From GT5 to FM3

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Well the sound is much better and realistic in gt5 with proper speakers and stuff. In forza 3 you just dont get that "real" life feeling with the sound. But whats really bugg me is the transmission sound in gt5, so damn loud whining sound, really hate it.

When i mean realistic, i dont mean how the cars sound in real life, but how sounds appear in real life, like echo etc.
 
Well the sound is much better and realistic in gt5 with proper speakers and stuff. In forza 3 you just dont get that "real" life feeling with the sound. But whats really bugg me is the transmission sound in gt5, so damn loud whining sound, really hate it.

When i mean realistic, i dont mean how the cars sound in real life, but how sounds appear in real life, like echo etc.

Yep replays are a blast, hell even watching bob drive your cars so you can hear them is a blast, but the super transmission sounds need to be addressed, it removes some immersion.
 
Sure buddy. Nice try with the hood cam, I said I (you know as in myself) find the hood cam sits too high and cant play the game like that, I (you know as in myself) find the hood cam in FM much better. I do play the game, racing my AC Cobra 66 reminded me of the blender sound. Nice try with the "trollish" defense btw.

LOL@the hood sits too high.

You didn't even acknowledge how I just exposed you for completely misrepresenting my statements about the sounds between the two games, which is why you decided to post all of those threads. You are basically trolling.
 
The gear whine isn't unrealistic though, the engine is just a bit too quiet.
The transmission sound even changes in some cars, I fully tuned a Mazda AZ-1 (funny little car) yesterday and it has a really high pitched gear whine with the customizable transmission, while my GT-R has more a "purr" sound. I actually find that a nice touch, because this is exactly what you get when you use a straight cut gearbox in a car.
 
The gear whine isn't unrealistic though, the engine is just a bit too quiet.
The transmission sound even changes in some cars, I fully tuned a Mazda AZ-1 (funny little car) yesterday and it has a really high pitched gear whine with the customizable transmission, while my GT-R has more a "purr" sound. I actually find that a nice touch, because this is exactly what you get when you use a straight cut gearbox in a car.

This.

They muffle the volumes of the engines a little bit too much in the interior views in some of the cars.

I think a workable solution would be for them to give you the option to interchange the sounds from different views. Most people would probably be completely satisfied with the 3rd person view sounds.
 
LOL@the hood sits too high.

You didn't even acknowledge how I just exposed you for completely misrepresenting my statements about the sounds between the two games, which is why you decided to post all of those threads. You are basically trolling.

Really. Ok man, you win anhero.
 
Really the physics of GT5 is much better, and gt5 online play is more fun than forza 3, cause you can create public lobbys and have 16 players online, while forza only allows private lobbys and 8 players = less people and small variation of folks and cars.

Forza 3 has many good things though, and that is all cars are "premium" and the modding is unbeatable with licensed body kits etc.

I cant bare forza 3 after playing gt5, but it will be inresting to see that forza 4 will be like. I really hope they will increase online players to 16+ and the ability to create public lobbys.

I think that the online netcode of GT5 are not so good as the online of Forza2 or 3 . You can have a lot of online options and a lot of cars on track but if the netcode is not perfect ... it serve to nothing. Forza3's online is very precise and he support good connection over the world.

Concerning the numbers of cars on track . I think that it will be technicaly difficult for Turn10 and the 360 to add more than 8 cars adding realistic tyre smoke and keeping the seamless 60 FPS .
Maybe 10 cars MAX in Forza4 will be a miracle ....

Anyway , a lot of people are waiting for some news about Forza4 now !
 
We got all day. Let us know when you are done.
LOL, who is this "we" or "us" you keep referring to? Nobody here has sided with you b/c you're liar & have a strong bias towards Forza. Let the real group of "us" know when you grow up & stop acting like you've actually managed to drive a car on a track. Maybe someone will actually respond to your posts until you pull the "opinions" card.
 
Did I, or did I not suggest (now the both of you) to hush yo' faces?
 
You have very little idea what you are talking about.

If you actually played GT5 instead of focusing on a list of all the negative data written on the internet instead of it's overwhelming advantages such as the DRIVING PHYSICS, you wouldn't expose yourself so severely. Your poor analogy is that "because PD didn't excel in x area, they can't get the driving right" is failure.
My PSN name is on the left here bud. Why don't you look up my current a and b-spec levels before telling me I havent spent enough time with the game. How is that for exposure?

Why? Aside from a handfull of people in complete denial, the people who have actually played the game know the driving is it's strength. The reviews that you reference even mention it but you conveniently ignore it because it doesn't fit your views.
Like how you just coneniently ignored that almost every single review states it seems like a half arsed product? Most only comment on the braking physics and not how great the physics are as a whole. But seeing as that doesnt fit your view, it's overlooked...

LOL@ the tracks being flat.
Look at the tracks a little closer is all i can suggest. Flat textures. Flat Trees. Nothing has depth. Do you even know what normal or bump mapping is? The lack of these simple rendering techniques on the tracks results in what, flat looking objects. But they sure do know how to overuse HDR rendering.
Have you looked at the crowd standing by tracks either? They look like something that was taken right from GT4, but they didnt even bother to up the texture res for them. I'm still trying to figure out how using assets from a previous game = from the ground up.

