Forza 4 vs GT5 physics

Which game do you find has superior physics?

  • Gran Turismo 5

    Votes: 68 31.5%
  • Forza 4

    Votes: 103 47.7%
  • They are equal

    Votes: 45 20.8%

  • Total voters
    216
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Not at all true. Whether you use controller or not, sliding cars is more natural thing to do in GT5 than in any other racing game or sim besides netkar Pro. One of the many reasons why GT5 is the best on console. Unless you're using the racing soft tires every noob online likes. Those tires are so unrealistically grippy that it allows you to do the impossible and you'd have to be going so fast when you lose grip, that yes it would be near impossible to save it in anything but a snap counter steer correction.

So that's one big advantage fm4 holds over gt5, it doesn't have any overly grippy sets of tires, but if you know how to use GT5 (no aids, appropriate tires for the car), it's much more realistic where the rubber meets the road, vehicle dynamics, and most of all realistic car characteristics. I've raced a few cars at lime rock and it's amazing how accurate GT5 feels. The same cars feel totally different in forza but forza's not really meant to be a sim, it's just marketed as one. You want a proper sim got to the PC and get netkar pro or iracing. LFS will suffice as well

GT5's tyre model is basic in the extreme and has almost zero progression regardless of the tyre, it relies on grip multipliers as compounds change, doesn't model deformation on any axis, doesn't account for differing tyre pressures and fails to take differing tyre widths into account.

If despite all the above you class GT5 as a sim, then Forza (which does address all of those issues to one degree or another) is also most certainly one.
 
Not at all true. Whether you use controller or not, sliding cars is more natural thing to do in GT5 than in any other racing game or sim besides netkar Pro. One of the many reasons why GT5 is the best on console. Unless you're using the racing soft tires every noob online likes. Those tires are so unrealistically grippy that it allows you to do the impossible and you'd have to be going so fast when you lose grip, that yes it would be near impossible to save it in anything but a snap counter steer correction.

So that's one big advantage fm4 holds over gt5, it doesn't have any overly grippy sets of tires, but if you know how to use GT5 (no aids, appropriate tires for the car), it's much more realistic where the rubber meets the road, vehicle dynamics, and most of all realistic car characteristics. I've raced a few cars at lime rock and it's amazing how accurate GT5 feels. The same cars feel totally different in forza but forza's not really meant to be a sim, it's just marketed as one. You want a proper sim got to the PC and get netkar pro or iracing. LFS will suffice as well

This sounds totally wrong. As Scaff said, GT's tire model is non sense. The RS isn't the problem. All the tires are the problem. GT5 is pretty much on/off with grip/slip and suspension or other turning barely makes any impact (one exception being downforce, but then there are problems with GT's aero model).

Forza on the other hand actually captures the overall behavior of real tires. Go over the limit and your grip varies based on how hard you pushed the car past the limit, and your settings have a big influence on how the car behaves. I spent a couple of days tuning in Forza and I can actually feel the differences it makes to the car's performance, something that I struggle to do after 2 years in GT5.

From what I've played on a console, Forza is the best there is when it comes to physics. If one of them has a misleading label it's GT. I feel that they are both sims though, GT just take a bit of a looser interpretation of the word. I really think GT5 physics is what should have been in GT4, a whole console cycle ago. There is no way the PS3 can be so limited when it comes to physics when the Xbox can handle a much better physics model with ease.
 
There's really not a huge demand on the system to process these physics. Not at the level of FM4 or GT5. After all, FM4 has the luxury to calculate its physics six times between each frame. I'm sure the PS3 isn't to blame for GT5's inaccuracies.
 
There's really not a huge demand on the system to process these physics. Not at the level of FM4 or GT5. After all, FM4 has the luxury to calculate its physics six times between each frame. I'm sure the PS3 isn't to blame for GT5's inaccuracies.

Polyphony have just gone with same per baked physics gt has always had, forza is real time physics.
 
Yeah, I agree. I said there was no way that PS3 can be limited to GT5's physics engine. I think GT5's physics would be realistic on PS2. I never played Enthusia, but I heard good things.

Polyphony have just gone with same per baked physics gt has always had, forza is real time physics.

Every game has real time physics, also, why ninja me? lol
 
GT5's tyre model is basic in the extreme and has almost zero progression regardless of the tyre, it relies on grip multipliers as compounds change, doesn't model deformation on any axis, doesn't account for differing tyre pressures and fails to take differing tyre widths into account.

If despite all the above you class GT5 as a sim, then Forza (which does address all of those issues to one degree or another) is also most certainly one.

Absolutely. Well put.

