Destinkeys
(Banned)
- 1,199
- Destinkeys
Just curious, though, but on consoles, what DOES get handling right? Surely not GT5...
Talk to any PC sim fan, and you will start (if you are a GT fan) to feel like a Shift player at the hands of GT players! Reality is a sliding scale, with GT and Shift sitting somewhere in the middle. For every issue that S2U will have, there's a different issue that GT5 has. Tire widths not modeled, FF lift off oversteer wrong, handbrake turns faster (and less tire wearing) than real life, unrealistic draft strengths, the list goes on and on.
Personally, for me, once you come to the realization that NOTHING is 'real', a lot of other considerations come into play. You know, like being able to RACE the AI!
I don't want a 'driving simulator', and if I did, I would not be happy with GT5 either. If your goal is to make a boring driving game, you might as well get the physics RIGHT. And I mean completely right, not just 'a bit more right than any other console game'.
Talk to any PC sim fan, and you will start (if you are a GT fan) to feel like a Shift player at the hands of GT players! Reality is a sliding scale, with GT and Shift sitting somewhere in the middle. For every issue that S2U will have, there's a different issue that GT5 has. Tire widths not modeled, FF lift off oversteer wrong, handbrake turns faster (and less tire wearing) than real life, unrealistic draft strengths, the list goes on and on.
Personally, for me, once you come to the realization that NOTHING is 'real', a lot of other considerations come into play. You know, like being able to RACE the AI!