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I think he meant realism about visuals and haptics on PS5 hardware.Bit concerning he's talking about realism but focused purely on visuals, other than the haptics on the controlle
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I think he meant realism about visuals and haptics on PS5 hardware.Bit concerning he's talking about realism but focused purely on visuals, other than the haptics on the controlle
Well, uh, yes. That's my point. He didn't mention anything about better driving realism.I think he meant realism about visuals and haptics on PS5 hardware.
Thats another topic.Well, uh, yes. That's my point. He didn't mention anything about better driving realism.
What? The video was him talking about being it more realistic, I'm concerned he only spoke of visual realism. How is that another topic?Thats another topic.
He talks about realism in visuals. Maybe will be another video when he will touch topic about realism in racing simulation. Just wait and relax.What? The video was him talking about being it more realistic, I'm concerned he only spoke of visual realism. How is that another topic?
Which, again, is my concern. He focused on visuals. I'm not sure how you're not getting this. Yes, he might talking about driving realism later, he might not. The point is he had a chance here, and didn't.He talks about realism in visuals.
Visual realism and driving realism is a different themes, I think. No need to rush or put a chance on this latest video.Which, again, is my concern. He focused on visuals. I'm not sure how you're not getting this. Yes, he might talking about driving realism later, he might not. The point is he had a chance here, and didn't.
That's because this video is about PS5 features / differences (compared to PS4) and physics are the same in both versions.Which, again, is my concern. He focused on visuals. I'm not sure how you're not getting this. Yes, he might talking about driving realism later, he might not. The point is he had a chance here, and didn't.
He did mention the adaptive trigger based feature as if that's more realistic, but I think he said that without giving it much thought. IMO, the adaptive trigger based feature probably wouldn't add any realism to the game, and it would only serve as a gameplay helper, just like the impulse trigger (it helps you to feel the limit).I think he meant realism about visuals and haptics on PS5 hardware.
Before the merge between Daimler and Benz, Daimler produced the Mercedes Type 630 luxury car on the Model K chassis. Once Daimler and Benz merged to create the Mercedes-Benz brand in 1926, the decided to create a race car by using the best features of the Model K chassis. The engine of the K featured an “on demand” supercharger where it would only be engaged with full throttle. The new car was called the S-Series. It was much lighter than the 630 and dominated motorsports in its day. The car featured in the game has the SK’s 7.0L in-line six which produces 180hp with the supercharger engaged with almost 500 lb ft of torque.
Here is a sound clip that demonstrates the on-demand supercharger:
Exactly that's also my impression.The cars look way more bouncy to me. Like there is way more visual work going on with the suspension model. The lighting seems to be miles beyond what Sport was produced. Which was amazing in its own right, but the lighting in 7
Wreckfest has this kind of thing in the PS5 update and it works well, so I think fair play. I think any attempt on adding 'realism' in terms of communicating what the car is doing needs a big asterisk next to it, as you can't get a lot of it when you don't have motion. FFB for example isn't really what a wheel feels like in most cars, but it isn't trying to do that -- it's trying to communicate forces that the entire body would feel in real life.He did mention the adaptive trigger based feature as if that's more realistic, but I think he said that without giving it much thought. IMO, the adaptive trigger based feature probably wouldn't add any realism to the game, and it would only serve as a gameplay helper, just like the impulse trigger (it helps you to feel the limit).
If the goal is mimicking the behavior of real life brake pedal, then a lot of what he said sounds somewhat weird. First off, when you're driving a road car, you usually don't feel the tire lock from your brake pedal, since full tire lock almost never happens in the first place, due to the ABS (which most road cars have by default and there is usually no way to disable the ABS other than taking out the ABS fuse from the box). Instead, you feel ABS motor modulation in real life car, but he never said anything about ABS modulation.
Also, in the event of full lock (which is typically only possible after removing the ABS fuse), you don't experience the sudden loss of pressure on the brake pedal at the moment of tire lock (at least the feeling is definitely not as severe as brake fade). If that's your first full lock, you typically just feel the aftermath. After a good full lock braking, your tire would be no longer perfectly circular (i.e. dead), hence it makes vibration and noise pretty violently.
The sudden loss of pressure is typically a symptom of brake fade, and this is fairly common phenomenon, since most cars start to exhibit some pad fade after 1-3 laps with stock pads. But Gran Turismo series have never implemented any sort of brake pad/fluid temp related simulation, and I highly doubt they started doing it now.
Yeah, I thought him saying that it goes soft was a weird choice. I'd have thought if anything you'd make it get harder to push - technically if you've locked the brakes there's no more pad travel and so any leverage is just going to be going into the brake lines. It'd be a bit gamey, but it could maybe help people feel the edge if the trigger was getting stiffer as they pushed and a little help like that for controller users who already have to deal with very short travel seems fine.He did mention the adaptive trigger based feature as if that's more realistic, but I think he said that without giving it much thought. IMO, the adaptive trigger based feature probably wouldn't add any realism to the game, and it would only serve as a gameplay helper, just like the impulse trigger (it helps you to feel the limit).