This sounds totally wrong. As Scaff said, GT's tire model is non sense. The RS isn't the problem. All the tires are the problem. GT5 is pretty much on/off with grip/slip and suspension or other turning barely makes any impact (one exception being downforce, but then there are problems with GT's aero model).

Forza on the other hand actually captures the overall behavior of real tires. Go over the limit and your grip varies based on how hard you pushed the car past the limit, and your settings have a big influence on how the car behaves. I spent a couple of days tuning in Forza and I can actually feel the differences it makes to the car's performance, something that I struggle to do after 2 years in GT5.

From what I've played on a console, Forza is the best there is when it comes to physics. If one of them has a misleading label it's GT. I feel that they are both sims though, GT just take a bit of a looser interpretation of the word. I really think GT5 physics is what should have been in GT4, a whole console cycle ago. There is no way the PS3 can be so limited when it comes to physics when the Xbox can handle a much better physics model with ease.

The PS3's hardware is indeed quite powerful and can easily keep up with the X360. Some have contested it to be slightly more powerful than the green/white box. Unfortunately, when certain devs meet projected sales targets, they tend to sit on their laurels, which is one of the reasons for GT's long term failure. If anything, they could have done wonderful things with what started out as a very ambitious project on the PS1. So yeah, it comes down to how proactive and innovative the devs are. T10 has clearly gone to great lengths to deliver the experience to gamers and car lovers alike.

Not at all true. Whether you use controller or not, sliding cars is more natural thing to do in GT5 than in any other racing game or sim besides netkar Pro. One of the many reasons why GT5 is the best on console. Unless you're using the racing soft tires every noob online likes. Those tires are so unrealistically grippy that it allows you to do the impossible and you'd have to be going so fast when you lose grip, that yes it would be near impossible to save it in anything but a snap counter steer correction.

So that's one big advantage fm4 holds over gt5, it doesn't have any overly grippy sets of tires, but if you know how to use GT5 (no aids, appropriate tires for the car), it's much more realistic where the rubber meets the road, vehicle dynamics, and most of all realistic car characteristics. I've raced a few cars at lime rock and it's amazing how accurate GT5 feels. The same cars feel totally different in forza but forza's not really meant to be a sim, it's just marketed as one. You want a proper sim got to the PC and get netkar pro or iracing. LFS will suffice as well

May I ask if you own both consoles, and how long you've been playing FM4? Also have you gone deep into the tuning options? I'm also curious so as to what set up you have. I.e controller or wheel/pedals?

Polyphony have just gone with same per baked physics gt has always had, forza is real time physics.

Yes. Sad as it is, it's a beautiful looking game with half-baked sounds and physics.
 
I recently played GT5 again for the first time in over a year, and I think I understand why some people think it offers a better experience and feels more natural. It's the way the cars "wobble" and bounce and bite into the corners, much moreso than FM4. I could hardly make a successful lap because the physics are just so awful and I'm not used to them anymore. But it is more "lively" than FM4.
 
Looking at Qunatrel's join date and the fact this person hasn't come back ever since they made their one and only post here, I doubt they're going to respond. Probably only joined to reply to that post.
 
I had a go on both games today, I did some shuffle racing on gt5 and I enjoyed my self but the only time the physics become anything other than predictable is when your tires touch the grass and even then its totally over the top. Forza has the superior physics an I no that it will be hard to accept for most gt fans
 
I recently played GT5 again for the first time in over a year, and I think I understand why some people think it offers a better experience and feels more natural. It's the way the cars "wobble" and bounce and bite into the corners, much moreso than FM4. I could hardly make a successful lap because the physics are just so awful and I'm not used to them anymore. But it is more "lively" than FM4.

From the very first GT game, I've always appreciated how the suspension gives you feedback. May feel a bit exaggerated at times, but it is quite lively. FM4's can feel a bit numb at times, but I'm generally happy with it.

I had a go on both games today, I did some shuffle racing on gt5 and I enjoyed my self but the only time the physics become anything other than predictable is when your tires touch the grass and even then its totally over the top. Forza has the superior physics an I no that it will be hard to accept for most gt fans

Superior physics, yes. You can thank the tire model for that. Hard to accept for GT fans, absolutely!
 
At the end of the day, having played both at great length, I'd have to give praise to T10. The model is simply better. Compared to other games? No. Compared to real life driving.
 
Reading through all these comments about Forza's Tire and suspension model it makes me wonder, where is it? I'm sorry but I can't see where that tire model is apart from being a visual effect like everything else on Forza 4, you can see the tires deforming but do you feel it trough the wheel or gamepad?, no. You can see the suspension working on the replays, do you feel it?, no.

