Zer0
(Banned)
- 1,624
I mean compared to the steering issue in Forza. Pad users will always have physics more restricted than wheel users. Force feedback aside, in GT6 and with no aids a pad still retain a car speed sensitive steering buffer (you can't force this, but with a wheel you can). With a pad you can't also lock the rear wheels at downshifting but you can with a wheel with clutch. Torque steer is also experienced by wheel users in situations that pad users don't. Etc. I have always ignored the GT test physics made with gamepads and defended the use of the wheel for that reason.I'm not convinced that what you see is what Gran Turismo actually sends through the physics engine. If it was really direct and instantaneous, the game would be pretty much undrivable with a controller...the inputs of the average player would result in monstrous understeer on every corner. Based on my play of GT5, I think Gran Turismo filters the steering like any other console racing game but animates the front wheels to reflect your joystick input.
The sort of input processing utilized by Forza, including "Normal" mode, is obligatory for providing adequate control with a joystick in any game that's even half-realistic. And it can be done without holding the player's hand. It's not a hardcore/casual thing.
But said that, the steering angle seen in the replays is accurate to what the physics are doing and most of the time its visuals are instantly updated from the stick travel input. The fact that this is well translated to the gameplay and makes a difference is a good thing.