launches amazing as an A Class car with the stock 3 speed transmission pushed up to run to about 200 MPH. Way faster than about anything else I've seen in that class short of the GMC twins. But when I equip a racing transmission, with twice as many gears that are all much closer to each other, it bogs down completely unless I take steps to adjust the first two gears to counter it (making them useless aside from the launch).

I'm assuming this is something to do with the fact that the racing transmission uses straight cut gears, whereas the other two upgrades are just modifications on the stock transmission, but even with the fact that I don't really know much about transmissions it just seems like something is being wildly exaggerated along the way when cars that are that powerful are that neutered even when ratios are tuned to match the factory transmission; and nothing to that effect happens in any of the GT games.
 
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I hadn't really noticed that until you pointed it out. I went to try my 500 PI MR2, no problems with it. Then I bought an Audi TT RS and noticed straight away.

I wouldn't think the racing transmission would cause such a thing. If there is a reason for it, I can't think of it.
 
I hadn't really noticed that until you pointed it out. I went to try my 500 PI MR2, no problems with it. Then I bought an Audi TT RS and noticed straight away.

I wouldn't think the racing transmission would cause such a thing. If there is a reason for it, I can't think of it.

Did you guys bother to look at the gear ratio's. with the sport trans you're at a 3.73 final drive, with the racing you're at a 3.3. with that audi. If you look at first gear with the sport its at the second grid box from the left. In the racing its the third (so its a much higher gear if left stock).

Frankly if it didn't bog down more there would be a problem.

Just read the wall of text and seen this
Tornado
no matter how small you make first gear; and that it causes similar problems for cars all the way up to A Class Skylines with nearly 500 horsepower
I'll give it a go. But first you're going to have to specify what gear ratio's you're using.
 
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Ease and realism are unrelated. Forza has quite a few physics advantages over GT, at least in the current versions of each game. In fact, in GT, a lot of the difficult to drive cars are difficult because they are so unrealistic.
That does not make sense since the most advanced PC sims are more close to the GT5 difficult side than Forza. In fact one of the points than reviewers are noticing in the FM5 superior physics is the more difficult to keep the car on track driving at the edge or recovering mistakes than in FM4.

Some individual physics advantages does not ensure the resultant simulation being more realistic, just more complex in their interpretation. For example in the paper FM3 physics (tyre flex, etc) would be more realistic than GT5 but its gameplay was far from represent an authentic driving model, I doubt that they ever have intended to make a true difficult sim. I remember many Dan interviews talking about how they need to tune the realism to make the game more fun and playable and less strict.
 
I think Forza Motorsport 4 is pretty easy, but the ways in which GT5 is difficult arise from shortcomings in the physics modelling. Difficulty and realism are independent; it's the way a simulator makes things difficult that matters. How the car specifically reacts to various maneuvers, even mistakes or non-racing things like donuts and burnouts. GT5 fails more of these tests than FM4 does.

Your second point is spot on. 👍
 
That does not make sense since the most advanced PC sims are more close to the GT5 difficult side than Forza.
I disagree with this as a blanket statement, and it also falls into the old trap of comparing sim 'x' against anything other than reality. Only one benchmark should exist and that's reality.


In fact one of the points than reviewers are noticing in the FM5 superior physics is the more difficult to keep the car on track driving at the edge or recovering mistakes than in FM4.
Driving at the edge or recovery being the key point here, GT5's issues exist not just at these levels but also well below what should be real limits.



Some individual physics advantages does not ensure the resultant simulation being more realistic, just more complex in their interpretation.
I quite agree, however it also doesn't mean it can be automatically be discounted either, nor does it mean that a much more simple model (such as GT5's tyre and suspension models) are more accurate.



For example in the paper FM3 physics (tyre flex, etc) would be more realistic than GT5 but its gameplay was far from represent an authentic driving model,
I would agree that FM3's model was not ideal (it was not however 'far from' at all), however they at the very least started working on it and the difference in that area alone that was brought into FM4 certainly made it more than worthwhile.


I doubt that they ever have intended to make a true difficult sim. I remember many Dan interviews talking about how they need to tune the realism to make the game more fun and playable and less strict.
To my memory they have always talked about the use of aids to balance the two factors, but in terms of a solid physics model that simulates reality? That they have been aiming for since day one and tomorrow we will see if GT has managed to catch-up in at least two key areas (and it is catch-up despite what you may think).
 
Im hoping that GT6 will provide a major improvement to the tyre and suspension model.

I have found that i have always enjoyed how the cars handle in Forza 4 unfortunately I am no expert on car physics I can only drive a car in accordance with the road rules and have never raced in one but all i can do is compare to the limited driving experience i do have and i feel Forza gets it closer to the real thing.
 
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That does not make sense since the most advanced PC sims are more close to the GT5 difficult side than Forza.
The goal is reality, also, what is more difficult? Just saying is more difficult is a bit vague. Is it because the tires snap on/off like in some poorly modeled cars in GT? Or is it because they have harsher penalties for extreme weight transfer, which Forza tones down?

Both of those could be considered more difficult, only the latter is realistic.

