See, I'm not sure that's fair to Gran Turismo or Polyphony. If we assume that they're making the game as realistic as they can but that GTS is the result, then the conclusion is that they're just not very good at their jobs.To me, Gran Turismo is a sim, it aims for realism, it's just not the most accurate sim out there and has a few glaring issues which I'd be very happy if they fixed.
It doesn't have a hard definition because it's defined by being the combination of two terms that are absolutes. Telling me that a drink is a rum and coke tells me nothing about how much rum or how much coke is in there - but it's a useful starting point for a conversation. I know the drink is neither straight rum nor straight coke, and then we can talk about how ****ed up I'm going to get if I drink it.I don't particularly like the term simcade, it doesn't really have a set defintion and I tend to think more of titles much less realistic than Gran Turimo when I hear that term.
I disagree, as techniques I have developed in reality I can't use in GT, which makes adapting to GT unnatural and harder than they should be, particularly if it's an area that PD pick to switch back and forward between, such as understeer FFB rattle.Nothing in the GT universe is particularly "hard" to drive, or drive very quickly per se, compared to how they'd act in real life or in the more hardcore sims.
I often see this claimed, yet without any data to back it up at all. Driveclub modelled list-off oversteer in FWD cars to a minor degree and that had a shed-load of players and no-one called it 'too-hard' PD could even reduce the degree of lift-off oversteer that FWD cars produce to make it 'easier', it would still be the correct balance for the cars in question and would addressed the (claimed) issue with lift-off oversteer. Nor does such a claim slack-up with the issues that MR and RR cars have, as they don't understeer when they should, and move straight to oversteer all the damn time.Hell, I WISH GT would add in a host of front drive touring cars from the 90s with the proper physics, those things are a blast and relatively all over the place and you need to commit to go fast but the casual player which makes up most of the fanbase would hate stuff like that and would call the game "too hard" and it would cause a ton of would be players to avoid it.
The issue is that it fails in its attempt to do that if you then have to re-learn how some of the drivetrains act, how understeer reacts via FFB, etc.Stuff like GT is merely the stepping stone towards to full, hardcore sims that exists and that's totally okay that it occupies that position.
From what I know it varies massively, not just from title to title, but within a title as well.I've often wondered, and don't recall ever reading anything in depth on the subject, how PD and other game developers model how a car 'handles'.
I assume, at least these days, that it's data-led in that they take the raw data of a IRL car - wheel base, track, spring rates, weight distribution, centre of gravity, which wheels are driven etc etc, and dial it all into its game physics model to come out with a digital representation of that particular car that should be fairly accurate.
But i wonder how much, if any of it, is tuned by actual human 'feel'?
This is one of the reasons why Driveclub was actually a really interesting title, as it was a firmly arcade title with solid physics underpinning it, the cars react as they should do, but in a simplified manner. DC didn't resort to having some drivetrains react utterly counter to how they should, Wreckfest is also similar in this regard, with both being evidence that its perfectly possible to use a simplified, but generally accurate physics model.
A problem that games like Gran Turismo and Forza have is that they have so many cars, and it takes a lot of time to correctly set up the physics model for a car. They all have some kind of parameterized physics template that considers stuff like weight, wheelbase/track, engine layout/power/torque, gearing, etc. that allows the developers to quickly set up car physics models by just entering some numbers that they can easily get from the manufacturer. But such simple, generic models aren't very accurate.I've often wondered, and don't recall ever reading anything in depth on the subject, how PD and other game developers model how a car 'handles'.
I assume, at least these days, that it's data-led in that they take the raw data of a IRL car - wheel base, track, spring rates, weight distribution, centre of gravity, which wheels are driven etc etc, and dial it all into its game physics model to come out with a digital representation of that particular car that should be fairly accurate.
But i wonder how much, if any of it, is tuned by actual human 'feel'?
Not to get too off topic but I adored PGR 4 for this reason. Combine that with it's great track designs and gamemodes, felt like there was infinite replay value. I should dust off my X360...I imagine you can throw most of the PGR series (specifically 3 and 4) into that category as well considering most every vehicle, and even the bikes in 4, all handle differently, and require different tactics to wrangle the most performance out of them, or to have them succeed in the events that you are given.
In the end, every car is a composite of measurements. Distinctions between car models are primarily a product of their geometry, because small differences in the position or orientation of physics parameters produce outsized effects. If something must be tuned by feel, it is ultimately for a lack of a particular measurement or set of data (eg. electronic differential programming), whether it was not provided/collected or is difficult to measure.I've often wondered, and don't recall ever reading anything in depth on the subject, how PD and other game developers model how a car 'handles'.
I assume, at least these days, that it's data-led in that they take the raw data of a IRL car - wheel base, track, spring rates, weight distribution, centre of gravity, which wheels are driven etc etc, and dial it all into its game physics model to come out with a digital representation of that particular car that should be fairly accurate.
But i wonder how much, if any of it, is tuned by actual human 'feel'?
And then you have to factor in roll centres as well, the yaw point, etc.An accurate center of gravity is one piece of data that may be hard to come by. It's also only a point -- it does not describe the distribution of mass throughout the vehicle's 3D form. Two cars may have similar resting weight distributions, but distinctly different moments of inertia; you need the first data point for accurate weight transfer, and the second data point for an accurate response to that shifting weight in a yaw situation. Even if manufacturers were to supply that data, I don't think it would be in a format developers could readily use. I imagine it's one that is commonly hand-tuned.
