Just curious about the Controller users....

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Say a controller user is picked in the top 20, how are they going to fare when getting put in front of a steering wheel in a real car?

Would a wheel user have an advantage here?
 
most likely that person would struggle at first. because steering using a button and steering using a wheel is difrent.

however, after they get used to it, they maybe able to do well. because they can do the fast laps using their knowledge of throttle control and steering points etc...and they will have to apply it to the real situation.

personally i would say using a steering wheel and controller is very very different, and takes time to get right.
 
Don't think that because you use a steering wheel on a video game that it's going to be exactly the same as real life or that you'll have an advantage over someone that uses a controller. Both will struggle to some extent I imagine, because you know that your G25 steering wheel (as fancy as it may be) will never have the same feeling as the steering of a real life Nissan 370Z. you can't feel the car on a video game no matter what you use to play. Say you come out of a corner, get oversteer and lose the back end, you try to correct it.. the end result will be completly different in real life. Because the physics of the game only allow you to perform certain actions.

After all, any video game (even Gran Turismo) is just a sort of idea of what real life can be like. I mean you can't play that GT5 demo and say "Ohh yeah I've driven a 370Z around Indianapolis in GT so I reckon I can do really well in real life".. or think that because you won the GT Academy that you're going to be a pro when it comes to you sitting there in real life. Take for example Richard Hammond driving the F1 car on Top Gear.

If I won (It will never happen because I'm hopeless) and lets say I was using a G25, I would be crapping myself when it came to driving around a track in real life. Because I think when you're doing it in the video game you're not afraid to take risks that you normally would chicken out of in real life. Like the corkscrew at Laguna Seca, on GT you're not scared to hammer through it, and I'm quite sure you'd get a good idea of how to tackle it by using the G25 or whatever, but you'd chicken out in real life and go dead slow because you can feel the G force, and knowing you may wreck a car worth X amount of dollars or end up in intensive care.
 
If I won (It will never happen because I'm hopeless) and lets say I was using a G25, I would be crapping myself when it came to driving around a track in real life. Because I think when you're doing it in the video game you're not afraid to take risks that you normally would chicken out of in real life. Like the corkscrew at Laguna Seca, on GT you're not scared to hammer through it, and I'm quite sure you'd get a good idea of how to tackle it by using the G25 or whatever, but you'd chicken out in real life and go dead slow because you can feel the G force, and knowing you may wreck a car worth X amount of dollars or end up in intensive care.

I've done many track days, so I would adapt to the real car pretty fast. :)

I've also been through the corkscrew at Laguna. It's not so bad. :D
 
As long the person gets use to real car, and knows his driving line on each track.. then he or she is golden.
 
Sixaxis users are forced into traction control level 7 in the stock car,
which is quite detrimental to lap times in a lot of situations. Assuming
that it's the "overall" time that's counted I deduce that GTAcademy
doesn't want a non-wheel user to win. Just my 2c.
 
Sixaxis users are forced into traction control level 7 in the stock car,
which is quite detrimental to lap times in a lot of situations. Assuming
that it's the "overall" time that's counted I deduce that GTAcademy
doesn't want a non-wheel user to win. Just my 2c.

Of corse;! Those are my toughts too...
 
Well, my feeling is that a wheel user WILL have an advantage over a controller user, because controlling a virtual car through the use of pressing buttons and pushing levers is very different to a wheel and pedals, and since the gaming wheel set up uses the same basic actions with the feet and hands as a real world car input, for wheel users it would be less of an adjustment to the real thing than it would for a controller user and someone who has never tried a wheel and pedal driving setup.

Its no secret that pilots learn certain skills on a flight simulator, and some race drivers learn tracks with specialised racing sim set-ups...so why can't that same crossover mechanic be applied to GT and GT Academy?

If some controller users do get picked, it would be very interesting to hear from them how they adjusted when compared to wheel users.
 
You'll be "forced" to using a wheel at the national Top 20 shootout, non?

So I would try to get used to playing with a wheel asap.

The basic principles of putting in a clean lap are the same no matter what controller you use, for me the gaming experience change fundamentally after I switched from controller to wheel and I wouldn't want to get used to it in a very competitive situation with lots of pressure.
 