LOL@ you annointing yourself as the CEO of the gaming industry and deciding who should and shouldn't be developing when these people have multi million dollar companies.
I guess that means EA must make the best games ever and should decide who should and shouldnt be developing. Take note people, anyone who says EA screwed up a game is wrong because, hey, they have more money than like everyone.
LOL@ you griping over the collision physics and damage when there isn't a single game out there that actually has this right beyond visual cues.
Really? You are probably alone in thinking that and it might just expose the fact that you havent played anything but GT5.
GRID is an arcade racer for christ sake and only a fanboys would deny it's collision physics and damage system are light years closer to being correct than GT5's.
What about GTR and GTR2 on PC?

LOL@you proclaiming that the engine from GT5p is the same as version 4 when it's been stated repeatedly that the engine was completely built from scratch.
Err, I said the physics system was changed. Just because that was rewritten, it does not equal a build from scratch game engine.
So, when close to 75% of assests are pulled from a previous game, that equals from scratch? Also, how many times have things Kaz said been translated incorrectly?

I'll give you a hint..........

LIKE ALMOST EVERY TIME HE IS INTERVIEWED!

They also said the AI has improved compared to the older games multiple times. Does that make it true because most everyone agrees that it is no better.
 
Unless attitude calm down in this thread rather quickly its going to get locked and a few people taking holidays from GT Planet for a few days.

Argue the points, don't attack the person.

Oh and actually try and discuss the points guys, rather than just getting into circular nonsense.

Right now the noise:signal ratio in this thread is way out, please get it back on track ASAP.


Scaff
 
Well the sound is much better and realistic in gt5 with proper speakers and stuff. In forza 3 you just dont get that "real" life feeling with the sound. But whats really bugg me is the transmission sound in gt5, so damn loud whining sound, really hate it.

When i mean realistic, i dont mean how the cars sound in real life, but how sounds appear in real life, like echo etc.

I don't know man, I have both games and I play them via my HT setup (Onkyo receiver, Paradigm speakers, Hsu sub) or my Astro A40 headset and mixamp. Forza's car sounds are (for the most part) way more realistic sounding than GT's. Take a VW R32, sounds just like an R32 in Forza, doesn't even come close in GT. VW's 6cylinder (VR6) has the VR purr in Forza but not in GT (doesn't even come close). Honda's vtec 'kickin in yo' scream is in Forza but not in GT. I can go on. Not saying Forza is right on every car, I've come across a good amount of cars that sound nothing like they do in real life but this holds true more so with GT. Slap a full race tranny and the gear whine overpowers all sounds a bit more than I'd expect. Still, I think GT5's sounds are vastly better than prior GT releases and that's a good thing.

I race modded a ZR1 vette and have to say the sound is very disappointing. Id you've ever heard a C6R vette in real life you'd hear how much ummph it has. Only on PC did I hear something close to it, but Forza's race vettes sound better. The ZR1 RM in GT5 made me a very sad panda, but I have to admit my tuned Camaro... wowzers! Might not be super realistic sounding but still... wowzers!
 
My PSN name is on the left here bud. Why don't you look up my current a and b-spec levels before telling me I havent spent enough time with the game. How is that for exposure?

It really doesn't matter how much you have or haven't played the game. I'll repeat what I said, your analogy that "because PD didn't excel in x area of the game, they can't get the driving physics correct" is an epic FAIL!

Like how you just coneniently ignored that almost every single review states it seems like a half arsed product? Most only comment on the braking physics and not how great the physics are as a whole. But seeing as that doesnt fit your view, it's overlooked...

After reading this I almost didn't bother responding because I'm realizing that people such as yourself see what they want to see and hear what they want to hear. No amount of rational argument is going to change your mind. The physics in GT5 have been getting extreme praise in the majority of interviews. The reviewers in general complained about the UI. The very first review, which was by IGN called GT5 a 5/10 game but a 10/10 sim.

Look at the tracks a little closer is all i can suggest. Flat textures. Flat Trees. Nothing has depth. Do you even know what normal or bump mapping is? The lack of these simple rendering techniques on the tracks results in what, flat looking objects. But they sure do know how to overuse HDR rendering.
Have you looked at the crowd standing by tracks either? They look like something that was taken right from GT4, but they didnt even bother to up the texture res for them. I'm still trying to figure out how using assets from a previous game = from the ground up.

When you said flat I actually thought you meant the track surface itself. However, I don't think I should be looking closely at people on the tracks while I'm in the middle of a race. Many sacrifices had to be made to maintain frame rate and also because a lot of resources are being used to render the premium cars. This is yet another failure in your reasoning.

I guess that means EA must make the best games ever and should decide who should and shouldnt be developing. Take note people, anyone who says EA screwed up a game is wrong because, hey, they have more money than like everyone.