Absolutely. My RX-7 has 50:50 weight distribution. My Boxster has 48:52 weight distribution. Dynamically, they feel nowhere near similar. Once things get moving around, the RX-7 yaws it's back (Imagine the pivot point is right at the front axle centerline) just like any other FR car and the Boxster just welds the rear tires to the ground (Imagine the pendulum is right next to your thigh) - it's a totally different experience, particularly on corner exit, that can't be explained just by static weight distribution.In the end, every car is a composite of measurements. Distinctions between car models are primarily a product of their geometry, because small differences in the position or orientation of physics parameters produce outsized effects. If something must be tuned by feel, it is ultimately for a lack of a particular measurement or set of data (eg. electronic differential programming), whether it was not provided/collected or is difficult to measure.
An accurate center of gravity is one piece of data that may be hard to come by. It's also only a point -- it does not describe the distribution of mass throughout the vehicle's 3D form. Two cars may have similar resting weight distributions, but distinctly different moments of inertia; you need the first data point for accurate weight transfer, and the second data point for an accurate response to that shifting weight in a yaw situation. Even if manufacturers were to supply that data, I don't think it would be in a format developers could readily use. I imagine it's one that is commonly hand-tuned.
Boxster has staggered tyre sizes that the RX7 doesn't have as well though, right? That changes the balance significantly.Absolutely. My RX-7 has 50:50 weight distribution. My Boxster has 48:52 weight distribution. Dynamically, they feel nowhere near similar. Once things get moving around, the RX-7 yaws it's back (Imagine the pivot point is right at the front axle centerline) just like any other FR car and the Boxster just welds the rear tires to the ground (Imagine the pendulum is right next to your thigh) - it's a totally different experience, particularly on corner exit, that can't be explained just by static weight distribution.
I think we will get this good balance with GT7, the footage for me looks promisingAs I've said before, if PD do their homework they can make a physics engine with enough depth and forgiveness to please the majority. I like ACC but it's very hard to drive on the limit and a good setup is required to extract the maximum performance. That can be quite tiring and I don't want that for GT7. I want to get in and drive at a decent speed out of box, but I don't want to adopt a strange technique to do so. It should be the same as real life.
Which one is it? Because these are mutually exclusive.As I've said before, if PD do their homework they can make a physics engine with enough depth and forgiveness to please the majority. I like ACC but it's very hard to drive on the limit and a good setup is required to extract the maximum performance. That can be quite tiring and I don't want that for GT7. I want to get in and drive at a decent speed out of box, but I don't want to adopt a strange technique to do so. It should be the same as real life.
I have a feeling we'll come back to this when the problems with FWD handling nothing close to reality still haven't been fixed in GT7.I think we will get this good balance with GT7, the footage for me looks promising
We just have to wait and see when we play GT7.I have a feeling we'll come back to this when the problems with FWD handling nothing close to reality still haven't been fixed in GT7.
Even if they fix it im pretty sure you still will **** on it regardless so it pointless to discuss it with you...I have a feeling we'll come back to this when the problems with FWD handling nothing close to reality still haven't been fixed in GT7.
I'll be the first to congratulate Polyphony if they do.Even if they fix it im pretty sure you still will **** on it regardless...
Yeah sure...I'll be the first to congratulate Polyphony if they do.
But that's the biggest thing. If. And I don't exactly have the highest estimations they will, considering legacy issues still persist in the series.
Knowing who this is coming from, who tried to pick a fight with a guy who (correctly) pointed out that GT's vehicle dynamics weren't exactly that great even compared to the relevant competition (and put Forza on the same level, which it absolutely is in with most regards), and had better knowledge in that topic then you did, I guess I shouldn't be surprised.Yeah sure...
I myself i pointed some of the problems of the game on the physics thread that i started some time ago way before than anyone else but anyway...again im not going to discuss with diehard forza fans.Knowing who this is coming from, who tried to pick a fight with a guy who (correctly) pointed out that GT's vehicle dynamics weren't exactly that great even compared to the relevant competition (and put Forza on the same level, which it absolutely is in with most regards), and had better knowledge in that topic then you did, I guess I shouldn't be surprised.
But whatever.
I see it as PD simulating “real driving”. We all pull the right trigger, car go. We all pull the left trigger, car stop. Now, “real driving” as accurate as real life, with all real world finer detail? Not as good as some simulators, but better than other simulators.
I mean, why have “Arcade Mode” as a feature, if you’re simulating real driving? Why have two modes? In a real driving simulator?
I think it’s been a long line of the interpretation and translation. In the real world, there’s no “arcade mode”. If anything, real life arcade mode, would be a track day(s). Simulation Mode would be Driving instruction through to professional racing series.
I don’t use simcade. I just name the game. People pretty much know what to expect with the physics in a GT game. Mentioned before how people feel they can control the car. So, maybe, that means to them, it’s simulating real driving. Whether the physics are accurate or not, the car moves forward, side to side and reverses.
You do know the “cade” in simcade refers to arcade. Yes?Arcade mode doesn't mean what you think it means. It's just a way to quickly race a selection of cars you don't own.