Given that you must hold a full driving license to qualify, I imagine most controller users will be able to drive a car with a wheel too. What about those very quick drivers who, in real life, have only ever driven an automatic, they are going to have a shock too when it comes to driving the real thing. Also, the demo does not allow use of the clutch, whereas a real 370z nessecitates the use of said pedal to avoid gearbox destruction, therefore all those used to left foot braking and paddle shifting will have another rude awakening at a track day.
 
Sixaxis users are forced into traction control level 7 in the stock car,
which is quite detrimental to lap times in a lot of situations. Assuming
that it's the "overall" time that's counted I deduce that GTAcademy
doesn't want a non-wheel user to win. Just my 2c.

Bingo.
 
I'm famous! :D (comment from Autoblog demo review)

autoblogcomment.jpg
 
It's hard to say how anyone will do since even if they use a wheel they may not know how do use a clutch.
 
People who use views other than the in-car view will also have a rude shock on track day. Some could apply to those who heavily rely on the driving line.
 
People who use views other than the in-car view will also have a rude shock on track day..

Not sure I agree with this. I find the in-car view to be a bit unrealistic, in that it is very restrictive of your view of the road, more so than what you see IRL when sitting in the drivers seat. The roof of the car extends down into one's field of view way too much, and the dash covers your view of the road close to the front of the car way too much.

It seems as though the viewer in-car is sitting TOO FAR BACK in the cockpit. If they lowered the dash detail down a bit, raised the roof detail up, magnified the screen area, then adjusted the horizontal, it would be more realistic I reckon.

As it stands at the moment, it is very difficult to get an accurate sense of speed using cockpit view.

The bumper cam on the other hand, gives at much better sense of speed, I guess because the width of the road on screen is greater.

I sat a friend who'd never played Pro or Demo before, or GT with a wheel at all, and his comment was that it was much better to adjust to the sense of realism and speed with the bumper cam than the in-car view.

I believe PD should make a slider control with the in-car view so you can move the point of view in-car forward or back to suit the user. The sizer of the screen that each player uses would have an effect on their sensation of speed.

I believe that to get an idea of the correct screen size, you should park behind a car thats in GT, measure at arms length the width of the rear end of the car in front, then get behind the same car in game, and measure the width of the rear of the car onscreen, and calculate what size screen you'd need to attain realistic scale.

You'd probably need to go to a projector...
 
Not sure I agree with this. I find the in-car view to be a bit unrealistic, in that it is very restrictive of your view of the road, more so than what you see IRL when sitting in the drivers seat. The roof of the car extends down into one's field of view way too much, and the dash covers your view of the road close to the front of the car way too much.

It seems as though the viewer in-car is sitting TOO FAR BACK in the cockpit. If they lowered the dash detail down a bit, raised the roof detail up, magnified the screen area, then adjusted the horizontal, it would be more realistic I reckon.

As it stands at the moment, it is very difficult to get an accurate sense of speed using cockpit view.

The bumper cam on the other hand, gives at much better sense of speed, I guess because the width of the road on screen is greater.

I sat a friend who'd never played Pro or Demo before, or GT with a wheel at all, and his comment was that it was much better to adjust to the sense of realism and speed with the bumper cam than the in-car view.

I believe PD should make a slider control with the in-car view so you can move the point of view in-car forward or back to suit the user. The sizer of the screen that each player uses would have an effect on their sensation of speed.

I believe that to get an idea of the correct screen size, you should park behind a car thats in GT, measure at arms length the width of the rear end of the car in front, then get behind the same car in game, and measure the width of the rear of the car onscreen, and calculate what size screen you'd need to attain realistic scale.

You'd probably need to go to a projector...
On the contrary, different cars are different in what you can and can't see.
For example, in a Viper, or Trans-Am, you can't see squat of the road right in front of you.
 
I'm famous! :D (comment from Autoblog demo review)

autoblogcomment.jpg

Is it just me that finds "I cant even keep up with his ghost laps" funny?

That sort of implies that your ghost laps are slower than your actual laps or have I just not drank enough coffee yet this morning?
 
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