Actually the fact that you don't realize this is a business intended for profit is pretty hilarious to me. If someone's business is profitable, I highly doubt some kid in an internet forum should be telling them how to manage their resources.

Really? You are probably alone in thinking that and it might just expose the fact that you havent played anything but GT5.
GRID is an arcade racer for christ sake and only a fanboys would deny it's collision physics and damage system are light years closer to being correct than GT5's.
What about GTR and GTR2 on PC?

You're clueless. It's simple... you get into a high speed collision at over 100 MPH and not only is the race likely to END, your car is also likely to shatter into pieces and there's no game on any platform that simulates this accurately. The arcady games may have some dramatic crashes but they're prescripted and guess what? You can still drive.

Err, I said the physics system was changed. Just because that was rewritten, it does not equal a build from scratch game engine.
So, when close to 75% of assests are pulled from a previous game, that equals from scratch? Also, how many times have things Kaz said been translated incorrectly?

I'll give you a hint..........

LIKE ALMOST EVERY TIME HE IS INTERVIEWED!

They also said the AI has improved compared to the older games multiple times. Does that make it true because most everyone agrees that it is no better.

Somehow you've annointed yourself as the all seeing omnipotent being of knowing exactly what goes into the code of these games. Unfortunately, you've proven beyond any doubt that you don't know what you're talking about and your bias forces you to see a half EMPTY glass when it concerns any detail of GT5.
 
Tyres are the single biggest factor in determining a cars stopping distance, uprated brakes (assuming the current system is up to the job) will not stop you any quicker at all.


Source - http://www.stoptech.com/tech_info/wp_brakebiasandperformance.shtml

Uprated brakes will allow you stop from speed repeatedly, with less fade, better feel and better modulation. What they will not do, as long as the current brakes are capable of locking the tyres up, is stop you any quicker.

Real world physics here, tyres are the main factor in determining stopping distances, ahead of a cars weight, load transfer, rotor size, etc.


Scaff

Sorry scaff but I'm going to disagree with you on this (as well as 'pros' because they are talking about losing traction due to tire compound which obviously tires are huge in that aspect) and base it solely on my own personal experience with JUST braking. I mod my real life cars and one of the things I always do is upgrade brakes (for some reason, in real life people think performance upgrades is just to go faster via more power, but handling and braking are just as important as going). I can't tell you how much of an improvement it was to upgrade just SOME brake components (if not all) while nothing else changed (same tires on the same wheels). My VWs stopped better, quicker, without the lack of bite and improved brake response when I upgraded brakes (larger rotors and calipers, better pads, SS brake lines, better brake fluid, in one of my VWs I got a decent upgrade with rear drum to disk conversion but 90% of braking is done with fronts so I didn't really test that out, eventually sold car). My Audi A4 1.8t (4cyl turbo) also received a brake upgrade simply by going a similar route with larger (S4) front rotors/calipers + better pads (Hawk) and SS brake lines all around + better fluid (motul) and braking is night and day difference. Literally, I was amazed at how much better I stop now. I've got a few sets of wheels with different tires (all seasons, summer sports) and did my own tests showing a decent improvement with better tires but nothing like upgrading the brake system. From factory, my car was too heavy for the factory puny brakes and couldn't brake fast enough no matter what (not even better tires helped much; you know it's bad when a common brake upgrade is by going slightly better OEM V6 brakes!) MANY times the factory brakes "work enough" but for sporty driving or racing applications should be upgraded (even if keeping factor rotor size, going SS lines w/better fluid, clean cut (or new) rotors and good pads will stop better than upgrading the tires)

I couldn't adjust braking when my cars were stock (no real brake bias adjustment) but If I tracked/pushed it, my stock brakes would die out very quick or start to lose braking power due to the rise in temp. With the upgraded brake goodies I was able to significantly stop quicker, faster, without as much a drop in braking due to temp rise. I really wished GT5 had brake upgrades and/or factored in brake fade due to increased temps. Short races you might not notice anything (like tire wear) but longer events or heavy braking tracks could have braking performance drop significantly if not upgraded to 'sport' or 'race' versions. Something like ceramic rotors would be an expensive upgrade but needed for longer races (I vividly recall an older video of sports/super cars and the Acura NSX was in front of the pack the entire time up until 1-2 laps left where the brakes were toast ultimately leaving the driver to slow down sooner into a turn). Altering brake bias in GT5 is fine and all and even works for the most part, but it doesn't feel realistic probably because of my real life experience. It feels real if I were to go from small factory brakes and doing brake upgrades in game yielding better stopping power, then make some adjustments depending if I was with a wheel or controller (I guess I was too used to it in Forza).

When discussing which driving physics are better, I'll say GT5 but it's not worlds better.. more like a little bit better. Both have pros and cons, both have things that feel real and others that don't. AWD dominance in Forza 3 is a bit much just like racing a heavy car at 100mph around a decent turn while using racing softs in GT5 is a bit much. And then it all depends on the car and how you set it up. I am on another board who a member owns an mk4 VW R32 and has tracked it the past 2-3 years. He said the way the car drives in GT5 is nothing like it is in real life. He actually said PD got it completely wrong. I believe he said Forza didn't nail it either but it was MUCH more realistic than GT's version of the R32. Then on other boards I've read cars in GT5 nailed it and Forza was off.
 