On another note, brakes are unreal in FM4, you can stop from 150 miles and hour to 0 in like 50 ft no matter the car and this is with ABS off but if you lock up your tires, then you won't stop until you hit something. This is ridiculous, it goes from super-glue tires and brakes to ''oh, I'm driving on ice now''. In this area, GT5 is soooo much better, and if you say that tires instantly lock up then you don't know how to balance your brakes.

In many ways Forza reminds of this

http://www.youtube.com/watch?feature=endscreen&NR=1&v=9lG8Vrm1z1Q

Graphics wise too. And that game has more realistic braking distances.
 
Reading through all these comments about Forza's Tire and suspension model it makes me wonder, where is it? I'm sorry but I can't see where that tire model is apart from being a visual effect like everything else on Forza 4, you can see the tires deforming but do you feel it trough the wheel or gamepad?, no. You can see the suspension working on the replays, do you feel it?, no.

On another note, brakes are unreal in FM4, you can stop from 150 miles and hour to 0 in like 50 ft no matter the car and this is with ABS off but if you lock up your tires, then you won't stop until you hit something. This is ridiculous, it goes from super-glue tires and brakes to ''oh, I'm driving on ice now''. In this area, GT5 is soooo much better, and if you say that tires instantly lock up then you don't know how to balance your brakes.

In many ways Forza reminds of this

http://www.youtube.com/watch?feature=endscreen&NR=1&v=9lG8Vrm1z1Q

Graphics wise too. And that game has more realistic braking distances.

For a start forza has far more feel than GT5 through the wheel, GT5 is a dead weight with no transition felt through the FFB effect. In Forza I can feel loss of grip, tire load and suspension load. As for the breaks, they are again far more realistic than GT5s effort. In real life you don't have to change your break bias on a road car to get the ABS to work realsticly lol. GT5s ABS is a joke, as is the clutch system they use.
 
For a start forza has far more feel than GT5 through the wheel, GT5 is a dead weight with no transition felt through the FFB effect. In Forza I can feel loss of grip, tire load and suspension load. As for the breaks, they are again far more realistic than GT5s effort. In real life you don't have to change your break bias on a road car to get the ABS to work realsticly lol. GT5s ABS is a joke, as is the clutch system they use.

So you reply to me like this. ''It's not true, this is my truth'' but you don't care to elaborate, tell me in what world is braking in no distance considered realistic, you only pointed out a GT5 problem which isn't a problem to begin with, changing your bias to work, ''OH! it's so much hardwork, might as well compare it NFS just for that'' in the end, changing bias or not, GT5 has realistic braking, FM4 does not, plus in GT5 you can feel progressive lock up, you feel and hear the tires beginning to lock up all the way to full lock up, in FM4 is ''you are fine... now you are locked up going into the wall'' and the sound of locked up tires in FM4 is horrible, it reminds me of Gran Turismo 1 tire sounds.

BTW I tried both games with the same wheel and pedals and everything and GT5 gives much more natural feedback, even visually, the drivers hands move better than in FM4 where the driver seems to move the wheel 2 inches from side to side and thats enough to go around any corner. Go to the Mulsanne straight and feel the dead feedback from Forza, then go to GT5 (if you even have it) and feel the bumps on the road through the wheel. Try the Nordschleife on both games (I'm starting to hear excuses).

About the clutch, I admit that GT5 need a lot work but it's not a problem if you drive like you would in real life, most complaints come from people who like to drive their road cars as if they had racing transmissions which result in burnt clutches and a broken gearboxes.

So, are you going to elaborate? or I am going to get another ''no you didn't'' response
 
It's been a long time since I investigated GT5, but in GT4 the bumps in the road had absolutely zero effect on your steering unless you had a wheel. It was only an FFB effect, not physics. The only thing you'd get on a gamepad was some wheelspin if a tire caught air. Of course, wheelspin doesn't alter your course of travel in Gran Turismo; I haven't played on GT5's latest patches, but I remember you could (still) pull a massive burnout and roll absolutely straight as an arrow. That's one clear place where FM4/Horizon come out on top.

Reading through all these comments about Forza's Tire and suspension model it makes me wonder, where is it? I'm sorry but I can't see where that tire model is apart from being a visual effect like everything else on Forza 4, you can see the tires deforming but do you feel it trough the wheel or gamepad?, no. You can see the suspension working on the replays, do you feel it?, no.
I believe suspension modelling has been improved for Horizon, and I hope FM5 matches or exceeds it. Cars actually rebound and pitch/roll; they're much more "alive." You can even bounce out of control after landing a jump poorly. I took out the new RX-3 last night, and on the stock suspension it leans and sways like a drunken sailor. Neither GT5 nor FM4 are as convincing in this respect, IMO. GT5 suspends all of its cars on wads of JELL-O, and FM4 is just dead.

