- 219
You lack knowledge about many things. You must study. There is a problem when opinions are presented as facts.
Huh, I did not say there wasn't.
You lack knowledge about many things. You must study. There is a problem when opinions are presented as facts.
People need to accept that there are many valid opinions that are supported by very different contexts... And if it meets your expectations/assumptions, enjoy it!
In regards to the physics, How can anyone playing Gran Turismo, be able to match the Nurburgring time of the '07 GT-R, which was set by a professional driver?
It would be like me trying to match that time in the real world, by myself. I doubt I could possibly do it, even if I had coaching like this:
There are players who may know the 'Ring like the back of their hand, put them behind the wheel and they might not be able to match their virtual skill.
Only the facts matter in simulations and simulators.
Wrong. Simulators assume things. FFB fills gaps. There are many reasons the real car may not match the virtual one (weather, temp, wear, compound, setup, track changes, atmospheric pressure, driver style).
The facts absolutely matter, but just as important is how the games fill the gaps. Otherwise no game could be called a sim until 1:1, which is obviously not the case.
Unless of course you can point me to a game that gets all the facts right in all situations?
Well while you are not completely wrong what you say sounds (reads) very biased towards a 'feeling'/'opinion' based creation of a simulator.
The only 'opinion' valid is that of the pack. It's just like this: most people will prefer to eat chocolat over tar if someone likes tar that's on him, his opinion is irrelevant to the general statement.
Indeed. There wouldn't be so many varied opinions if 'feeling' was not a large chunk of how people perceive (and argue about!) racing games
For instance, it's a fact that Project Cars simulates more physical elements and data than AC (at the time of PC1 release anyway), GT and Forza, but I think you'd agree stating it is more sim would not see agreement from all, not even close.
It's a matter of how much 'close enough' games get in fooling the mind. And there's the catch; I think it's not how many things these games simulate well that matter, it's the things that break the immersion that determine the opinion. It only takes one odd behaviour (physics bug, FFB, controller) to remove someone entirely from feeling like they're in the car, regardless of all else, and so the physics 'fail.' The game that can be most consistent (i.e. AC's praise) tends to be more convincing than the one that almost gets there, but then has a bug/issue that breaks it (i.e. PC1).
That's a very context sensitive statement. What if in 50 years tar changes to somehow actually taste better for the masses? What about racing games from 10 years ago, they don't 'hold up' now, yet people would argue endlessly about 'most sim' then, as they will for future racing games.
See the facts don't matter all that much because we're not close enough to simulating everything yet to determine conclusively the 'best' simulation. Hence the pack, as you say, which has not much to do with facts. I.e. 'the pack' is playing GT/Forza, not iRacing and rFactor
And Kaz isn't helping at all by making blanket statements (he's not alone in that) about driving being easy or hard, which has nothing really to do with what a game is simulating or not.
The world is not black and white. It isn't only facts that matter when developing a simulation style of game because, even if you get the game to simulate physics perfectly, those physics are being translated through imperfect devices. FFB wheels cannot perfectly provide all the feedback that a driver would get from a car, because some of the feedback is through his body, through g-forces etc. So some of the effects that a driver might not normally feel through the wheel are there, like enhanced road or kerb feel. Some games add in a "seat of the pants" oversteer effect in the FFB. To that extent, real driver opinions and feedback are the only tools available to align the feeling through the wheel with their real life experience. This does not in any way change the underlying physics of the game, which is the factual element you are referring to. We can evaluate the level of a simulation through the relevant telemtry data and by looking at the underlying code, but games will also be evaluated by players based on how those physics are translated through the devices we use.First off I hope you take the time to read this, as you seem to have a mind that processes things in a logical way.
This makes the discussion interesting.
I think we might have a communication error.
What most 'feelings are important guys' will never understand is that, for about the 8th time in this thread, yes personal opinions on set things differ due to their perception of reality.