If the goal is mimicking the behavior of real life brake pedal, then a lot of what he said sounds somewhat weird. First off, when you're driving a road car, you usually don't feel the tire lock from your brake pedal, since full tire lock almost never happens in the first place, due to the ABS (which most road cars have by default and there is usually no way to disable the ABS other than taking out the ABS fuse from the box). Instead, you feel ABS motor modulation in real life car, but he never said anything about ABS modulation.
Also, in the event of full lock (which is typically only possible after removing the ABS fuse), you don't experience the sudden loss of pressure on the brake pedal at the moment of tire lock (at least the feeling is definitely not as severe as brake fade). If that's your first full lock, you typically just feel the aftermath. After a good full lock braking, your tire would be no longer perfectly circular (i.e. dead), hence it makes vibration and noise pretty violently.
The sudden loss of pressure is typically a symptom of brake fade, and this is fairly common phenomenon, since most cars start to exhibit some pad fade after 1-3 laps with stock pads. But Gran Turismo series have never implemented any sort of brake pad/fluid temp related simulation, and I highly doubt they started doing it now.
I don't think it matters because you really don't get huge feedback on the pedal at the moment of tire locks (it's very weak compare to fluid fade or ABS modulation). The reaction you feel from the brake pedal is coming from the pressure change of brake fluid inside the brake line. Not every bit of the pressure change is transferred to the pedal, as master cylinder and booster are located in between fluid and pedal and they kinda mute some of it, but some of those changes is transferred to the pedal.Well, the video were mainly race cars. Some do have ABS. Some don’t have ABS.
The required force on the brake pedal to make certain level of biting force (e.g. enough to lock up the tire) is whole another story. It's mostly determined by the area of pistons, master cylinder bore area, desired travel distances, and the performance of brake booster. In other words, you can make the pedal as light/heavy as you want if you're willing to swap some parts, and the required force on your pedal has almost no inherent correlation to biting force or braking performance.How much brake pressure will it take to lock the brakes while driving the Mercedes ‘29? How much braking pressure will it take to lock up in a Gr.3 car at Daytona?
Well the lighting is all real time now and not baked so of course it's going to be a massive improvement. I honestly can't believe they thought baked lighting was the way to go with Gtsport. Terrible idea.The cars look way more bouncy to me. Like there is way more visual work going on with the suspension model. The lighting seems to be miles beyond what Sport was produced. Which was amazing in its own right, but the lighting in 7
They might still be using baked lighting data but found a way to blend between them smoothly for time progression. Would explain why it looks as good if not better than GTSport.Well the lighting is all real time now and not baked so of course it's going to be a massive improvement. I honestly can't believe they thought baked lighting was the way to go with Gtsport. Terrible idea.
They might still be using baked lighting data but found a way to blend between them smoothly for time progression. Would explain why it looks as good if not better than GTSport.
It looks way better than Sport. I don't think there is a way to blend baked light sources like you're suggesting and if there were it would probably be more taxing than just using real time light sources.
Just realised, nothing new about the braking. https://www.gtplanet.net/gt7-dualsense-feel-abs-20200821/
Maybe Kaz is speaking I n relation to players that play with ABS turned off and maybe cars that aren’t equipped with ABS from the factory.
I've only tried playing sport with ABS off briefly but what I'm saying is that the adaptive trigger sensation will likely use the same effect. Maybe I'm wrong though. We shall see. I wonder when they will start letting gaming reporters do hands on previews?The first time he talks about ABS specifically in the article I reposted. This one, he’s speaking on locking up. There will be a host of cars without ABS. Even though we can select ABS on/off, the feel is going to be different.
You say you played hours of GTS. Then, you know how the brakes feel with ABS default and ABS off. Instant lock up for a beginner, if they have ABS off. It’s not going to feel the same as ABS default. Let’s be real here.
If PD have indeed improved brake feel through controllers, for PS5 players, slamming on brakes is going to feel different, either side of the coin.
Someone mentioned brake fade. That could be simulated by pad wear, warped rotors and hot brake fluid all those combined. We’re not going to experience this is a GT game. However, getting that long pedal, is probably the most we’ll get. I think a tap of the brakes to build brake pressure, could be simulated. Where, playing the older games, poor man’s ABS techniques were often used.
Oh, god. I haven't noticed it before, thanks for mentioning it, bro. The one thing I can't stand in my videogame is clipping. I just cancelled my pre-order, there's no way I would enjoy this game after seeing that.throwing together a trailer to showcase the best visuals and THIS is the best you can come up with? front splitter clearly clipping through the road, no contact, no sparks, shadow / illumination looks off, wow.
i mean, come on.
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There might be contact maybe but I see no clipping and last I checked carbon fiber doesn't spark. The lighting matches the hazy day conditions evident from the sky.throwing together a trailer to showcase the best visuals and THIS is the best you can come up with? front splitter clearly clipping through the road, no contact, no sparks, shadow / illumination looks off, wow.
i mean, come on.
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