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cuco33, not trying to interrupt the exchange between you and Scaff but there's a couple of things that I'd like to ask you.

1. How do you account for the assertion by Car and Driver that GT5's handling is realistic whereas Forza's isn't?

2. Not attacking you or your experience but in an anecdotal example, such as the one you've given from the guy on the other forum, what were the ccontrols? Did he use a controller? Did he use a wheel? Did he have a bias?

See if you simply read through this thread, there's examples of such a high level of bias that it tips over into outright dishonesty and it clearly proves why you must remain skeptical of any anecdotal evidence. .
 
Sorry scaff but I'm going to disagree with you on this (as well as 'pros' because they are talking about losing traction due to tire compound which obviously tires are huge in that aspect) and base it solely on my own personal experience with JUST braking. I mod my real life cars and one of the things I always do is upgrade brakes (for some reason, in real life people think performance upgrades is just to go faster via more power, but handling and braking are just as important as going). I can't tell you how much of an improvement it was to upgrade just SOME brake components (if not all) while nothing else changed (same tires on the same wheels). My VWs stopped better, quicker, without the lack of bite and improved brake response when I upgraded brakes (larger rotors and calipers, better pads, SS brake lines, better brake fluid, in one of my VWs I got a decent upgrade with rear drum to disk conversion but 90% of braking is done with fronts so I didn't really test that out, eventually sold car). My Audi A4 1.8t (4cyl turbo) also received a brake upgrade simply by going a similar route with larger (S4) front rotors/calipers + better pads (Hawk) and SS brake lines all around + better fluid (motul) and braking is night and day difference. Literally, I was amazed at how much better I stop now. I've got a few sets of wheels with different tires (all seasons, summer sports) and did my own tests showing a decent improvement with better tires but nothing like upgrading the brake system. From factory, my car was too heavy for the factory puny brakes and couldn't brake fast enough no matter what (not even better tires helped much; you know it's bad when a common brake upgrade is by going slightly better OEM V6 brakes!) MANY times the factory brakes "work enough" but for sporty driving or racing applications should be upgraded (even if keeping factor rotor size, going SS lines w/better fluid, clean cut (or new) rotors and good pads will stop better than upgrading the tires)
Take a good look back at what you have written here and you will see that the vast majority of the benefits you have given to uprating brakes revolve around the feel and modulation of the braking.

Better response, less fade, improved control. All areas I am quite happy to agree with you on in regard to the advantages of uprating brakes (and something I have consistently said over numerous threads and posts).

However here's a question for you, did you ever measure the difference in stopping distances? I've worked for a number of manufacturers and I have worked the number on differing braking set-ups, systems and materials during vehicle development. Long and the short of it is, any difference was more than within the range of normal driver variations.

During the Clio V6 phase 1 development a wide range of set-up and options were tested, none made a significant difference to the actual stopping distances, but the did make a massive difference to the drivers ability to utilise that stopping power effectively, confidently and comfortably. Don't mix these two up, as its easy to do.

Also by your own admission above some of the vehicles fall it the consistent caveat I have repeated - "If the braking system is capable of locking the tyres.....", rear-drums and under-speced systems. These of course will need and benefit from a brake upgrade, however I have never said anything contrary to that.

Take a good look at the main source I have quoted, Stop-Tech manufacture competition braking systems, if its helped reduce stopping distances they would be shouting it from the roof tops, yet they don't. You have to ask why that is (and its the same for all brake manufacturers).

Here's Brembo on the subject...

Q. Where can I find test data on stopping distances?

A. At the speeds that stopping distance is generally measured from (60 to 70mph), the test is primarily testing the tire's grip on the pavement. As delivered from the manufacturer, nearly all vehicles are able to engage the ABS or lock the wheels at these speeds. Therefore, an increase in braking power will do nothing to stop the vehicle in a shorter distance. For this reason, we do not record stopping distances at this time. The Brembo systems will show their greatest advantages when braking from higher speeds, or when tasked with repeated heavy braking. The increased braking torque provides for maximum deceleration at speed, and the ability to absorb and quickly dissipate the intense heat generated during repeated braking insures that the braking system will perform at the same high level each time.
Source - http://www.brembo.com/ENG/HighPerformance-Brakes/FAQs/

Once again a major brake manufacturer (arguably the major motorsport brake manufacturer) being quite clear that as long as a braking system can lock the tyres up, then upgrading the brakes will not stop you in a shorter difference.

You may also want to check the experience of the guy who wrote the Stop-Tech material I quoted, as this....