I really believe you showed why some people find some sims more immersive then others. And my statement that opinions don't matter in developping a sim do not reflect on wether peoples opinions matter in general. Off coarse we can have lengty converations about these simulators and how we perceive em.
BUT stop making the story up that it's development is very feeling based. This is NOT how simulation models are made. This is NOT how you'll ever come to a good model.
The tar statement? Context dependend? Well yes! Off coarse, when you discuss a certain subject the context defines exactly what we are discussing. But just curious, why would tar ever taste better?
Those old games/sims are outdated, yes. Yet we can still argue which one did it best and opinions will differ as some people will have break from immersion due to a certain 'factor'. Don't see how this is a problem? We agree they are worse simulators but can still compare them to their own generation.
The facts matter a lot! Even in defining the best simulation. People could argue and have personal opinions but the facts show this generation is more realistic then let's say the ps1 generation. So facts do matter, it's when I or you personally define a sim to be the best that mine or your opinion matter.
Also the reason for this diffrence of opinion is rather clear. We didn't set up what was the goal to sthe simulator. If we set a goal thise simulators need to reach we could objectively say which sim is better. Yet we never do. We all fill in the spots where the sim has to be 'perfect' this is out opinion of the perfect sim. This in turn makes us put one sim higher on a pedestal then an other sim.
About the pack statement. I'm specifaclly refering to the pack of people who are actively helping to develop the specific sim. So this gt/forza thing is irrelevant. I meant the general consensus amoung the testers of said specific sim.
Any thoughts are definetly welcome if propperly motivated as on your last post!
But yes when judging a sim opinions matter when developing a simulator facts matter. This while the other feeling guy told us it isn't, he said it's all perception. That would be a lie.
Wrong. Simulators assume things. FFB fills gaps. There are many reasons the real car may not match the virtual one (weather, temp, wear, compound, setup, track changes, atmospheric pressure, driver style).
The facts absolutely matter, but just as important is how the games fill the gaps. Otherwise no game could be called a sim until 1:1, which is obviously not the case.
Unless of course you can point me to a game that gets all the facts right in all situations?
Try going 20 seconds slower in the game and then compare.I track a 96 Celica GT-Four IRL. Been to Spa a couple of times and Spielberg once.
Things that hold be back on the track:
Wear and tear. The fact I'm actually driving a 20 year old, 170.000 km car. Physical fitness. Changing track conditions. Heat buildup. Traffic.
Things that hold me back in GT6: lack of depth perception (eased a bit by 3D glasses). Worst of all: lack of G-Force. In GT6 I go by (engine) sound instead.
Considering everything driving IRL is much easier than in GT6. I'm about 20 seconds slower IRL on Spa than in GT, but that's due to shifting earlier and braking sooner to reduce wear and keep the temps down. Corner speeds aren't far off.
Try going 20 seconds slower in the game and then compare.
First off I hope you take the time to read this, as you seem to have a mind that processes things in a logical way.
This makes the discussion interesting.
I think we might have a communication error.
What most 'feelings are important guys' will never understand is that, for about the 8th time in this thread, yes personal opinions on set things differ due to their perception of reality.
I really believe you showed why some people find some sims more immersive then others. And my statement that opinions don't matter in developping a sim do not reflect on wether peoples opinions matter in general. Off coarse we can have lengty converations about these simulators and how we perceive em.
BUT stop making the story up that it's development is very feeling based. This is NOT how simulation models are made. This is NOT how you'll ever come to a good model.
The tar statement? Context dependend? Well yes! Off coarse, when you discuss a certain subject the context defines exactly what we are discussing. But just curious, why would tar ever taste better?
Those old games/sims are outdated, yes. Yet we can still argue which one did it best and opinions will differ as some people will have break from immersion due to a certain 'factor'. Don't see how this is a problem? We agree they are worse simulators but can still compare them to their own generation.
The facts matter a lot! Even in defining the best simulation. People could argue and have personal opinions but the facts show this generation is more realistic then let's say the ps1 generation. So facts do matter, it's when I or you personally define a sim to be the best that mine or your opinion matter.