In fact one of the points than reviewers are noticing in the FM5 superior physics is the more difficult to keep the car on track driving at the edge or recovering mistakes than in FM4.
Sounds like the latter then. Also, I'm cautious with game reviews. Some of the ones I've read would have you believe GT4 was a top class sim. And then there is the famous "10/10 sim, 5/10 game" line about GT5. Nonsense.

Some individual physics advantages does not ensure the resultant simulation being more realistic, just more complex in their interpretation. For example in the paper FM3 physics (tyre flex, etc) would be more realistic than GT5 but its gameplay was far from represent an authentic driving model, I doubt that they ever have intended to make a true difficult sim. I remember many Dan interviews talking about how they need to tune the realism to make the game more fun and playable and less strict.
GT suffers from this to an extreme degree. Certainly GT5 was less concerned with realism than FM4 was.
 
Going way back to the OP...

Bit of a silly place expect an honest answer considering this is a GT forum.

Has the same question been asked on a Forza forum? Did Forza get the most votes?
 
Going way back to the OP...

Bit of a silly place expect an honest answer considering this is a GT forum.

Has the same question been asked on a Forza forum? Did Forza get the most votes?

Funny you mentioned the OP because this question was posted in the Forza forum.
 
However the headline poll results mean very little and its the content of the threads and in particular the testing that is the real 'meat', the next part of which starts tomorrow.

Oh it will start tomorrow, oh yes it will...... :drool: :cheers:
 
I meant a dedicated Forza site, not a small section of this site.
When the poll on that thread was created (and the vast majority of the voting occurred) it was on a separate dedicated Forza site (Forzaplanet), it was merged with GT Planet recently.


I disagree that the poll means very little.
Why?

A poll requires no substantiation at all, and as such it not a valid indicator of which physics model is closer to reality. Which makes it utter subjective, not a lot of use in a topic that should be based on an objective comparison to the only valid benchmark (reality).
 
When the poll on that thread was created (and the vast majority of the voting occurred) it was on a separate dedicated Forza site (Forzaplanet), it was merged with GT Planet recently.



Why?

A poll requires no substantiation at all, and as such it not a valid indicator of which physics model is closer to reality. Which makes it utter subjective, not a lot of use in a topic that should be based on an objective comparison to the only valid benchmark (reality).

Ask the same question on this site...

http://forums.forzamotorsport.net/Forums/

and I'm guessing Forza will win by the same margin

Each individual who has contributed to the poll has his/her opinion which should be respected as much as anyone who has posted in the thread. For all we know there could be a large percentage of real race drivers who play Forza and GT who voted. We should assume that each individual has made an educated choice, with a margin of error taken into account.

I however am not. For this reason...

What do you expect, posting this on a website dedicated to GT? Try asking the same thing on a FM4 related website.

I should have read the first comments before posting.

But to say a poll is not substantial is akin to a dictatorship mentality. Unless a poll is fiddled then it definitely is a valid and accurate method for gathering opinion and of course we respect everyone's opinion.
 
Ask the same question on this site...

http://forums.forzamotorsport.net/Forums/

and I'm guessing Forza will win by the same margin
You will actually most likely find the tread deleted and your membership banned should you try the same on that site. Its not know for accepting open discussion in the same way GT Planet is.



Each individual who has contributed to the poll has his/her opinion which should be respected as much as anyone who has posted in the thread.
And in that lies the problem, opinion =/= fact and as such it remains a subjective view.


For all we know there could be a large percentage of real race drivers who play Forza and GT who voted. We should assume that each individual has made an educated choice, with a margin of error taken into account.
For all we know they could a large percentage of people who have never played FM4 and are basing their opinion on a biased view born of a lack of experience with both titles. I would be willing to wager that's a lot closer to the truth that the above.

Hence the reason why objective comments are far more valuable to the thread that subjective opinion (which was the exact point I made).


But to say a poll is not substantial is akin to a dictatorship mentality.
Utter nonsense. A poll is not substantive at all and acknowledging its limitations doesn't make anyone dictatorial at all, banning all dissenting voices from contributing to the thread would be dictatorial and nothing even close to that has or is occurring.


Unless a poll is fiddled then it definitely is a valid and accurate method for gathering opinion and of course we respect everyone's opinion.
And once again opinion =/= fact and as such the poll is not an accurate measure of how the two physics engines measure up to reality. Its a measure of preference with zero validation for experience or filter for bias, as such its subjective to a massive degree.
 
People should also remember that most of these sim racing titles use racing tires. In forza you are using street tire compounds unless you upgrade it and street tires are MUCH more forgiving at extreme slip angles. Which would help when you get out of control.
 
Going way back to the OP...

Bit of a silly place expect an honest answer considering this is a GT forum.

Has the same question been asked on a Forza forum? Did Forza get the most votes?

And yet. the most compelling arguments are pro Forza 4 while the poll says otherwise..

Why get hung up on a poll result, it's really meaningless.
 
OK first impressions from the demo.

The tyre and suspension model is a big improvement, however still no torque steer from a standing start on a quick check (however the silly spinning of tyres is much better).