Having played Live for Speed with a gamepad, I'm not sure you can feel tire deformation that way. You could catch a hint of it by playing with a 1-to-1 axis, but that's obviously not conducive to smooth driving or managing front tire temps/wear. In any case, the "canned" rollover effect in FM4/Horizon is a clue that the tire deformation may just be superficial. It feels like you're tipping over a wooden block.
 
Reading through all these comments about Forza's Tire and suspension model it makes me wonder, where is it? I'm sorry but I can't see where that tire model is apart from being a visual effect like everything else on Forza 4, you can see the tires deforming but do you feel it trough the wheel or gamepad?, no. You can see the suspension working on the replays, do you feel it?, no.
For me one of the key examples of the difference in tyre and suspension models between the two titles is the very simple test of a full throttle launch from standstill in a RWD car. Personally I can feel the difference between the two in terms of the progression of grip that you get in FM4 in comparison to GT5 (which has almost zero progression in my opinion).

Now in regard to the feel of suspension travel via the steering, let be honest neither of the two titles get in right, nor to a degree are the ever going to. Primary ride shouldn't be felt via a steering wheel full stop, its what you feel via your whole body in the real world. GT5 feeds this back via rumble which corrupts the FFB and is far from ideal; FM4 shows it visually and doesn't feed it back via the steering, which leads to complaints of no track feedback and isn't ideal.

Now neither of these is a realistic approach to take on its own, so it comes down to preference to a large degree, personally I prefer the route FM4 takes as I find the issues GT5's route takes can cause issues with steering stability at speed.




On another note, brakes are unreal in FM4, you can stop from 150 miles and hour to 0 in like 50 ft no matter the car and this is with ABS off but if you lock up your tires, then you won't stop until you hit something. This is ridiculous, it goes from super-glue tires and brakes to ''oh, I'm driving on ice now''. In this area, GT5 is soooo much better, and if you say that tires instantly lock up then you don't know how to balance your brakes.

This was raised in a similar thread over at GT Planet and I've put it to the test, the following is my post on the subject.

Scaff
It was mentioned a while ago that stopping distances on stock tyres seemed to be too short in FM4 so I've spent a while testing this out. Its a first test based on one car (the Ford Ka - as the first cars you get access to were specifically mentioned and this was the car I started with) and a 60-0 test.

Now stopping distance figures (either time or distance) are a pain to find, however the basic physics involved mainly revolve around the mU value for the tyre and road interface and this allows the stopping time to be calculated based on the long-g generated and the speed from which your stopping.

I used a calculator that can be found here:

http://www.safespeed.org.uk/background.html

The test tracks on FM4 were used and a number of 60-0 runs were carried out, with the following be a representative one (reply and telemetry data is on my storefront). The time was calculated based upon the standard used for stopping times (from the moment the throttle is released to the car stopping at rest (i.e. not g loading).

While some will be able to check this from the replay the following are screenshots from the reply and telemetry at each of these points.

Start:


End:


The time difference between the two (Start - 51.809 / End - 54.801) is 2.992 seconds, and the g over the run peaked at around 0.95g with a rough average of 0.9g. The calculator would give a stopping time in the range of 2.9 to 3.0 seconds based on that, which would put the Ford Ka in the right range.

Now this is of course far from conclusive as it covers one car at one speed, but it does seem indicate that stopping times are around the range they should be. The above tools and method can of course be used by anyone to give this a go, all that I would ask is that you provide screenshots as above and upload the replay(s) to your storefront.

As such (and based on my own testing and a good few years of brake testing in the GT series I would have to disagree that GT5 is ahead of FM4 in this area.
 
So you reply to me like this. ''It's not true, this is my truth'' but you don't care to elaborate, tell me in what world is braking in no distance considered realistic, you only pointed out a GT5 problem which isn't a problem to begin with, changing your bias to work, ''OH! it's so much hardwork, might as well compare it NFS just for that'' in the end, changing bias or not, GT5 has realistic braking, FM4 does not, plus in GT5 you can feel progressive lock up, you feel and hear the tires beginning to lock up all the way to full lock up, in FM4 is ''you are fine... now you are locked up going into the wall'' and the sound of locked up tires in FM4 is horrible, it reminds me of Gran Turismo 1 tire sounds.

