Forza Motorsport 5 |OT| Where dreams are Realised

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This is BS. As if the game can't be coded for both controllers and FFB at the same time. I guess you've never played any mainstream PC simulation? Most have mouse steering. I bet you can't name a simulation aside from any commercial grade simulators that ONLY allow wheels as an input device.

A well coded physics engine will react in the same way regardless of the input device.

Which game studios actually develops their own wheels by the way? If you say PD because they slapped a GT logo on two brands of wheels I will laugh out loud.

BS indeed! Playing both iRacing and FM4 with a Fanatec GT2 w/Clubsport pedals regularly will teach that aside from being more customizable, both games work really well with a good quality setup. A Greenawalt hater and thats it.:indiff:
 
Dan Greenawalt is a joke if he turned to Calspan for physics

This makes me think that either you have no idea what Calspan is and why someone would want their knowledge to help develop advanced physics, or you're just a troll.
 
@Imari: I think he meant that it's a joke if T10 turned to Calspan for physics and then built the game for gamepads. Which is still a silly assertion, but not so trollish.
...if you're not really sitting in an industry grade simulator, where you get a fully simulated seat attempting to relay inertia and g forces, why on earth is FFB on a wheel so important to you?
When FFB isn't quite up to par, it's distracting. When the FFB is poor, it ruins the driving experience. This is actually the very reason I stick to a gamepad with console games -- nothing I've sampled has good enough FFB. If you're going to use a wheel to play a game, the quality of the FFB is paramount.
...FFB and wheel control are the most important aspects of a racing simulation they are the only physical link between you and the virtual physics.
As I said above, I agree with you, FFB and wheel control are the most important aspects of a racing simulation...if you use a wheel to play it.

If you don't, you don't have to worry about whether the FFB is any good or not. You can enjoy the tire model and physics engine without interference, from problems with the FFB or the quality of your wheel. It's true that you miss out on the physical actions of turning a wheel and pressing the pedals, but in return you get to kick up your feet and relax while you play. It's a tradeoff; you sacrifice precision for consistency, and immersion for convenience.

But the bottom line is, a simulator designed for multiple types of controllers is not limited in any way by the "simplest" type. Like I'm Motarded said, I think every PC sim out there offers keyboard/mouse steering; it's common sense to allow the player to use the default input device that everyone has, or is presumed to have.
 
Which game studios actually develops their own wheels by the way? If you say PD because they slapped a GT logo on two brands of wheels I will laugh out loud.
:rolleyes:

I’d share some inside information about the development of the Driving Force GT. In ten years as a product manager for Logitech, I’ve had the opportunity to work with a number of awesome people in the gaming industry. However, the person who has had the most substantial effect on my projects is Mr. Kazunori Yamauchi, president of Polyphony Digital Inc. and the mastermind behind the Gran Turismo series of racing games. Some of my most memorable experiences have been developing racing wheels for the PS2 and PS3 – particularly the Gran Turismo series.

My first major project was the venerable Driving Force Pro, which introduced 900-degree steering with force feedback to racing simulators – starting with Gran Turismo 4. It was Mr. Yamauchi’s idea to develop such a wheel, as the first Driving Force wheel was only able to turn 220 degrees and the extra rotation would allow for significantly more realism and much finer steering control.

Some time after the launch of GT4, Mr. Yamauchi approached us with ideas for a steering wheel to accompany the next title in the Gran Turismo series. His design again contained features that hadn’t been seen before in simulator racing wheels; in particular, the Realtime Adjustment Dial for modifying car settings on the fly.

It’s a great feeling to be able to help develop products like the Driving Force Pro and Driving Force GT. These are products that push the envelope in terms of design and deliver new and exciting features to gamers. To do this requires a significant amount of interaction with companies like Polyphony Digital Inc. Without that level of interaction, our gaming products wouldn’t be able to deliver the great experiences that they do.
http://blog.logitech.com/2009/03/27/the-making-of-the-logitech-driving-force-gt/

The T500 RS’s dual official GT5 and PlayStation® licenses are the result of this unique positioning, as Kazunori Yamauchi, CEO of Polyphony Digital and Senior Vice President of Sony Computer Entertainment Inc., explains: “The goal that I set for the Thrustmaster team was to design for me the most precise wheel ever developed, without any latency – to accurately reproduce the sensations of GT5, and let users truly feel the emotions experienced by drivers on real racing circuits.”
http://www.thrustmaster.com/en_UK/p...cially-licensed-sony-computer-entertainment-a
 
Thanks, that is what I meant, there is no point in soficticated tyre model and physics engine if the game controlls are coded for a hand controller, you will not feel much difference anyway. And no racing game should be developed for a hand conroller ever, this is a joke, Dan Greenawalt is a joke if he turned to Calspan for physics and his company will not be able to code and provide a proper controller for their racing simulation. If T10 are serious about cars they should have developed their own ffb wheels from the begining. Steering and brake feel is everything in a car and every car has it's own specifics, FFB and wheel control are the most important aspects of a racing simulation they are the only physical link between you and the virtual physics.

