How realistic is Gran Turismo really?

In the video posted on the main page, the drifting expert talks about how the game "feels similar" to the real car. Inferring that it's not identical.

So overall how close is Gran Turismo(with a steering wheel) to approximating the cars it simulates on average? If 0% were completely arbitrary car ratings, 100% was a perfect simulation and 50% was similar but vague characteristics between the real car and its video game facsimile, where would Gran Turismo 5 and Gran Turismo 4 be rated?
 
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Um, yeah sorry there was an error on one line with spacing, it was definitely easy enough to get through that.

Does anyone have an answer to the question?
 
GT4 - 10%. Completely unrealistic. Physics is almost unexisting (even PGR has better), sound suck, car characteristics are not real (for example there is no way Clio V6 could beat NSX, and this happens all the time in GT4 with AI drivers all the time).

GT5 Prologue - 85%. Polyphony did a great job. The only my concern is speed feels a bit too slow and the feeling of traction and limits are not so great. Also Viper SRT10 and Ford GT feels more like muscle cars from 60-th than super cars, what they actually are.

Besides this has nothing to complain about.
 
Ill be happy to help you with your question Program Music. Ive driven multiple cars that are in the game and i have to say its about 80-90% depending on the wheel and setup. now this is not saying it feels like driving a real car around Fuji because there really is no true way to emulate the feeling of speed. the rolling of the car can be felt but only with a fullout simulator (not even sure if GT5P can do that, ive only tried Live for Speed in a simulator.) but judging by the feeling of the wheel only it is fairly realistic. it's not quite up to the par of PC sims but very, very close. well i hope this helps and dont worry about that notice, i got one for one of my early posts as well. cheers and welcome to the forums! :)
 
Ill be happy to help you with your question Program Music. Ive driven multiple cars that are in the game and i have to say its about 80-90% depending on the wheel and setup. now this is not saying it feels like driving a real car around Fuji because there really is no true way to emulate the feeling of speed. the rolling of the car can be felt but only with a fullout simulator (not even sure if GT5P can do that, ive only tried Live for Speed in a simulator.) but judging by the feeling of the wheel only it is fairly realistic. it's not quite up to the par of PC sims but very, very close. well i hope this helps and dont worry about that notice, i got one for one of my early posts as well. cheers and welcome to the forums! :)

In your opinion, which is more realistic, LFS or GT5P? I played LFS and it feels great, but I don't know what it is that makes me think GT5P is more realistic... Maybe it's because the cars in LFS aren't real and my mind can't 'link' them to reality... If that made any sense.
 
I think gt5 is like 30% realistic. It has a very believable physics engine, but a lot is missing to make it 100%. I bought a DFP thinking it would make the experience more realistic but it didnt. I take my car to the track often and my steering wheel doesn't do most of the stuff the GT5 one does. Like randomly shake or pull really hard in the opposite direction. I think PD should take an old beater to a track and explore its limits and see how it responds. Take really detailed notes and replicate it in the game.
 
I think gt5 is like 30% realistic. It has a very believable physics engine, but a lot is missing to make it 100%.

Maybe if you are talking about real feeling when you drive real car with 1g overload inside the sharp turn.

But talking about comparison with other simulators you can't say anymore "PC sims are more real" or "Forza is more real". To the fifth installment Gran Turismo became real driving simulator.

Plus replays visually blow you out. LOL
 
I played GT3 and GT4 obsessively... then I bought a cheap sports car and went to a track day.

The skills I developed in GT4 immediately translated to real laps... within fifteen minutes of real track driving I was controlling oversteer with the throttle, hitting late apexes where it mattered, and driving circles around people in much faster cars.

Several vets even commented that I had "great lines for a beginner" and that they didn't believe it was "really my first time on a track".

I give all the credit to GT4
 
within fifteen minutes of real track driving I was controlling oversteer with the throttle...I give all the credit to GT4

Sorry dude, there was no oversteer in GT4. I remember I changed Skyline to Camaro and there was no difference in driving whatsoever. Mid engine RWD Clio V6 just understeer when loosing the traction with no sign of oversteer. No powerslides as well. Though the optimal line was important in GT4

That's why I was so surprised with Prologue.

I believe after playing Prologue you can drive real car in races (well, not like on top, but more or less good). After GT4 - have some doubts
 
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Sorry dude, there was no oversteer in GT4. I remember I changed Skyline to Camaro and there was no difference in driving whatsoever. Mid engine RWD Clio V6 just understeer when loosing the traction with no sign of oversteer. No powerslides as well. Though the optimal line was important in GT4

That's why I was so surprised with Prologue.

I believe after playing Prologue you can drive real car in races (well, not like on top, but more or less good). After GT4 - have some doubts

So you're saying that if you took off the ASC and TCS on a car such as a TVR Speed 12 that it wouldn't oversteer in GT4? Yes the GT5p physics are a HUGE improvement, but you should be able to get cars to oversteer in GT4 as well...
 
Sorry dude, there was no oversteer in GT4. I remember I changed Skyline to Camaro and there was no difference in driving whatsoever. Mid engine RWD Clio V6 just understeer when loosing the traction with no sign of oversteer. No powerslides as well. Though the optimal line was important in GT4

That's why I was so surprised with Prologue.