BTW I tried both games with the same wheel and pedals and everything and GT5 gives much more natural feedback, even visually, the drivers hands move better than in FM4 where the driver seems to move the wheel 2 inches from side to side and thats enough to go around any corner. Go to the Mulsanne straight and feel the dead feedback from Forza, then go to GT5 (if you even have it) and feel the bumps on the road through the wheel. Try the Nordschleife on both games (I'm starting to hear excuses).

About the clutch, I admit that GT5 need a lot work but it's not a problem if you drive like you would in real life, most complaints come from people who like to drive their road cars as if they had racing transmissions which result in burnt clutches and a broken gearboxes.

So, are you going to elaborate? or I am going to get another ''no you didn't'' response

You say you have tried both games with the same wheel, how long did you play forza 4 before you came to your conclusions because you see I have been playing them both from launch day with a fanatec GT2. I've put in hundreds of hours into both games and I will sand by my opinion that in the physics department forza is better than GT5 and yes that does include breaking. See staffs post for a more in depth analysis
 
Now in regard to the feel of suspension travel via the steering, let be honest neither of the two titles get in right, nor to a degree are the ever going to. Primary ride shouldn't be felt via a steering wheel full stop, its what you feel via your whole body in the real world. GT5 feeds this back via rumble which corrupts the FFB and is far from ideal; FM4 shows it visually and doesn't feed it back via the steering, which leads to complaints of no track feedback and isn't ideal.
This is why it's important to distinguish between FFB effects and physics, especially when speaking between wheel users and controller users. In my view, neither input method should grant authority over users of the other method. Wheel users enjoy greater precision in steering, but are beholden to the fidelity and accuracy of the FFB programming (and the quality of their chosen wheel), regardless of the physics governing the car. Controller users steer through input filters, but there are no secondary influences on the driving experience.

This was raised in a similar thread over at GT Planet and I've put it to the test, the following is my post on the subject...
...
...As such (and based on my own testing and a good few years of brake testing in the GT series I would have to disagree that GT5 is ahead of FM4 in this area.
I almost commented on this before, but I had not done any testing on the subject. Interesting, thanks for that. 👍

What do you think about the "braking distance" and controllability of using the handbrake? I don't remember much about GT5's handbrake other than its ability to "fix" the understeery handling in tight corners -- for example, it allowed you to ace certain license tests with ease -- but in FM4/Horizon, you can hang onto the handbrake for ages going into a corner. It may have more to do with kinetics than tire modelling, but countersteer is almost always enough to keep you floating along, and prevent you from backing into a spin. It's quite drift-friendly, which may be intentional, but I'm not quite sure what the game is doing to pull it off.
 
So, ''zero progression In GT5 loss of grip'', when was the last time you guys played GT5? tried 2.10 yet? Now I'm tired of this but I'll say it again, Loss of grip that takes ages to correct is not realistic, GT5 has this much better now, it's snappy and progressive depending on the car, then in FM4 all cars, inlcuding lmps start drifting around like some random NFS title and to make things worse, it's as easy as Mario Kart to handle the oversteer, everybody can drift in FM4. These are my biggest issues with FM4:

-Cars are way too loose to be releastic, leading to excesive steering and overall arcade type of gameplay

-Brakes are just wrong, Scaff did post some interesting points but let's be honest here, when you are playing FM4, your visual judgement tells you to start braking at a certain point, usually this point works just fine with GT5, on FM4 you just end up braking too early and this judgement comes from real life experience so maybe FM4's graphics are so ****ed up that it alters your perception abilities, either that or braking is wrong all together.

-Super glue grass, there's no excuse for this, it's wrong at soooo many levels that it takes the ''simulator'' title out of the question. People liked to point out GT5 bad collision physics and damage and said it couldn't be called a simulator because of that, well this is the same situation isn't it?

-Tracks are poorly modeled, too wide and too clean, again, no excuse for that.

These are only the physics related ones, I don't like a lot of things in FM4, including car list, sounds and graphics
 
in FM4 all cars, inlcuding lmps start drifting around like some random NFS title and to make things worse, it's as easy as Mario Kart to handle the oversteer, everybody can drift in FM4...

...Cars are way too loose to be releastic, leading to excesive steering and overall arcade type of gameplay
I agree, it's easy as pie to drift everything, but I wouldn't say that cars are way too loose. I think the tire model needs a little more bite in its grip/slip transition, but the last thing we need is to go back to the Herculean grip of FM3. Man, that was such a snooze-fest.

-Brakes are just wrong...your visual judgement tells you to start braking at a certain point...you just end up braking too early.
I dunno, this sounds like a sense of speed issue, which varies based on what you're used to and which view you use. FM4 warps the FOV an awful lot in most of the views; I never strayed from cockpit for that reason. You could try turning off Camera Motion Effects in the options if you haven't already. It should make the game feel "slower" and more consistent.
 