“You can take this one to the bank. Regardless of your huge rotor diameter, brake pedal ratio, magic brake pad material, or number of pistons in your calipers, your maximum deceleration is limited every time by the tire to road interface. That is the point of this whole article. Your brakes do not stop your car. Your tires do stop the car. So while changes to different parts of the brake system may affect certain characteristics or traits of the system behavior, using stickier tires is ultimately the only sure-fire method of decreasing stopping distances.”

was said by this guy...
James Walker, Jr. is currently the supervisor of vehicle performance development for brake control systems at Delphi Energy & Chassis. His prior professional experience includes brake control system development, design, release, and application engineering at Kelsey-Hayes, Saturn Corporation, General Motors, Bosch, and the Ford Motor Company. Mr. Walker created scR motorsports consulting in 1997, and subsequently competed in seven years of SCCA Club Racing in the Showroom Stock and Improved Touring categories.

Through scR motorsports, he has served actively as an industry advisor to Kettering University in the fields of brake system design and brake control systems. In addition, Mr. Walker contributes regularly to several automotive publications focusing on brake system analysis, design, and modification for racing and other high-performance applications. He is a recipient of the SAE Forest R. McFarland Award for distinction in professional development/education. Mr. Walker has a B.S. in mechanical engineering from GMI Engineering & Management Institute.

http://www.stoptech.com/tech_info/wp_jameswalker.shtml

I have an idea that he may just have more experience in this area that either of us.



I couldn't adjust braking when my cars were stock (no real brake bias adjustment) but If I tracked/pushed it, my stock brakes would die out very quick or start to lose braking power due to the rise in temp. With the upgraded brake goodies I was able to significantly stop quicker, faster, without as much a drop in braking due to temp rise. I really wished GT5 had brake upgrades and/or factored in brake fade due to increased temps. Short races you might not notice anything (like tire wear) but longer events or heavy braking tracks could have braking performance drop significantly if not upgraded to 'sport' or 'race' versions. Something like ceramic rotors would be an expensive upgrade but needed for longer races (I vividly recall an older video of sports/super cars and the Acura NSX was in front of the pack the entire time up until 1-2 laps left where the brakes were toast ultimately leaving the driver to slow down sooner into a turn). Altering brake bias in GT5 is fine and all and even works for the most part, but it doesn't feel realistic probably because of my real life experience. It feels real if I were to go from small factory brakes and doing brake upgrades in game yielding better stopping power, then make some adjustments depending if I was with a wheel or controller (I guess I was too used to it in Forza).
Once again I have never questioned or disputed the importance of uprated brakes in the area of brake fade, quite the opposite.

However without it being modeled in GT5 (or any other title) then the inclusion of brake upgrades is a moot point.

I'm all for brakes upgrades in sims, but only with brake fade modeled, otherwise its totally pointless.


Scaff
 
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cuco33, not trying to interrupt the exchange between you and Scaff but there's a couple of things that I'd like to ask you.

1. How do you account for the assertion by Car and Driver that GT5's handling is realistic whereas Forza's isn't?

2. Not attacking you or your experience but in an anecdotal example, such as the one you've given from the guy on the other forum, what were the ccontrols? Did he use a controller? Did he use a wheel? Did he have a bias?

See if you simply read through this thread, there's examples of such a high level of bias that it tips over into outright dishonesty and it clearly proves why you must remain skeptical of any anecdotal evidence. .

I know that bias exists in all of us but those who drink the koolaid need to put it down from time to time and really look at things from an unbiased point of view. I'm not here to argue which one is the most bestest sim out there because I'll just point my finger to the PC. I've been a long time GT and Forza fan. I've owned every GT title since the 1st one (I skip on Prologues... not a fan of Prologue's existence anywhere in the world) and owned FM2 and FM3 on launch day (got FM1 post launch).

1. First and foremost, why is Car & Driver even doing a game article with the typical Forza 3 vs GT5 comparison? Jumping in for more site traffic? But to answer your question, could be anything really... Even his opinion? It's 1 person's article on C&D's site, not really proof that everyone at C&D would say the same, even if he nailed it or if his bias affected his writeup. I never hold anything, neither article nor review, as the end all be all. The writer of that article is apparently young (compared to the older C&D staff), finishing school, and just started this past September (if my quick google search is right).
But reading that article it tells me he's a big GT fan, nothing more. I mean look at his comments.. "Almost sinfully—due to an exclusive licensing deal with Microsoft—GT5 lacks even a single factory Porsche", last I checked it was EA who had the exclusive Porsche license, not MS, and it cries as a Sony/GT fanboy being pissed off that PD doesn't have Porsche in the game (I am one of those who REALLY wants Porsche in GT games and will be day 1 DLC buyer if that comes true). Then the very next paragraph he talks about GT's visual damage as being very realistic (pre patch mind you) :dunce: has he seen the warped car damage images or was he looking at videos?!? All it takes is 1 (note: I don't care for visual fluff in a sim's damage system, it's all about the affects to performance if an incident occurs). Another one, "Forza might feel slightly less realistic than GT5..." slightly less realistic than GT5 (which is my overall thoughts) NOT unrealistic you said. Then this one, "Forza’s physics engine, however, does not feel as comprehensive, as if it were using the one that was employed in Gran Turismo 3 A-spec or GT4 (10 years or so ago!)." Really?! comparing Forza 3 to GT3/4???? I think Forza 1 was better than those! :yuck: They even went in and did some time trials (didn't mention using wheel/controller, but based on the very last line I'm guessing he used a controller) but what stood out most was they only did 3 laps. In only 3 laps I can be off by over a second at Laguna Seca. Had he put in 10, 30, an hour... then I'd see the point they were getting at but 3? That's the absolute minimum acceptable quantity when doing any statistical comparison.

