New Video Interview with Kazunori Yamauchi at GameTrailers

Statements like his make me wonder either:

A:how much attention does he pay when driving a car?

or

B: Has he even driven a car?

I don't think that's fair. A better question would be if he ever raced a car. I've been driving for nearly 5 years now, and I couldn't really tell if GT5P's physics are spot on or not. I've not exactly taken a corner in real life at the speeds I've done in GT5P, so little do I know. It all feels convincing enough for me. :)
 
Yes - but you are missing my point. Overall, the tyre grip is too low, compared to how real cars feel on real roads.

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I would agree that overall the tyre grip on GT5P is too low. However talking about how real cars feel on real roads is pointless IMO. Have you ever driven an F40 around Suzuka?

I do hope the physics are improved for GT5. However I do also appreciate this is a video game and I will never be in a position to compare to real life unless I win the Lotto on Saturday lol.
 
But on top of this, in a normal roadcar, there is a distinctly different feeling coming through the wheel when you overwhelm the front tyres and the car starts to push or understeer. This is an awful, "juddery" sensation where you can almost feel the treadblocks squirming across the tarmac, trying to find a purchase and failing.
Well look, I haven't "felt" this in my PC sims either, and most of this is due to the fact that you loose almost every visceral experience of real life in a video game. Gran Turismo seems to suffer more than any other game unfairly. Like some of the others have stated, Prologue has the "feel" of a PC sim to me, which for a console racer is saying a lot. And most who have played the GamesCon/TGS demo have remarked that the feel is even better, so I would expect that GT5 itself should make us happy. Most of us. ;)
 
I would agree that overall the tyre grip on GT5P is too low. However talking about how real cars feel on real roads is pointless IMO. Have you ever driven an F40 around Suzuka?

I do hope the physics are improved for GT5. However I do also appreciate this is a video game and I will never be in a position to compare to real life unless I win the Lotto on Saturday lol.

Of course I haven't driven an F40. But because I've driven A CAR (or even a go kart for all the difference it makes) I've got some idea how it should feel, and GT5p just doesn't feel right.

It's not a subjective thing, its an absolute. Forgetting the F40 for a minute, does the game accurately replicate the FEEL of something far more humble. Say, an Integra, or RX7? No, doesn't get them right either, and again, its down to FEEL. It simply isn't accurate in this area, the actual car does not matter in this discussion. It looks brilliant inside and out, sounds ok, and provides a decent representation of how the respective cars LOOK when being pushed hard on the circuit, but it DOESN'T FEEL RIGHT.
 
It's not a subjective thing, its an absolute. Forgetting the F40 for a minute, does the game accurately replicate the FEEL of something far more humble. Say, an Integra, or RX7? No, doesn't get them right either, and again, its down to FEEL. It simply isn't accurate in this area, the actual car does not matter in this discussion. It looks brilliant inside and out, sounds ok, and provides a decent representation of how the respective cars LOOK when being pushed hard on the circuit, but it DOESN'T FEEL RIGHT.
By your logic, no racing game ever, on any system, "feels right".
 
I think be "easy" what he means is "more natural".

In theory, anyone who can drive a car in real life should be able to instantly drive a car in gran turismo, regardless of if they have ever played a game before.

That is the true test of "simulation".
 
By your logic, no racing game ever, on any system, "feels right".

Plenty of games simulate these fundamental aspects better than GT5 prologue does. Look, if you can't be bothered understanding what I'm trying to say, next time you have the opportunity, conduct a little test. Find yourself an empty carpark (or racetrack or somewhere you aren't going to pose a major risk to public safety), and drive around fast enough that you feel the front end of your car slide. You'll get some idea of what I'm talking about then.
 
Plenty of games simulate these fundamental aspects better than GT5 prologue does. Look, if you can't be bothered understanding what I'm trying to say, next time you have the opportunity, conduct a little test. Find yourself an empty carpark (or racetrack or somewhere you aren't going to pose a major risk to public safety), and drive around fast enough that you feel the front end of your car slide. You'll get some idea of what I'm talking about then.
I'll do that when they manage to simulate g-forces acting on the body in games. Until then, a vibrating steering wheel with force-feedback is the best you are going to get.
 
I'll do that when they manage to simulate g-forces acting on the body in games. Until then, a vibrating steering wheel with force-feedback is the best you are going to get.


Are you being deliberately obtuse? I'm talking about steering feel for goodness sake!


No I haven't and if you actually bothered to read my posts properly that is the point im making. Very few of us can compare to real life.

?

Ford Focus ST is in the game, I've driven it in real life too. Same for the WRX STi.
 
We might just experience how easy to drive a Pagani Zonda really is, when smoking the tyres on a dry track, how scary it is to powerslide in tight bends & how slippery a Zonda is in the wet too.This could be one awesome game.
 
I'll do that when they manage to simulate g-forces acting on the body in games. Until then, a vibrating steering wheel with force-feedback is the best you are going to get.

Looks like youre going to have to save some money....