I agree, it's easy as pie to drift everything, but I wouldn't say that cars are way too loose. I think the tire model needs a little more bite in its grip/slip transition, but the last thing we need is to go back to the Herculean grip of FM3. Man, that was such a snooze-fest.


I dunno, this sounds like a sense of speed issue, which varies based on what you're used to and which view you use. FM4 warps the FOV an awful lot in most of the views; I never strayed from cockpit for that reason. You could try turning off Camera Motion Effects in the options if you haven't already. It should make the game feel "slower" and more consistent.

I totally did that, with the motion effects on, the cars seem to be moving all over the place, even in straight line, I pretty much use cockpit and hood views on any ''sim'' orientated game. There are many graphical issues with this game, I get jaggies and screen flickering at draw distance, sometimes it gets so jagged up that it makes it hard to see oncoming corners, I tried both 720p and 1080p and the jaggies are there no matter the resolution, the game literaly looks really bad in 720p.

Anyway, despite these issues, the brakes are still too good. It's still a good game but it isn't what I was expecting. I guess it's my fault from believing everything that's posted over the internet, like ''superior graphics'', my ass, FM4 looks better on YouTube and gameplays than it does in person and that sucks, normally it's the other way around.
 
^^ Mike, I'd suggest you use a decent HDMI cable and run the game at 1080p, with no enhancements. And keep the sharpness really low, or turn it off.

As for the brakes, if you have adjusted the deadzones to zero inside, max outside, they should behave realistically.

I believe you are somwhat new to FM4 as compared to the playtime experience you've had with GT5. Give it some time, let things settle, and focus on precision driving.... picking the right line...trail braking, engine braking... throttle manipulation around bends and corners...

I believe this whole debate is getting just a wee bit rusty. Both games have a few hits and misses here and there. Fortunately, for FM4.. the hits and misses are far less. And that's a fact SIR!
 
So, ''zero progression In GT5 loss of grip'', when was the last time you guys played GT5? tried 2.10 yet? Now I'm tired of this but I'll say it again, Loss of grip that takes ages to correct is not realistic, GT5 has this much better now, it's snappy and progressive depending on the car, then in FM4 all cars, inlcuding lmps start drifting around like some random NFS title and to make things worse, it's as easy as Mario Kart to handle the oversteer, everybody can drift in FM4. These are my biggest issues with FM4:
Yes I have tried 2.10 and while it (and 2.09) are both a step in the right direction its still not addressed the fundamental issues that exist with the GT5 tyre model and its not progressive to me at all. Nor has it changed the fact (and it is one) that GT5 tyres use a simple grip value and changing compounds acts as nothing more than a grip multiplier. That you can have a Mini Cooper and a 'vette getting the same lat-g on the same compound points to some serious and fundamental issues with GT5's tyre model.

A issue that can be clearly demonstrated by a simple standing start burn-out in both titles. In FM4 the suspension and tyre model will simulate the torque steer that occurs in these situations, in GT5 the car will simply spin the tyres up and at some point fudge the grip and then take off in a perfectly straight line.

Now while I am the first to admit that neither title gets it right, comments such as "in FM4 all cars, inlcuding lmps start drifting around like some random NFS title" and "it's as easy as Mario Kart to handle the oversteer" do little more than make me question your own time with FM4, as neither of these statements is close to being accurate.


-Cars are way too loose to be releastic, leading to excesive steering and overall arcade type of gameplay
Sorry but I can't agree with that at all. Again its not perfect (no sim is) but its most certainly not arcade either.



-Brakes are just wrong, Scaff did post some interesting points but let's be honest here, when you are playing FM4, your visual judgement tells you to start braking at a certain point, usually this point works just fine with GT5, on FM4 you just end up braking too early and this judgement comes from real life experience so maybe FM4's graphics are so ****ed up that it alters your perception abilities, either that or braking is wrong all together.
No they are not wrong (and strictly speaking brakes don't determine how quickly a car stops - your tyres do unless your brakes are not capable of exceeding the grip limit of the tyres).

I do however find it interesting that you were quite quick to berate hennessey86 for as you put it ''It's not true, this is my truth'', yet you are quite happy to do the same.

As Wolfe has said this seems to be an issue with your perception of the braking distances within FM4, that doesn't make the physics wrong.



-Super glue grass, there's no excuse for this, it's wrong at soooo many levels that it takes the ''simulator'' title out of the question. People liked to point out GT5 bad collision physics and damage and said it couldn't be called a simulator because of that, well this is the same situation isn't it?
The superglue grass in FM4 is a pain, but its often overstated as to how much of it exists and certainly doesn't stop it being called a simulator. Once again I find it odd that you are arguing then even with the issues with collision, etc. in GT5 you are OK with it being a sim, but FM4 can't be one because of its grass?