You don't get that feeling that RWD cars want to kill you just because you used the throttle and recovery is more better now as tyre grip progression is actually communicated. Load transfer under braking and how it affects balance seems very well done (better than FM4).

Under the limit cars can be driven easily and over the limit you will get punished for mistakes, however unless its a seriously stupid mistake its possible to gather it back up, but at the expense of time lost.

Early days yet (less than an hour) but overall experience is positive, one thing I will add is how much closer the GT6 demo and FM4 now feel in regard to tyre and suspension, so I guess those who complained about how FM4 feels may well hate it, but its now a lot closer to how cars should react.

More to follow.
 
OK first impressions from the demo.

The tyre and suspension model is a big improvement, however still no torque steer from a standing start on a quick check (however the silly spinning of tyres is much better).

You don't get that feeling that RWD cars want to kill you just because you used the throttle and recovery is more better now as tyre grip progression is actually communicated. Load transfer under braking and how it affects balance seems very well done (better than FM4).

Under the limit cars can be driven easily and over the limit you will get punished for mistakes, however unless its a seriously stupid mistake its possible to gather it back up, but at the expense of time lost.

Early days yet (less than an hour) but overall experience is positive, one thing I will add is how much closer the GT6 demo and FM4 now feel in regard to tyre and suspension, so I guess those who complained about how FM4 feels may well hate it, but its now a lot closer to how cars should react.

More to follow.

I think back to Brian Beckman and one of the things he said was physics often changed from the very low speeds, below 5mph. This was due to the way the math began to break down at low speeds (unless you use super long floating point numbers, which would be slow). I wonder if this is what's happening in GT. Maybe you could check for torque steer at above 10mph.
 
OK first impressions from the demo.

The tyre and suspension model is a big improvement, however still no torque steer from a standing start on a quick check (however the silly spinning of tyres is much better).

You don't get that feeling that RWD cars want to kill you just because you used the throttle and recovery is more better now as tyre grip progression is actually communicated. Load transfer under braking and how it affects balance seems very well done (better than FM4).

Under the limit cars can be driven easily and over the limit you will get punished for mistakes, however unless its a seriously stupid mistake its possible to gather it back up, but at the expense of time lost.

Early days yet (less than an hour) but overall experience is positive, one thing I will add is how much closer the GT6 demo and FM4 now feel in regard to tyre and suspension, so I guess those who complained about how FM4 feels may well hate it, but its now a lot closer to how cars should react.

More to follow.

Great to hear your impression on the physics from the demo Scaff. I was really looking forward to hear it from you since you have great experience on physics in racing games. 👍 Great to hear that both GT6 and FM4's physics are now equal. I'm super excited to try out the demo. :)
 
I think back to Brian Beckman and one of the things he said was physics often changed from the very low speeds, below 5mph. This was due to the way the math began to break down at low speeds (unless you use super long floating point numbers, which would be slow). I wonder if this is what's happening in GT. Maybe you could check for torque steer at above 10mph.


GT5 has torque steer above 10mph as does the demo, that's not a big surprise. However its more than possible to get around this, as just about every sim in the last five years (excluding GT) has managed to do.
 
Scaff
OK first impressions from the demo.

The tyre and suspension model is a big improvement, however still no torque steer from a standing start on a quick check (however the silly spinning of tyres is much better).

You don't get that feeling that RWD cars want to kill you just because you used the throttle and recovery is more better now as tyre grip progression is actually communicated. Load transfer under braking and how it affects balance seems very well done (better than FM4).

Under the limit cars can be driven easily and over the limit you will get punished for mistakes, however unless its a seriously stupid mistake its possible to gather it back up, but at the expense of time lost.

Early days yet (less than an hour) but overall experience is positive, one thing I will add is how much closer the GT6 demo and FM4 now feel in regard to tyre and suspension, so I guess those who complained about how FM4 feels may well hate it, but its now a lot closer to how cars should react.

More to follow.

Scaff thankyou for that I have been waiting with anticipation for your initial thoughts.
 
GT5 has torque steer above 10mph as does the demo, that's not a big surprise. However its more than possible to get around this, as just about every sim in the last five years (excluding GT) has managed to do.

I see, Forza guy myself; I actually have limited experience with GT5. One of the reasons I seeked out this forum and the information you provided is because I wasn't convinced it's physics were better. But I had no way to do an objective test. I don't really care what one is better, but if GT5 was better I would have seeked out a PS3 and a copy of GT5.
 
The tyre and suspension model is a big improvement, however still no torque steer from a standing start on a quick check (however the silly spinning of tyres is much better).
Really? :lol:
You don't get that feeling that RWD cars want to kill you just because you used the throttle and recovery is more better now as tyre grip progression is actually communicated. Load transfer under braking and how it affects balance seems very well done (better than FM4).
Sounds great, I await the opportunity to give the demo a shot myself, so I can add my $0.02. If the game turns out good enough, I may seriously consider tracking down a PS2-compatible PS3 to replace my tired PS2. Maybe I'm destined to only enjoy Gran Turismo games in threes (GT3, GT6, GT9?). :dopey:
 
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