I believe after playing Prologue you can drive real car in races (well, not like on top, but more or less good). After GT4 - have some doubts

Yup I think you need to turn off the driver aids. It was even possible to drift the R34.
 
So you're saying that if you took off the ASC and TCS on a car such as a TVR Speed 12 that it wouldn't oversteer in GT4? Yes the GT5p physics are a HUGE improvement, but you should be able to get cars to oversteer in GT4 as well...

There were some like Toyota MR 1986, but a very few. I found only three or five from around 100 cars I drove in GT4.

GT4 was low in physics, you usually passed turns turning steering wheel to max and pushing gas/throttle to the ground.

In Prologue it doesn't work anymore, with some cars you need vary careful throttling and steering.
 
In GT4 simulation was decent with N2 tyres, my Yellowbird drifting Nordschleife would certainly agree. But I can't stand that default tyre choice was S2 and all the simulation gone into toilet.
 
I'd say Gran Turismo is really realistic, but certainly not the most. I could name at least 3 simulations that are more realistic. I'd say F1 Challenge, Grand Prix Legends and the Grand Prix Series. Ironically, they're all F1 games, as you may notice.
 
Never used any aids in any racing game.

If you've never understeered or oversteered in GT4, you were never driving hard enough. I could even get FWDs to oversteer in that game, and it was noted for having incredibly bad oversteer modelling for FWD cars.

Perchance, you've never used N tires? :lol:
 
GT5p- about 75% - its the best currently, but needs a little work - the steering is too light( even with power steering off)
 
Sorry dude, there was no oversteer in GT4. No powerslides as well.


I drove 500+ laps at Nurburgring, and every car I drove there was capable of powerslides and oversteer and my driving style lends itself to understeer.

I think each persons driving style, is more relative.


Back to the thread.

It seems a lot closer to real than the previous , which is to be expected........ yes?
The visual aspect of the game is what, initially starts the realism factor of, then the difference between each car, gives the impression that you are driving the car that reacts in that particular manner.
I have not driven any of the cars in GT5P for real, so comparison is actually impossible. However I can speculate that the cars are closer to real than the previous games in the GT series.
Some cars do handle some things in a way I might believe to be incorrect, but I don't race cars on a track or do I drive at high speeds(any more)to put this into practice.
I give the game 80-85% accuracy. It is the demo though.
 
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Sorry dude, there was no oversteer in GT4.

Yes, there was. But you didn't know all depths of that game. 80% of my GT4 play time was drifting with Yellowbird on Nordschleife with Driving Force Pro. With N2 tyres, of course.
 
Nice comparison above, Zer0 👍 Which brings me on to...

GT4 - 10%. Completely unrealistic. Physics is almost unexisting (even PGR has better), sound suck, car characteristics are not real (for example there is no way Clio V6 could beat NSX, and this happens all the time in GT4 with AI drivers all the time).

:lol:

GT4 wasn't that unrealistic, and certainly not as far as that behind GT5 either. The very fact that using real racing techniques and a good knowledge of car physics can help you drive quicker is alone worth more than 10% when 0% is completely unrealistic.

What are you using for your Clio V6 vs. NSX comparison? There are so many variables in that comparison that it's not even funny. The battle you describe refers to the AI - the problem is obviously much more AI related than physics related. Have you seen how they try and pass each other? On the right (or wrong) circuit a Civic could beat an NSX, let alone a Clio V6 with not too much less power. Even in real life I could easily see a well driven Clio beating an average driver in an NSX. Like I mentioned - way too many variables to use that as an example of poor realism.

And PGR certainly doesn't feel more realistic.

It seems like people beat down GT4 just because they can't mad tyte drift yo. No, the cars don't oversteer enough but it's quite possible to slide the cars if you have enough power.

GT5 Prologue - 85%. Polyphony did a great job. The only my concern is speed feels a bit too slow and the feeling of traction and limits are not so great. Also Viper SRT10 and Ford GT feels more like muscle cars from 60-th than super cars, what they actually are.

I'm more in agreement with your rating for GT5, but then your comment about speed seems a little off (and it's something that's been covered hundreds of times before on this forum). The sense of speed is entirely realistic - you just don't get the other senses of speed you would from driving a real car, like feeling the car through all the controls, all-pervading wind noise and other such experiences.
 
Problem is, GT5P is probably the best looking game there is at the miniut. I remember going from GT2 on PS1 to GT3, And GT3 felt so slow. Not because the cars where going slower, But due to the fact that because of the much smoother graphix you tend not to notice speed as much. because every thing is smooth.

And In todays next gen consols, I feel that when you say GT5P has no sence of speed is because, you are probably used to NFS games with its Motion blurring to give you the feel of speed.

The Feedback issues of GT5P do need a bit more poke. On Rfactor on Le sarth I can hardly hold the car striaght at high speed, but the Feedback is seriously lacking in GT5, And power steering hardly makes a difference at all. it makes it a bit stiffer but not by much. I am hoping PD will add in the effects of the cars movement on the steering weight.

But GT4 was a great game and for some one to say 10% is a joke we want the realism % not your game completion score, The only aspect of GT4 that was lacking was the Rallys. but the best part of the game was brilliant.

My vote:

GT4 a very very very decent 70% realism

GT5P a amazing 90%, only lacking on the feed back you get from the car.
 
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