You are certainly not applying a consistent standard here at all (odd because that seems to also be what your complaining about).


-Tracks are poorly modeled, too wide and too clean, again, no excuse for that.
One track is too wide, poorly modeled and too clean. Everyone here knows what that one is and quite frankly you will not find anyone disagreeing with that. However its a massive leap to then say that applies across the rest of the track and it has nothing to do with the physics at all.


These are only the physics related ones, I don't like a lot of things in FM4, including car list, sounds and graphics
Got to ask, why do you bother with it then?

I mean most of us here are quite happy to talk about the pros and cons of both titles, but it would seem that FM4 has almost no pros for yourself, given that you may feel more at home at our sister site gtplanet.


What do you think about the "braking distance" and controllability of using the handbrake? I don't remember much about GT5's handbrake other than its ability to "fix" the understeery handling in tight corners -- for example, it allowed you to ace certain license tests with ease -- but in FM4/Horizon, you can hang onto the handbrake for ages going into a corner. It may have more to do with kinetics than tire modelling, but countersteer is almost always enough to keep you floating along, and prevent you from backing into a spin. It's quite drift-friendly, which may be intentional, but I'm not quite sure what the game is doing to pull it off.

The handbrake in both is pretty much messed up. They work OK for a quick 'tug' but anything that would require any more than that (such as a realistic representation of a handbrake turn) just doesn't work right. Enthusia still does it better and so does WRC3 (a shame the rest of that title is so iffy).

Lets be honest neither of them still gets it quite as well as this does....



...but for my money FM4 gets a damn sight closer than GT5.

I have however put a quick FM4 version together:

 
So, ''zero progression In GT5 loss of grip'', when was the last time you guys played GT5? tried 2.10 yet? Now I'm tired of this but I'll say it again, Loss of grip that takes ages to correct is not realistic, GT5 has this much better now, it's snappy and progressive depending on the car, then in FM4 all cars, inlcuding lmps start drifting around like some random NFS title and to make things worse, it's as easy as Mario Kart to handle the oversteer, everybody can drift in FM4. These are my biggest issues with FM4:

-Cars are way too loose to be releastic, leading to excesive steering and overall arcade type of gameplay

-Brakes are just wrong, Scaff did post some interesting points but let's be honest here, when you are playing FM4, your visual judgement tells you to start braking at a certain point, usually this point works just fine with GT5, on FM4 you just end up braking too early and this judgement comes from real life experience so maybe FM4's graphics are so ****ed up that it alters your perception abilities, either that or braking is wrong all together.

-Super glue grass, there's no excuse for this, it's wrong at soooo many levels that it takes the ''simulator'' title out of the question. People liked to point out GT5 bad collision physics and damage and said it couldn't be called a simulator because of that, well this is the same situation isn't it?

-Tracks are poorly modeled, too wide and too clean, again, no excuse for that.

These are only the physics related ones, I don't like a lot of things in FM4, including car list, sounds and graphics

You ignored my main question, how long did you play forza 4 for.
 
You ignored my main question, how long did you play forza 4 for.

I've playing it for 2 months now, don't know what difference does it make but there's your answer, and Scaff, I'm not ok with GT5 either, to me, both games failed to deliver, the difference is that people like to lie about Forza 4 and thats dangerous and misleading, those lies made me buy a new console just for Forza 4 and I regret every dollar it costed me, I thought I would find the heaven of racing on consoles but there's nothing here for me, nothing that GT5 gave me already, it's not for the games because they are not simulators to me, I'm here debating this because it shocks me that people go ahead and call GT5 ''****'' when Forza 4 is no different.

It annoys me to se how people can't see the flaws of their games, I got banned from GTPlanet because of this, because I criticized GT5 and someone actually called me a Forza Fanboy, Scaff you are doing the same, ''if I don't like Forza 4 then it must be because I love GT5'', absolutely wrong, I'm just pointing out the flaws I see. I'm not buying any product from these two from now on, they are joking if they think I'm gonna buy a new console for GT6 or FM5, not gonna happen.