Introducing the Hemisphere Sim 2

HS2_Serie_001+005.jpg


The Hemisphere Sim 2 is a simulator with two motion axes ( 2 DOF). It is possible to carry many different motions over the user because of the electric and high dynamical power unit. After a little time of acceptance this motions are perceived from the brain as forces of acceleration and braking forces. The system has a compact and powerful dimension by reason of the hemisphere mounting. So one person with a weight till 200 kg can be moved without problems. Three TFT monitors covers the entire field of vision of the pilot. This makes the trip into the virtuel world even more impressive. A 5.1 Surround sound system is directed of the user, so the driver has the right sound without other persons are bothered. If wished, the public can be comprised into the event with monitor loudspeakers. A König-body-contoured seat with a Schroth-four-point-belt carries the motions very direct and realistic. The noise development from the motioned parts is very low. The noise is lower than that of persons, who converce with someone.
 
We might just experience how easy to drive a Pagani Zonda really is, when smoking the tyres on a dry track, how scary it is to powerslide in tight bends & how slippery a Zonda is in the wet too.This could be one awesome game.

And I can't wait to see its wonderful interior in GT5 for the first time! :)
 
I think be "easy" what he means is "more natural".

In theory, anyone who can drive a car in real life should be able to instantly drive a car in gran turismo, regardless of if they have ever played a game before.

That is the true test of "simulation".

Totally agree, if my dad can drive gt5 then I whould be very impressed by gt5 (he is a good driver in real life). He has no chance in driving gt5p, did not feel realistic at all to him..
 
I think Kaz touched on something, over the years video games have went from one extreme to the other.
Early games allowed you to drive a gazillion miles an hour into a turn and stick to the road with no consequences,
later games have made driving into a turn like driving on ice. One of the things that gets mistaken in games is assuming
easy is arcade & hard is real life, this is not always the case.

In some ways if the car handles like it does in real life some people may not find some parts of the game as challenging.


:)
 
Another subject to think about, is the many challenges that can't be experienced in racing games, one example is the heat from the drive train in the cockpit.A challenge that could be a challenge is trying to reach the finish line, with a damaged input shaft in the gearbox ( much clutch riding involved here ), if that is destroyed you have no drive.
 
I think Kaz touched on something, over the years video games have went from one extreme to the other.
Early games allowed you to drive a gazillion miles an hour into a turn and stick to the road with no consequences,
later games have made driving into a turn like driving on ice. One of the things that gets mistaken in games is assuming
easy is arcade & hard is real life, this is not always the case.

In some ways if the car handles like it does in real life some people may not find some parts of the game as challenging.


:)

I think you're absolutely spot on here. A large percentage of the cars in these games are road cars and as such are designed to be easy to drive. The real skill is not being able to drive it around the track quickly, its being able to eek out those extra couple of seconds on your laptime that seperate you from the average driver
 
Another subject to think about, is the many challenges that can't be experienced in racing games, one example is the heat from the drive train in the cockpit.A challenge that could be a challenge is trying to reach the finish line, with a damaged input shaft in the gearbox ( much clutch riding involved here ), if that is destroyed you have no drive.

Add to that heat transfer you are getting, that the driver fatigue would also affect performance. Those cockpits can get up to 150 degrees. I wouldn't mind seeing a way to incorporate driver fatigue in that fashion along with your heat example.
 
In some racing cars, they come with a drink bottle or equipment for the same purpose so you press a button on the wheel & have a drink whilst racing.Could apply this to help energy levels etc.
 
I think be "easy" what he means is "more natural".

In theory, anyone who can drive a car in real life should be able to instantly drive a car in gran turismo, regardless of if they have ever played a game before.

That is the true test of "simulation".

You are absolutely right. My fiance should be able to get in my Elise, which I own IRL and drive it at the same speeds and maintain control. She can't control it a regular highway speed in GT, but she is able to IRL quite effectively. This is a very good indication that something is off. I actually can't put my finger on it but the car seems to overreact as well as seems to not have enough traction or self-centering like a wheel does IRL. Again I can't put my finger on it exactly but something is off.

A good test is if you park a car on a bank, say daytona, and make it absolutely level, the car actually slides down the track. It seems like these are the physics programmed into the tires to signify grip not actually being a different compound but the amount of slide, which s why all the cars in GT seem to slide a bit too much. To me this represents a fundamental flaw in the physics structure and how they define traction.
 
Many people confuse simulation with difficulty and think that the harder something is, the more realistic it is. Even road cars like the Ferrari 458 Italia and Pagani Zonda are simple to drive until you really push them over the edge. I don't see a problem with PD trying to replicate that experience.
 
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Gravity & weather, determines the movement of an uncontrolled object until you press the brake pedal, in a car or on a motorbike & the movement in GT5P is obviously wrong.
 
Many people confuse confuse simulation with difficulty and think that the harder something is, the more realistic it is. Even road cars like the Ferrari 458 Italia and Pagani Zonda are simple to drive until you really push them over the edge. I don't see a problem with PD trying to replicate that experience.

I agree. As long as Kaz aims for more realism, I'm fine with it. I was never worried about it, and infact curious as to why it made it to the title of the news article in the front page. The news section made it seem like it was a big problem.

Sure, things can get lost in a translation, but as long as its something along the lines of "more realistic to life," we should be fine. I believe Kaz knows what he's doing. I mean if the physics code in GT5P is more realistic than the current one, why would they waste time trying to implement and change it, let alone make it less realistic.
 
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