- 8,723
While I can certainly appreciate what Kaz is getting at with the talk of the "triangle", to simultaneously brush off the importance of getting detailed tire information in the first half of the paragraph, and then compare what they're doing to what RBR does seems... odd.
"Just" measuring tires isn't the point the critics are getting at with GT5's limited tire physics; it's getting them to react like real tires, to not have Minis matching the g's of Vettes on the same grade of rubber. That all said, the GT6 pods at JFF certainly seemed different from the Academy demo, so Yokohama might already be incorporating their data 👍
He's saying it's a black art; that they're (now) doing the best they can, assuming that the way RBR is doing it is also "best".
Building a computational model of something that even the experts don't fully understand can't be easy. He's saying that what will define whether it's a good model or not (as far as we, the players can perceive) are the choices they make in filling in those gaps of understanding.
For RBR, it's more about the simulated times matching reality and the behaviour up to the limit being correct (which is easier to measure); for GT, the times aren't nearly so critical, but feel is and so is a wide range of behaviours, especially at and beyond the limit. Presumably, Kaz / Nissan have been doing things the RBR way for their racing endeavours, so I'm sure Kaz appreciates the difference.
I don't understand how he's brushing anything off, he's just echoing what other games designers have said about tyre data - it's the player base that places the emphasis on measurements, when it's understanding that's lacking (what particular compound effects do those measurements actually show?)
Delineation of these compound effects against the "inputs" is very difficult to achieve in tyre measurement - see Dave Kaemmer's excellent post about it.
Computer models could potentially help understanding, but not without the ability to test the results of those models.