I was commenting on peoples perceptions of what may or may not be real.
That was a concession I already made, specifically in the first sentence you quoted from me.
And the failure of the ingame cars to execute a single move is hardly a complete damnation of the entire package considering it offers far more that what say LFS does - the entire "feedback" loop is far more engrossing in the end - even if certain aspects are not as real as your favourite title.
Depends on your preferences. As a RWD junkie that enjoys drifting casually, GT4 is like a bitter fruit to me -- it looks delicious, but tastes awful. Similarly, the car and track selection, tuning, and sheer amount of
stuff in GT4 is oh so enticing. But every time I give the game "another chance," the awful oversteer simulation reminds me why I shelved it indefinitely to begin with.
If GT4 got its oversteer "correct enough" to facilitate ordinary racing, if not drifting (Forza 2 is like this), then maybe I'd play it. However, attempts at mid-corner corrections and adjustments still don't work the way they should, and any bit of oversteer I
do get often ends in an overcorrected spin when the hypersensitive countersteer rears its ugly head. I don't know about you, but having to rely on threshold understeer to take every corner isn't very fun for me.
For someone who's truly accustomed to the game, I could see how GT4 would be fun. Unfortunately, I was spoiled by LFS long before PD could get the game to shelves. When Enthusia came out, that was the final nail in the coffin in terms of getting any sort of enjoyment out of GT4.
If this is the way ebart feels about GT5P, I can sympathize with him. However, if I had a chance to play the game myself I might also disagree with him.
Besides, without feedback, how would you know what you were feeding in?
Last time I checked, I wasn't driving and car in real life with a keyboard.
Of course, you might argue that you could rig a set of radio control servos to a real automatic transmission car and control it from a keyboard using the the A S D and F keys.
The car would react to your input and be reacting "realisticly" as it was of course a real car, but I doubt you would be able to race it very successfully - as the on/off nature of the input would be akin to driving the car with its standard controls but using a technigue of jabbing full throttle / full brake / full opposite lock rinse and repeat.
Your progress down the road would be chaotic and you would no doubt crash.
Replace the keys with rhestats controlled by joysticks and suddenly you can control the car.
So, if the physics of the "real" car is real, and you couldnt control it with a keyboard, how could you judge the reality of say LFS physics with only keyboard control?
For starters, LFS's keyboard input is more than just on/off. It's essentially the same thing as playing a console game with the controller (in that it "second-guesses" your input), but not as refined as a mainstream game, and using the equivalent of a D-pad instead of a joystick.
Anyway, the thing is that no matter
how you do it, turning the steering wheel
x degrees is turning the steering wheel
x degrees, giving the car full-throttle is giving the car full-throttle, and so on. It's these inputs (and depending on the physics engine, they may or may not be filtered through other elements) that define the motion of the car, and if you can replicate the same general input from controller to keyboard to mouse to wheel, the game will respond the same way each time.
Also, while other real-world limitations would make the real keyboard-controlled car difficult to control, I wouldn't necessarily describe the unorthodox control options of Live for Speed as "chaotic." Keyboard driving in LFS requires fine-tuning of the various response rate options and whatnot (something I have neither the interest nor time for), but I honestly have an easier time mouse-drifting in LFS than I do drifting in GT4 with the DFP. The physics work, and that's all I need. In fact, when I'm too lazy to set up the G25 and just want to test one simple, small thing in LFS, I'll boot it up and just play with the mouse for a minute or two.
I guess you could suggest that given the chance to observe a real car as someone performs certain manouvres and then observe a simulated car reacting to the same inputs even Stephen Hawkings could opine on whether the result was real - as his great mind would allow him to observe if the result was realistic - even though he cannot perform either excercise...
An extreme example, but assuming no trickery in terms of the simulated car and a comprehensive set of maneuvers, sure. Being at the wheel of at least one of the cars (simulated or not) would help greatly, of course.
So from a purely analytical stand point, you are correct feedback has nothing to do with the dry evaluation of the physics engine
Isn't a "dry" analysis of the physics engine what we should be striving for, here? As you and I have established, how a game "feels" to someone depends on a long list of variables. However, as I mentioned before, the physics remain the same.
In fact, I would say it is faith in the physics engine itself -- not the way the game "feels" -- that leads people to "distrust" those who knock a game like Gran Turismo yet play with just a controller.
and in the end the popular concensus is that neither does real world experience have anything to with said evaluation either
Why doesn't real-world experience have anything to do with the evaluation? As you described above with your Stephen Hawking example, it isn't 100% necessary to have an idea of what to expect, but it certainly helps.
I'm not trying to win anything. I'm just curious as to whether anyone looks at these games the same way that I do -- examining the physics and the physics alone.
Maybe my view stems from the fact that I've been playing racing games/sims for most of my life. I learned high-speed driving in LFS before I ever had a chance to attempt it in the real world, and I largely rely on visual cues for drifting and other maneuvers. Meanwhile, a good friend of mine can't stand drifting in Live for Speed because he can't
sense anything other than the force-feedback of the wheel, the sound from the speakers, and what he sees on the screen.
Some of you might agree with him.