I've read articles, interviews, seen videos, read amateur (and semi-pro) racers' comments who have experienced the titles that said similar to C&D just as they've said opposite. When I hear things from real race drivers saying how real something feels, and I think it feels real, I'm happy because it's kind of by default a great sim. Most people should try the core PC sims out there when comparing Forza and GT physics though. You'll notice how close they can be as well as how far off they can be. In the end, these are still games of which follow a simulation route. They both have pros and cons.

2. He used a wheel. No bias. 2-3 years tracking his real car and a bunch of time playing the games is all that he needed to make those comments. Does it tell me GT5's physics are wrong? No, it tells me maybe PD didn't get the car data for the R32 right. He did seem to be a bigger fan of the GT franchise than Forza. It's like I was getting at. You'll have the basic physics engine and then the car's data plugged into the code. If that car data isn't good, then you're going to have a car that doesn't drive as well as it should. Kind of like one of the GT5 Volvos I read on these boards is 400kg (900lb!) heavier. If you owned this particular Volvo in real life, you might notice it being more of a sluggish pig (straights or twisties) than in real life. I think insidesimracing does it right by reviewing the cars from games rather than the games themselves in their top sim cars. The best racing sim can yield unrealistic driving if the car data isn't to par. It might run on excellent physics engine but a car that oversteers in real life might understeer drastically in game and that makes it feel unrealistic. I also doubt that either game would nail everything down if pro race drivers came out testing the cars they raced in real life in these games.

Personally, the physics of both games are very close. Like I mentioned, both have pros and cons when compared to each other. GT5's in my book is a little bit better, but not worlds like many would imply.

I lurk here more than I post, but it's time to leave work :P I'll try to be back later, and Scaff, I'm with you man... I really wished braking performance was affected simply by driving over doing it, like in real life. But my own experience with my cars I've modified (including friends' who did similar) have yielded significantly better braking from brake upgrades we've done. Far too many cars have undersized/under-engineered braking systems because it's cheaper for them. I could brake fairly hard or simply slam the brakes (car has ABS so no lock up, brakes modulated as you'd expect) and the upgraded system stopped much sooner than standard brakes. If I had the stickiest tires, I'd stop better with the upgraded brake system as well, also based on experience. My car is heavy as hell and from factory has undersized brakes so stopping issues was the 1st thing I noticed the 1st week of owning the car. I almost got into a bad fender bender but thanks to my upgrades I lucked out by mere inches, something I would not want to experience with stock brakes. Now if a performance car has properly engineered brakes in place, then I can see where upgrading this won't factor as much and it's all about the tires. Poor brake systems are rampant in the auto industry, simply due to costs. If auto manufacturers can pass the minimum requirement with the smallest brake system tested, guess what the standard in a car's brakes will be from the manufacturer? I think what these brake manufacturers like StopTech, Brembo, Stasis, etc are getting at is what happens when you have sufficient (or overpowered) brakes in place to lock the wheel, which obviously it then goes to the tire compound to actually stop. That I'll agree with you all day, every day. It's why you don't see dual calipers on cars because your wheels will easily lock up and you're at the mercy of the tire sticking to the road. I wouldn't want to be at the mercy of poor brakes not stopping well enough in an event though, and is why after a week of owning my car I sought after a brake upgrade.
 
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It really doesn't matter how much you have or haven't played the game. I'll repeat what I said, your analogy that "because PD didn't excel in x area of the game, they can't get the driving physics correct" is an epic FAIL!
It sure did matter until I said otherwise. Let me quote you again since we are now playing the game of repeat what was said.
If you actually played GT5 instead of focusing on a list of all the negative data written on the internet instead of it's overwhelming advantages such as the DRIVING PHYSICS, you wouldn't expose yourself so severely.
My analogy is that so many things were done wrong, it's hard to swallow that anything was done right. It is not out of reality to think that. Let me put it to you in a different way. Lets say you take a physics test and miss 5 of 10 questions, is that a pass or fail?

After reading this I almost didn't bother responding because I'm realizing that people such as yourself see what they want to see and hear what they want to hear. No amount of rational argument is going to change your mind. The physics in GT5 have been getting extreme praise in the majority of interviews. The reviewers in general complained about the UI. The very first review, which was by IGN called GT5 a 5/10 game but a 10/10 sim.
IGN also said Forza 3 was and I quote "the most physics-driven sim ever created". Therefore, lets not hold what IGN says as the holy gospel. You do know they have Playstation Journalists and Xbox Journalists, right? If you really think they have zero bias towards the other........