That has nothing to do with how the car is reacting. most of the information you're going on in a virtual racing game is visual if you're using a controller, otho I use sound a lot to hear what the tires are doing. To make them right you still have to have the physics engine doing what it should. I can easily tell what GT5 is doing wrong while using a controller.

Plus I call questionable premise, there is no reason to think that there will be bad FFB support. They can design it with both in mind and make both good. It's not mutually excluding thing, both can happen.

Plus, your using circler logic. Why is Dan Greenawalt a joke? because of the flawed logic you used in the first place. the second you replace that with cogent thinking all your statements become null.

Iracing can be played with a controller, and its poorly optimized. If they just dynamically changed the steering mapping based on the speed and angle of the car (what Forza does) it would be very playable with a controller. A lot of purists would cry, yes, probably why they haven't done so. But you could make the same system for a real car and it would function the same, so realism isn't really compromised.
 
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O.K you win with Logitech, 900 I'll give PD some credit for, but not with the T500 that's hardly what I'd call a development process. Doesn't sound very hands-on in either cases really, well not as much as I'd imagine it to be. The Dial is to the PS just what a keyboard is to the PC, and isn't tied to the physics.

lol false equivalency

How?
 
This is BS. As if the game can't be coded for both controllers and FFB at the same time. I guess you've never played any mainstream PC simulation? Most have mouse steering. I bet you can't name a simulation aside from any commercial grade simulators that ONLY allow wheels as an input device.

A well coded physics engine will react in the same way regardless of the input device.

Which game studios actually develops their own wheels by the way? If you say PD because they slapped a GT logo on two brands of wheels I will laugh out loud.

Your coment is way more ******** then mine, I never said a game can't be coded for both controllers and FFB at the same time, I said Forza controls are coded to suit a hand controller, there are hidden aids and one of the most important parts in the cars physics - the braking simulation is a complete joke. Now considering the information and reasouces T10 and Dan Greenawalt have and what they have achieved in the physics and controls coding without a hate I will say once again they are a joke, especially considering this arrogant fool states every single time that he is a perfectionist and enthusiast. Look what a company of few talented developers have done with rFactor and especially Assetto Corsa. By the way I have played every single racing and flight simulation from the year 2000 and have more then 20 real life track days plus one amateur race, if Greenawalt has so high opinion about himself and his staff he should prove himself to people like me and not to the kids and the fanboys.
 

Do people who buy $2800 PC wheels have dozens of other options, as well as hundreds of games to use them with? Yes. That's where the comparison is completely torpedoed, but I'll go on.
Are people forced into buying those $2800 PC wheels to replace the (for the purposes of this hypothetical, identically-priced) wheels that they already had if they want to play games with one because Microsoft changed something and made all of the older ones moot? No. Continuing the hypothetical, are those $2800 PC wheels identical in functionality to the ones that they have to replace because Microsoft changed something and made them all moot? Yes, since they are belt-driven, commercial-grade wheels and there isn't much more that can be done to make them better at the price point; and the Ferrari wheel is a regular twin-gear design lacking the controls that most of the similarly priced ones you could use on the 360 had, in addition to the ability to use it as a PC wheel.



More importantly, does "because they want" amount to anything more than a "deal with it" response to a question that was pseudo-rhetorical to begin with? No, it doesn't; though thank you for reminding me that, yes, people can spend their own money the way that they want. I wasn't aware of that until just now.
 
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Your coment is way more ******** then mine, I never said a game can't be coded for both controllers and FFB at the same time, I said Forza controls are coded to suit a hand controller, there are hidden aids and one of the most important parts in the cars physics - the braking simulation is a complete joke.

What hidden assists are there with a wheel (must be in FM4, unless you have played 5)?

It's true, there maybe some issues with the 900 wheels with some cars, but the game plays just as well as any other I've played @ 270 which is really what the game was designed for since FM2. They made efforts into that with patches etc in 4, no doubt it will not stop there.

Funny that you mention rFactor a game that needed two FFB plugins (realfeel, leos) to gain kind of realistic non-canned FFB, and assetto corsa which hasn't been released yet with no release date in sight.

