You've paid attention to some finer details I haven't myself.
I'm known for it.
Based on my experience though, in AC it's really difficult to induce any noticeable body roll when steering left and right, whereas PC2 can sometimes feel too wobbly on the springs, particularly under acceleration and braking. GTS communicates weight transfer closest to the sensations I get in a real car, especially left / right body roll
I can only presume you are talking about the visual sensation when in the car, as that would tie in with the very limited world movement in GTS and AC, and the extensive (but by default quite active) world movement in PC2.
I'm referring to the actual movement that is occurring and the effect it has on the dynamics of the car, now in AC and PC2 using telemetry via UDP apps it's easy to check and see what is going on, and in both cases its what you would expect in terms of a parallel with reality.
With GTS slightly more difficult to check, but still possible, and again we get areas that show what the issues are. I've just run the GT86 back to back across all three and the difference is night and day when you do so. AC and PC2 communicate the load transfer and changing track surface and its undulations, etc and it has a direct impact on the steering feedback, the balance of the car under cornering, braking and acceleration With GTS it's all smoothed out, with the load transfer and track changes being communicated it what I can only describe as a simplified form, to the degree that some elements are absent (steering load changes due to crests and compressions being the most obvious.
It's also visible in the lack of lift-off oversteer in the likes of the Clio and ITR (both of which I've driven in reality and both of which can be driven via the throttle in a very direct way), and again in the manner that even the smallest and lightest cars can ride the sausage curbs without any real disturbance. A few minutes ago I took a Gordini R8 over a sausage curb (front and rear) at 60 mph and the tyres didn't even break contact with the surface. What should have happened is at that speed the suspension travel bottomed out and hit the end of travel, resulting in a very real and immediate kicking of that corner/side of the car off the track surface (the force of that impact has to keep going someplace). These kind of contacts are what can and often does tip cars over, yet the R8 did it, repeatedly, without breaking a sweat. Once again n both AC and PC2 doing this kind of thing will result in a loss of control and a car up on two wheels.
There's probably no denying that Slightly Mad and Kunos have written the deeper code for various simulation values in their respective titles. How this translates to different players is then a matter of perception, and where this disagreement is rooted. All this being said, AC is the most intuitive and finest driving simulation I have experienced overall.
As I mentioned earlier its down to how the devs spend that system budget, I don't expect GTS to have an in-depth physics model given the amount of that budget spent on the visuals and lighting it would be impossible to have the remaining resource to get close to the fidelity of the likes of AC or PC2.
Its why I run all three most days, as they all scratch a specific itch.
I wouldn't say asinine, as much as factual.
Look, to me there is no "us/ them." From the microcosm to the macrocasm we are all one. If you know anything about the advancements humanity has been making into quantum physics, science is proving this.. yet I digress.
The point I am making for anyone intelligent enough to see it is that one game could not be a laughing stock without the other being equally so. There would be no Forza without Gran Turismo. As the progenitor of console sim racing,
Nope, it's not, its the first caRPG and the first title to bring a massive range of road cars to a sim on a console.
Sim racing titles such as the F1 series and TOCA series all pre-date GT and were most certainly aimed at being console Sims of the day, and for my money, TOCA did a better job in that regard than GT did.
it's absurd to even remotely suggest that GT was ever a "laughing stock" especially with it's sales figures.
Selling a lot doesn't stop you getting launched at or mocked, Justin Beiber is evidence enough of that.
Real sim? No, not quite. Those cost six digits. But as others have indicated (and I'll let them do the speaking) Forza is becoming more like Need for Speed.
And as others still have said, Forza still manages to beat out GT in some areas of simulation. They are in reality both playing in the same arena and both at roughly the same level.
Polyphony Digital has stated their main focus is multiplayer. They will not be returning to the
1,000 car, extended campaign, tuning orientated model. I'd hope Forza would be ahead in single player gameplay, because GT isn't paying attention to it anymore.
A bold claim to make given that only those who know what GT7 will be are in a position to make.
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With the FIA deal Sony has, it will be very very hard, if not impossible for anyone to surpass GT's multiplayer model. With the evolutionary curve Poly seems to be taking GT on Turn 10 needs to come up with something truly unique instead of just ripping PD off as they have in the past.. and continue to do.[/quote]
Unique, as in lifted in structure and approach from iRacing? Unique as in following an eSport structure that numerous other titles have been using with racing sims for years? Unique as in not being either the first or only title to have FIA backing or have events hosted at FIA events?
In other words not actually that unique at all.
You mistake a big marketing budget for unique.
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The first console I ever bought with my own money was the original XBOX, and I got it on preorder.. I think I was like 15. So don't think I'm some Sony "Fanboi" what I am is someone who truly dislikes companies and firms that copy the success of others with no creative process to add to the evolution of whatever industry the "thieves" happen to be in.[/QUOTE]
And yet you ignore the fact that a) PD have lifted a good number of ideas from other titles and recycled them, and b) that Forza as a series has beat GT to the punch in a number of areas that PD borrowed.