When you said flat I actually thought you meant the track surface itself. However, I don't think I should be looking closely at people on the tracks while I'm in the middle of a race. Many sacrifices had to be made to maintain frame rate and also because a lot of resources are being used to render the premium cars. This is yet another failure in your reasoning.
Please explain how this is a failure in my reasoning as to why I think things don't look very good in GT5...I'm starting to think you just want to throw insults around.

Actually the fact that you don't realize this is a business intended for profit is pretty hilarious to me. If someone's business is profitable, I highly doubt some kid in an internet forum should be telling them how to manage their resources.
More insults; why are you going completely off-topic and doing nothing but throwing around insults at this point?
Exactly how and where did I not realize this is a business intended for profit?
Based on what you are saying; if I run a company that sells crap in a box with gold written on it and make a profit, nobody should be telling me its wrong or I should do something differently...all because I am making a profit.
Profit does not equal a quality product and it's hilarious to me that you don't understand that.

You're clueless. It's simple... you get into a high speed collision at over 100 MPH and not only is the race likely to END, your car is also likely to shatter into pieces and there's no game on any platform that simulates this accurately. The arcady games may have some dramatic crashes but they're prescripted and guess what? You can still drive.
Another insult, who didn't see that coming...

http://www.racesimcentral.com/news/2010/12/part-1-of-inside-sim-racings-gran-turismo-5-review/
Why don't you skip to about 43-44min in and hear what they say about the damage in GT5.

I'm starting to think you are more concerned with insulting me than actually reading my posts. I never said any game 100% accurately simulated collisions and damage. I pretty darn sure I stated other games have come a heck of a lot closer than GT5's collisions and damage.

As for me being clueless...enjoy.

Car pieces, check.
Barriers moved on impact, check.
Car will no longer drive, check.
Race ended, check.
Game available on multiple platforms, check.
Scripted, un-check.
Much closer to reality than GT5's collisions and damage which is what I said, check check and double check.
 
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It sure did matter until I said otherwise. Let me quote you again since we are now playing the game of repeat what was said.

My analogy is that so many things were done wrong, it's hard to swallow that anything was done right. It is not out of reality to think that. Let me put it to you in a different way. Lets say you take a physics test and miss 5 of 10 questions, is that a pass or fail?

You're still missing the forest for the trees. If one can literally feel the variances in handling in a game, trying to denounce that fact because they didn't create 1000 premiums or have shorter load times is completely ridiculous.

IGN also said Forza 3 was and I quote "the most physics-driven sim ever created". Therefore, lets not hold what IGN says as the holy gospel. You do know they have Playstation Journalists and Xbox Journalists, right? If you really think they have zero bias towards the other........

Your logic makes no sense. That was only one example out of the general consensus that reviewers gave of GT5 having a great driving experience despite being plagued by numerous flaws upon release. If the game was as "half-arsed" as you claim the reviewers said it was, SOMETHING had to hold it's metacritic score at an 84. There are around 70 reviews on metacritic alone and countless that didn't make it. As I've already said, you're clearly filtering information in a manner to fit your views and your assertions have proven so. I do think it's hilarious how you continue to harp on this idea of me allegedly insulting you when I'm simply pointing out why you really don't know what's going on.

Please explain how this is a failure in my reasoning as to why I think things don't look very good in GT5...I'm starting to think you just want to throw insults around.

I never once commented on how YOU should perceive the game's texture. I simply explained WHY they had to make sacrifices in certain areas of the game to maintain their goal of 1080p and life-like rendering of premium cars. This is in direct opposition to your false assumption that they did this out of laziness. Hardware has it's limits.

More insults; why are you going completely off-topic and doing nothing but throwing around insults at this point?
Exactly how and where did I not realize this is a business intended for profit?
Based on what you are saying; if I run a company that sells crap in a box with gold written on it and make a profit, nobody should be telling me its wrong or I should do something differently...all because I am making a profit.
Profit does not equal a quality product and it's hilarious to me that you don't understand that.

I never changed the topic. You implied PD and others shouldn't be developers if they (according to you) don't understand time management. I never said anything about quality. I'm telling you that you aren't in a position to say how a company should manage their resources when you're in this very exchange clearly demonstrating that you don't know why certain sacrifices have to be made. To make matters worse, all of these companies just so happen to be highly profitable so there's a chance they may know quite a bit more about resource management than YOU.

Another insult, who didn't see that coming...

http://www.racesimcentral.com/news/2010/12/part-1-of-inside-sim-racings-gran-turismo-5-review/
Why don't you skip to about 43-44min in and hear what they say about the damage in GT5.

I'm starting to think you are more concerned with insulting me than actually reading my posts. I never said any game 100% accurately simulated collisions and damage. I pretty darn sure I stated other games have come a heck of a lot closer than GT5's collisions and damage.

As for me being clueless...enjoy.