What's the matter with the Braking simulation? And what do you think of the clutch simulation?

Do people who buy $2800 PC wheels have dozens of other options, as well as hundreds of games to use them with? Yes. That's where the comparison is completely torpedoed, but I'll go on.
Are people forced into buying those $2800 PC wheels to replace the (for the purposes of this hypothetical, identically-priced) wheels that they already had if they want to play games with one because Microsoft changed something and made all of the older ones moot? No. Continuing the hypothetical, are those $2800 PC wheels identical in functionality to the ones that they have to replace because Microsoft changed something and made them all moot? Yes, since they are belt-driven, commercial-grade wheels and there isn't much more that can be done to make them better at the price point; and the Ferrari wheel is a regular twin-gear design lacking the controls that most of the similarly priced ones you could use on the 360 had, in addition to the ability to use it as a PC wheel.



More importantly, does "because they want" amount to anything more than a "deal with it" response to a question that was pseudo-rhetorical to begin with? No, it doesn't; though thank you for reminding me that, yes, people can spend their own money the way that they want. I wasn't aware of that until just now.

lol you're doing the same thing as me then.

The console is barely completed, and only a few accessories and games have been announced, yet people are forced to buy a $400 wheel for a single game, and comparing it to a platform that's been here since the beginning of time with a ton of accessories?

No people don't have to "Deal with it", they could wait until they see what the madcatz wheel will cost and if there are any others from entirely different manufacturers, or wait until there a decent library of games on the XB1 before making a decision. We still don't know that our hardware won't work, many thought the same about headsets, until the adapter was announced. I think that torpedo was way, way off target.

Also many PC games are making the switch to DX11 only meaning many will need to upgrade hardware to play modern games, is this really that much different?
 
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Your coment is way more ******** then mine, I never said a game can't be coded for both controllers and FFB at the same time, I said Forza controls are coded to suit a hand controller, there are hidden aids and one of the most important parts in the cars physics - the braking simulation is a complete joke. Now considering the information and reasouces T10 and Dan Greenawalt have and what they have achieved in the physics and controls coding without a hate I will say once again they are a joke, especially considering this arrogant fool states every single time that he is a perfectionist and enthusiast. Look what a company of few talented developers have done with rFactor and especially Assetto Corsa. By the way I have played every single racing and flight simulation from the year 2000 and have more then 20 real life track days plus one amateur race, if Greenawalt has so high opinion about himself and his staff he should prove himself to people like me and not to the kids and the fanboys.
I agree that Greenawalt is full of hot air, but that's not really relevant. I'd probably also agree that the previous Forza titles were a "joke" in terms of simulation, but that's in the past. In spite of Dan's attitude, FM4 really is a fine simulator. It needs improvement, but it's better than most alternatives.

Anyway, I really can't comment on the FM4 experience with a wheel -- I've only briefly sampled a cheap MS wheel -- so I don't know about the "hidden aids" with that setup, but any such hidden aids would be a control issue, not a physics flaw. Similarly, the limitations of a gamepad and the assists employed to mitigate them are a matter of controls, not physics. If you've got a beef with hidden assists on a wheel in FM4, the problem is hidden assists on a wheel, not the physics/simulation. They're separate things.
 
I think people overestimate how important FFB is sometimes.

Yes, it's much more immersive. Yes, it's extra information that isn't really available anywhere else. But if you turn off the FFB on your wheel and just turn on a simple spring, after 10 or 15 minutes to get used to the different feel you'll probably be going just as fast.

Simulations on console and PC are strongly geared towards visual information and simply learning what will happen before it does through trial and error. There's too much information missing for it to be made up in FFB. Realistically, good FFB helps you feel where the bumps are on the track (which may or may not be useful and is usually also displayed visually) and helps catch slides at the right angle when the back of the car seriously kicks out. That's about it, otherwise it's just a nice-to-have.
 
Tingri:

The game has no hidden assists (FM4) as such. When you're on a controller, the game simply mimics steering based on the speed and angle of the car, as one member so rightly pointed out. If they hadn't incorporated this assist (if that's what you want to call it) in the game, cars would be all over the place, and it would simply be downright awkward to get an accurate feel for each car's steering.

Furthermore, it's all a matter of setting up your controller right: sim steering, inside deadzone to zero, outside max. Make very intricate corrections while entering and exiting corners. About it. All other assists off.

I recall a game called Rally Cross on the PS1. At the time there were no analog sticks. I had to rely on a little bit of feedback (vibration) and the car's suspension feedback, coupled with screen movement. Brilliant suspension geometry in that game! And a testament to the fact, that games, be it racing games or sims, can be enjoyed and mastered with controllers or wheels. It's a matter of the right kind of steering mapping, along with other essentials - physics, screen movement, response time.