I said it once in GTPlanet, GT5 could possibly be the one that made my gaming experience die, my gaming years gone. I play other games and other genres but it's always the same BS with this whole industry, I thought I would find something better on the xbox 360 because I've always been a PlayStation guy but I only see the same crap, even worse crap, Microsoft likes to take your money out from any opportunity they see, pay for online, pay for a HDMI cable, pay for rechargeable batteries for your gamepad, pay for a play and charge kit, PS3 had all of this 6 years ago included with your console. Apparently Microsoft still can't afford to give you a HDMI cable with your super new and slim xbox 360 which just until now, finally has built in Wi-Fi and Hard Drive, with the older systems you had to pay for those too!, life as an Xbox gamer is just awesome, isn't it?
 
The handbrake in both is pretty much messed up. They work OK for a quick 'tug' but anything that would require any more than that (such as a realistic representation of a handbrake turn) just doesn't work right. Enthusia still does it better and so does WRC3 (a shame the rest of that title is so iffy).

Lets be honest neither of them still gets it quite as well as [Enthusia] does...but for my money FM4 gets a damn sight closer than GT5.
Enthusia allows tank-slappers to swing out of control, too, something that FM4 seldom does. 👍 We both know EPR is somewhat forgiving compared to real life, but you can still end up backing into a spin at full-lock countersteer. In FM4, you can save damn near anything. The Shelby Cobra, for example, is an unflappable drift-master, always firmly under your control.

the difference is that people like to lie about Forza 4 and thats dangerous and misleading, those lies made me buy a new console just for Forza 4 and I regret every dollar it costed me
I'm sorry the plunge didn't work out for you, but what about all the lies about GT5? A lot of people don't really know what makes a proper sim.
it shocks me that people go ahead and call GT5 ''****'' when Forza 4 is no different.
I don't think your preferred game has to be perfect in order to criticize another game. And none of us here think FM4 is perfect. Contrast that with GTPlanet.
 
I've playing it for 2 months now, don't know what difference does it make but there's your answer, and Scaff, I'm not ok with GT5 either, to me, both games failed to deliver, the difference is that people like to lie about Forza 4 and thats dangerous and misleading, those lies made me buy a new console just for Forza 4 and I regret every dollar it costed me, I thought I would find the heaven of racing on consoles but there's nothing here for me, nothing that GT5 gave me already, it's not for the games because they are not simulators to me, I'm here debating this because it shocks me that people go ahead and call GT5 ''****'' when Forza 4 is no different.

It annoys me to se how people can't see the flaws of their games, I got banned from GTPlanet because of this, because I criticized GT5 and someone actually called me a Forza Fanboy, Scaff you are doing the same, ''if I don't like Forza 4 then it must be because I love GT5'', absolutely wrong, I'm just pointing out the flaws I see. I'm not buying any product from these two from now on, they are joking if they think I'm gonna buy a new console for GT6 or FM5, not gonna happen.

I said it once in GTPlanet, GT5 could possibly be the one that made my gaming experience die, my gaming years gone. I play other games and other genres but it's always the same BS with this whole industry, I thought I would find something better on the xbox 360 because I've always been a PlayStation guy but I only see the same crap, even worse crap, Microsoft likes to take your money out from any opportunity they see, pay for online, pay for a HDMI cable, pay for rechargeable batteries for your gamepad, pay for a play and charge kit, PS3 had all of this 6 years ago included with your console. Apparently Microsoft still can't afford to give you a HDMI cable with your super new and slim xbox 360 which just until now, finally has built in Wi-Fi and Hard Drive, with the older systems you had to pay for those too!, life as an Xbox gamer is just awesome, isn't it?

What lies do forza players say, everyone on here has readily admitted Forzas flaws. As do I, they are not hardcore simulators like iracing etc but thy both a fine job of simulating a hell of a lot of different cars. They both have flaws but in my opinion forza does a better job when it comes to overall physics. If you are using a wheel what settings are you running and vice versa if your using a pad. Just thought I'd let you no sim steering was designed for wheel users.
 
What lies do forza players say, everyone on here has readily admitted Forzas flaws. As do I, they are not hardcore simulators like iracing etc but thy both a fine job of simulating a hell of a lot of different cars. They both have flaws but in my opinion forza does a better job when it comes to overall physics. If you are using a wheel what settings are you running and vice versa if your using a pad. Just thought I'd let you no sim steering was designed for wheel users.

I used a CSR elite on both games but it wasn't mine so I had to give it back to my friend, I've been using the pad for a week now, I don't know about this forum, I'm new here, when I'm talking about lies I'm talking about the internet in general not just this forum.
 
I used a CSR elite on both games but it wasn't mine so I had to give it back to my friend, I've been using the pad for a week now, I don't know about this forum, I'm new here, when I'm talking about lies I'm talking about the internet in general not just this forum.

Oh right, well ill think you will find we are more level headed over here. I would definitely recommend normal steering for a pad as sim steering is for 900 degree wheels.
 
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