Also the reason for this diffrence of opinion is rather clear. We didn't set up what was the goal to sthe simulator. If we set a goal thise simulators need to reach we could objectively say which sim is better. Yet we never do. We all fill in the spots where the sim has to be 'perfect' this is out opinion of the perfect sim. This in turn makes us put one sim higher on a pedestal then an other sim.
About the pack statement. I'm specifaclly refering to the pack of people who are actively helping to develop the specific sim. So this gt/forza thing is irrelevant. I meant the general consensus amoung the testers of said specific sim.
Any thoughts are definetly welcome if propperly motivated as on your last post!
But yes when judging a sim opinions matter when developing a simulator facts matter. This while the other feeling guy told us it isn't, he said it's all perception. That would be a lie.
Considering everything driving IRL is much easier than in GT6.
The world is not black and white. It isn't only facts that matter when developing a simulation style of game because, even if you get the game to simulate physics perfectly, those physics are being translated through imperfect devices. FFB wheels cannot perfectly provide all the feedback that a driver would get from a car, because some of the feedback is through his body, through g-forces etc. So some of the effects that a driver might not normally feel through the wheel are there, like enhanced road or kerb feel. Some games add in a "seat of the pants" oversteer effect in the FFB. To that extent, real driver opinions and feedback are the only tools available to align the feeling through the wheel with their real life experience. This does not in any way change the underlying physics of the game, which is the factual element you are referring to. We can evaluate the level of a simulation through the relevant telemtry data and by looking at the underlying code, but games will also be evaluated by players based on how those physics are translated through the devices we use.
In the bigger picture, both facts and opinions matter when looking at games as a whole.
Funny thing for me is i seem to be able drive the same in ac and pcars with close same results. On gt sport not so much .
I m not a specialist and i don t have any notion of the real sensation to drive a racing car. BUt, if it s possible to do this in real life, you ned a permissive game physics that can allow some close racing contact. This is not possible on AC or PC for example, any touch like this will have a lot more dramatic consequences or at least a lost of speed and grip.
Outside in a turn, at least you loose your line, your speed and your position. From what i have experimented with both games. Just my opinion.Sorry but close racing, with contact on that nature is more than possible in both AC and PCars.
I m not a specialist and i don t have any notion of the real sensation to drive a racing car. BUt, if it s possible to do this in real life, you ned a permissive game physics that can allow some close racing contact. This is not possible on AC or PC for example, any touch like this will have a lot more dramatic consequences or at least a lost of speed and grip.
I was going to ask for a link since I've never heard of that channel before.it was interesting to hear @IanBell making comments mirroring Kaz's statement during SpotTheOzzie's Youtube livestream today
In general terms it's (depending on the car) relatively easy to drive up to the limit and also to catch over the limit. The far trickier part is to find the limit in all parts of a changing track and to be consistently on that limit (which is actually with the tyres slipping.
It does of course also need a ton of context, as it assumes that tyres and brakes are up to temperature, that the weather is also consistent and settled, etc.
A generic statement about how difficult it is to drive racercars is pretty meaningless without a ton of context. A modern GT3 car is much easier to drive than a Lotus 49 for example, and in turn, a 200 hp saloon car is easier than both. All cars are difficult to get to limit but it would be easier to get a saloon car within 2 or 3 seconds of the fastest lap than it would be a Lotus 25.
A true sim should reflect these various levels of difficulty well. Any game that makes it relatively easy to drive all cars of various eras with equal ease wouldn't really be classified as a sim to me.
I don't know whether that has been revealed for GT Sport as of yet. I am with you though, I use a real assist setting for every car in order to gain the most authentic experience a game has to offer.I'm going to play PCars2 with the "authentic assists" setting, i.e. with only those aids that the real-life car does or does not have. (Except for clutch-shifting, since I only have paddles on my wheel).
Will GTS have such a setting?