Also, I'd have to disagree bigtime when you say "braking is a joke" in FM4. EVERY single aspect pertaining to physics has been noticeably improved since F3. And I anticipate since FM5 is on next gen, the leaps and bounds in physics can be huge. Whether you use a wheel or a controller, the *steering mapping system* essentially remains the same, I assure you.
 
Thanks, that is what I meant, there is no point in soficticated tyre model and physics engine if the game controlls are coded for a hand controller, you will not feel much difference anyway. And no racing game should be developed for a hand conroller ever, this is a joke, Dan Greenawalt is a joke if he turned to Calspan for physics and his company will not be able to code and provide a proper controller for their racing simulation. If T10 are serious about cars they should have developed their own ffb wheels from the begining. Steering and brake feel is everything in a car and every car has it's own specifics, FFB and wheel control are the most important aspects of a racing simulation they are the only physical link between you and the virtual physics.

If no racing game should be developed for a hand controller, then I guess gamers should be forced to buy a complete sim kit, which would include a cockpit, dash, seat, wheel and pedals. Games made for consoles and PCs, in no way make it mandatory to have a certain peripheral in order to take full advantage of physics or a prerequisite in order to enjoy the game as the devs intended. **Dan Greenawalt is a joke if he turned to Calspan**. Sir, are you aware of Calspan? It's a science and tech firm, google it and you'll come to know this is a HUGE step forward in terms of T10 incorporating physics in the next Forza. Be it a wheel or a controller, your driving style largely remains the same. So in order to improve or get more out of the game, the driving style needs to change/improve, not any given peripheral. FFB is not in fact, the only link between the gamer and virtual physics. Screen movement, audio ques and a good understanding of how fast cars behave when pushed over the edge, plays a major role.

This is BS. As if the game can't be coded for both controllers and FFB at the same time. I guess you've never played any mainstream PC simulation? Most have mouse steering. I bet you can't name a simulation aside from any commercial grade simulators that ONLY allow wheels as an input device.

A well coded physics engine will react in the same way regardless of the input device.

Which game studios actually develops their own wheels by the way? If you say PD because they slapped a GT logo on two brands of wheels I will laugh out loud.

I second that, 1000+. 👍

PC games were never really marketed to go along or only work properly with wheels. Handful of sims out there that are perfectly enjoyable with a mouse+keyboard combo, or a PC game controller. **If you say PD because they slapped a GT logo on two brands of wheels I will laugh out loud.**. I'm trying to resist the urge myself here!

BS indeed! Playing both iRacing and FM4 with a Fanatec GT2 w/Clubsport pedals regularly will teach that aside from being more customizable, both games work really well with a good quality setup. A Greenawalt hater and thats it.:indiff:

Quality set up, there you have it. It's all in the optimization. 💡

This makes me think that either you have no idea what Calspan is and why someone would want their knowledge to help develop advanced physics, or you're just a troll.

I don't think he's a troll. Possibly unaware of what it is Calspan does.

That has nothing to do with how the car is reacting. most of the information you're going on in a virtual racing game is visual if you're using a controller, otho I use sound a lot to hear what the tires are doing. To make them right you still have to have the physics engine doing what it should. I can easily tell what GT5 is doing wrong while using a controller.

Plus I call questionable premise, there is no reason to think that there will be bad FFB support. They can design it with both in mind and make both good. It's not mutually excluding thing, both can happen.

Plus, your using circler logic. Why is Dan Greenawalt a joke? because of the flawed logic you used in the first place. the second you replace that with cogent thinking all your statements become null.

Iracing can be played with a controller, and its poorly optimized. If they just dynamically changed the steering mapping based on the speed and angle of the car (what Forza does) it would be very playable with a controller. A lot of purists would cry, yes, probably why they haven't done so. But you could make the same system for a real car and it would function the same, so realism isn't really compromised.

Exactly. Being able to enjoy the game equally with a wheel and controller, and the cars exhibiting realistic behavior with both, is sign of a well tuned physics and handling engine. Both GT and Forza have been able to implement the controller and wheel rather well. **But you could make the same system for a real car and it would function the same, so realism isn't really compromised**. RIGHT on the money! 👍
 
http://www.forzamotorsport.fr/news/...-son-nouveau-volant-pour-xbox-one-159832.html

Some good pictures of the new Madcatz wheel here, it shows it is a 900 degree wheel !!