Car pieces, check.
Barriers moved on impact, check.
Car will no longer drive, check.
Race ended, check.
Game available on multiple platforms, check.
Scripted, un-check.
Much closer to reality than GT5's collisions and damage which is what I said, check check and double check.


http://m.youtube.com/#/watch?xl=xl_blazer&v=99GHV8gE2ck

The damage in these games are fine for racing, however these are NOT crashing simulators. I never said that GT5's damage was perfect or even on par with other racers but it's implementation at least online is fine as it is. I'm hoping and anticipating that they'll extend this to offline.
 
But reading that article it tells me he's a big GT fan, nothing more.
"While your author prefers Forza’s more approachable character, Gran Turismo is a must-have for fans of the series, realism nuts, and insufferable tinkerers."

They even went in and did some time trials (didn't mention using wheel/controller, but based on the very last line I'm guessing he used a controller)
direct_comparison_gti_and_m3_at_laguna_seca2_cd_articlesmall.jpg


https://www.gtplanet.net/forum/showthread.php?t=132607&page=15#post4500103
 
You're still missing the forest for the trees. If one can literally feel the variances in handling in a game, trying to denounce that fact because they didn't create 1000 premiums or have shorter load times is completely ridiculous.

Your logic makes no sense. That was only one example out of the general consensus that reviewers gave of GT5 having a great driving experience despite being plagued by numerous flaws upon release. If the game was as "half-arsed" as you claim the reviewers said it was, SOMETHING had to hold it's metacritic score at an 84. There are around 70 reviews on metacritic alone and countless that didn't make it. As I've already said, you're clearly filtering information in a manner to fit your views and your assertions have proven so. I do think it's hilarious how you continue to harp on this idea of me allegedly insulting you when I'm simply pointing out why you really don't know what's going on.
Have you read all my posts or just a couple? I have complained about certain areas of the driving model, but you seem to only be stuck on me talking about the graphics. Go back a few pages and you'll see me dog Forza 3 as well.
What do review scores have to do with anything?
Forza 3 has a metacritic score at 92, but you don't see me trying to use that as proof for anything.
Have you ever heard of something being highly liked based on it's brand name?
It happens all around you, all day, and every single day. So what makes these two media products any different.

Are you seriously denying that you insulted me multiple times? You're still doing it right now. Try to debate in a civil manner dude. Haven't you noticed no one else is going as ape-s*** as you over my posts?

Did you miss this? https://www.gtplanet.net/forum/showthread.php?t=132607&page=18#post4511147

I never once commented on how YOU should perceive the game's texture. I simply explained WHY they had to make sacrifices in certain areas of the game to maintain their goal of 1080p and life-like rendering of premium cars. This is in direct opposition to your false assumption that they did this out of laziness. Hardware has it's limits.
I am aware hardware has it's limits, but the original xbox could do normal mapped textures. If you're game engine in 2010 can't support normal mapping for parts of the game world and had to be sacraficed, that is a failure of graphics engine design or a lack of caring to add it (which some consider as laziness). Normal mapping is used in almost every modern game so it can't be the PS3 GPU's hardware limit.

[WIKIPEDIA]Normal_mapping[/WIKIPEDIA]
Let me sum the whole page up for you. Normal mapping is used as a minimal resource way to add the appearance of depth to models.

I never changed the topic. You implied PD and others shouldn't be developers if they (according to you) don't understand time management. I never said anything about quality. I'm telling you that you aren't in a position to say how a company should manage their resources when you're in this very exchange clearly demonstrating that you don't know why certain sacrifices have to be made. To make matters worse, all of these companies just so happen to be highly profitable so there's a chance they may know quite a bit more about resource management than YOU.
You know, isn't it funny how most of the companies that needed bailed out by the US government because of their piss poor resource management were "highly profitable" ones?

Considering the final product vs development time; almost anyone is in a position to question their time and resource management. Haven't you noticed everyone questioning this in reviews? How is it that you, as in yourself, has not even questioned it?

At any rate, one should not be so hostile over another's implications.

http://m.youtube.com/#/watch?xl=xl_blazer&v=99GHV8gE2ck

The damage in these games are fine for racing, however these are NOT crashing simulators. I never said that GT5's damage was perfect or even on par with other racers but it's implementation at least online is fine as it is. I'm hoping and anticipating that they'll extend this to offline.
What? I think we need a replay here.

First you tell me I shouldn't gripe because there isn't a single game out there that does it right aside from visual only.
LOL@ you griping over the collision physics and damage when there isn't a single game out there that actually has this right beyond visual cues.
I tell you there are ones that come a lot closer; then I am told:
You're clueless. It's simple... you get into a high speed collision at over 100 MPH and not only is the race likely to END, your car is also likely to shatter into pieces and there's no game on any platform that simulates this accurately. The arcady games may have some dramatic crashes but they're prescripted and guess what? You can still drive.
I then clearly show a game which does all you mention above. Yet, you are here still arguing with me. You just might of wanted to let that one go...

They are racing simulators not demolition derby games, I know. However you seem to ignore that collisions and damage play a massive part in racing and the mental strength of the driver. It is important...
 
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