Most will be disappointed with the lack of clutch and shifter but for me it looks like exactly the wheel i'm after.

volant-mad-catz-force-feedback-racing-wheel-xbox-one-9-xshugl-pwhfpb.jpg


volant-mad-catz-force-feedback-racing-wheel-xbox-one-7-annens-nivdnv.jpg


volant-mad-catz-force-feedback-racing-wheel-xbox-one-4-dyjiad-flnmjm.jpg



Does anyone understand what the guard on the right of the accelerator pedal is there for?
 
O.K you win with Logitech, 900 I'll give PD some credit for, but not with the T500 that's hardly what I'd call a development process. Doesn't sound very hands-on in either cases really, well not as much as I'd imagine it to be.
I don't know what are you trying to prove, this was your quote:

"Which game studios actually develops their own wheels by the way? If you say PD because they slapped a GT logo on two brands of wheels I will laugh out loud."

Those wheels exist thanks to Kaz and GT, they were developed with some requirements in mind and made to order because at the time there wasn't anything comercially like that. PC sims have benefited from GT developed wheels and features since years. If you thought that were only a GT badge in front of the wheel with no more implication I think that there is enought evidence that prove that you are very wrong.

Anyway you would find much more info if there was some development diary, but not. There are some T500 details in the fb page, is not just Kaz asking them a wheel with a vague quote and waiting until it's ready.
In particular, the wheel has benefitted from the work of experts in the automotive field, and from Polyphony Digital’s racing experience.

Last but not least, this power is combined with a motorized stop which prevents users from turning the wheel beyond the defined limits, in order to accurately simulate the genuine angles of rotation of different types of cars in the near future – whether for F1 circuits (Suzuka style), rally competitions, endurance racing (Nürburgring style), drifting and more …

The T500 RS has been designed to offer, update after update, the best gaming experience of Gran Turismo 5 thanks to a strong partnership with Polyphony Digital.

The choice of the materials has been an extensive and crucial process in the conception of the T500 RS.
Both our R&D department and Polyphony Digital have spent two months searching and testing the best materials for the wheel. They had to be both soft & sleek to fit with the 3 full turns and the high speed of rotation (when you let slip the wheel rim spinning back to centre at very high speed, you do not want to get blisters in your palm).
Moreover the raw materials had to be 100% identical, from one wheel to another, from of the production chain.
https://www.facebook.com/ThrustmasterRacingTeam
 
Doesn't look too bad at all! If it's around $200 I'll probably pick it up, unless an adapter comes around. The TM is too much money for what it is.
 
It does look really nice. If they added the option for a h-pattern shifter and clutch, I'd be all over it.
 
Doesn't look too bad at all! If it's around $200 I'll probably pick it up, unless an adapter comes around. The TM is too much money for what it is.

The wheel looks really good, the pedals look cheap to me. What do we know about the TM? IF it has the same internals as the T500 AND is compatible with the PC, it looks like a good deal to me. You can use different pedals and shifter on PC. I'd almost buy the wheel just to use on my pc. If it is truly only works for the xbox one or has cheaper internals, it isn't a very good deal. I wonder how much the mad catz wheel is going to cost. They talk is if it is a high end wheel and the wheel itself definitely looks good. I'm guessing that it will cost around $300.
 
Dude go back to that hole you crawled out off. You are the joke. Somebody please send this guy on a vacation. :lol:

I suggest you read and listen too this.
http://www.dualshockers.com/2013/08...-doors-youve-never-driven-anything-like-this/

And where you crawled from, you little man using a photo of a big man,you little fanboy advising me to listen to some hot air filled CEO trying to sell you another addiction, I passed the time I'll invest time and money in games and corporations, especially when they don't protect my interests and investments ( Fanatec CSR Elite) for trying to sell me another lower quality useless crap wheels. You crawl to Microsoft and T10, I will crawl and invest this 1000$ (new console and wheel money) to my new Clio RS 172 LPG project -one of the fastest and most economic LPG fueled 2.0 liter NA FWD sports car in the world.
 
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That's enough of that, both of you need to knock it off.

I don't care who started what.
 
Gamepad days are more than over for me. FM5 better be compatible with a clutch / H pattern gearbox steering wheel or my interest will drop rather quickly. I already have a DFGT if I'm going to change the wheel I pretend one with clutch and H pattern.
 
It is Gran Turismo Planet, so it's kind of normal.

I tend to participate a bit more in the Forza Planet section, I feel people here are a bit more courteous and congenial 👍

Well, from what I just saw over on the Gamescom thread, it seems that the new controller will be amazing at giving the user great feedback via the new rumble motors.
 
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