New Video Interview with Kazunori Yamauchi at GameTrailers

Thanks to GT for mentioning my name on the frontpage! That was a shock to see that. :D

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.


:)

That was well said... Maybe he also means we'll have more control over the car. Some racing games out there are frustrating because "sliding" or drifting around the corners seems way too prevalent. I noticed in GT5P right off the bat that the game had amazing handling and that the car had more control or was "easier" to take around the corners without having to fight it from sliding or drifting like in other games. And in the replays it looks SOOOO real.
 
Well as someone that found parts of GT5p's physics lacking (as all games do), and didn't put it on a pedastal of 'perfection', I'm glad that the phsyics are changing..

However, why can't KY just give us some details about the new engine? a vague comment that is being interpreted many many ways is quite infuriating..
 
When I went to Daytona (during a holiday) they claimed that the cars only keep themselves glued to the bank if they are doing at least 90mph. \

I think it was mph anyway...hmm...
 
When I went to Daytona (during a holiday) they claimed that the cars only keep themselves glued to the bank if they are doing at least 90mph. \

I think it was mph anyway...hmm...

If you parked a car on the banking at daytona it would stay there until it was punted by the next nascar.
 
by easier I think he may have meant more predictable and similar to real-world driving, not easier as in more arcade. he went on to talk about how the driving is closer to simulation than ever, so that's why I'm more optimistic about that comment.
 
What would have you believe that gt5p has near perfect physics? Perhaps they were good enough for prologue at the time but not for gt5. As for what Kaz has said about the newer physics, I read that cars will behave more naturally and not simplified under the limit because they shouldn't feel like your on ice like they do now. Over the limit cars should now react even more realistic. A good physics engine should make driving feel intuitive.

Low speed understeer is one of the problems I have with GT5P's physics.

No matter what car you have, when your making a tight hairpin turn at 30-50 mph your going to experience massive understeer in real life.

However I noticed in GT5P if your car oversteers at 130mph it will oversteer through a chicane at 45mph.

GTR2 does a great job of low speed understeer physics. Anyone whos gone through the Monza Chicanes in that sim knows how its suppose to feel.
 
Put me in the "easier = more like real life" camp. I guess we'll see when the game/demo comes out.

I do get kind of worried after watching again though as the easier part sounds like part of the whole TGS physics engine almost like based on GC response they changed everything to be easier...
Oh, dear lord. Here we go again…

I mean they scrapped everything after GT4, so it stands everything is new at GC, to specifically say TGS version has a brand new physics engine is pretty much saying rebuilt since GC right?
No, that's not what it says at all. Not even a little bit. All it's says is the TGS demo implements a new physics build. Nothing more. Incidentally, to think they developed a new physics engine in a couple of weeks because some people didn't like the old one is very naïve.

The physics engine at GC was the same engine from GT5P. Gee, do you think it's at all possible they worked on it for the last two years? Nah, I guess not. After all, that would demonstrate some level of competence, and we know there's none of that to be found at PD, save for the art department. :rolleyes:

It all makes me uneasy becuase it sounds very much like this late in the game, they are retooling a lot from the ground up... stuff like that always brings up images of... delay....
FUD FTW!!! \o/

Never change, Deve. Never change. <3
 
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.

I agree that something does feel "off". The cars definitely seem to overreact and are a bit too sensitive to inputs when approaching the limit. I realize that driving at the limit in virtual reality should realistically be more difficult than in real life, simply because you don't have g forces acting upon your body...but still, the dynamics of the physics in Prolouge make you pay excessively if you aren't in that perfect zone of smoothness with your inputs. It's really hit or miss in terms of proper inputs and driving style in order to be fast in Prolouge...which can be quite frustrating and unrealistic at times. Also, the FFB is absolute crap in this game, with very little feel of the front tires grip levels...all you get is a VERY slight vibration in the wheel as you hit the limit of the front tires...which is extremely vague I must say

I'd also like to mention that having a moment (oversteer situation) at high speeds is way too easy to correct in the Prolouge vs reality. In the game I can catch a slide at 150mph drinking a beer in one hand :lol:...if I this happened in real life at such a speed I would probably be dead 9 times out of 10, even if I was on my upmost toes. It just seems like the correction zone is WAY too large and unforgiving.
 
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I agree that something does feel "off". The cars definitely seem to overreact and are a bit too sensitive to inputs when approaching the limit. I realize that driving at the limit in virtual reality should realistically be more difficult than in real life, simply because you don't have g forces acting upon your body...but still, the dynamics of the physics in Prolouge make you pay excessively if you aren't in that perfect zone of smoothness with your inputs. It's really hit or miss in terms of proper inputs and driving style in order to be fast in Prolouge...which can be quite frustrating and unrealistic at times. Also, the FFB is absolute crap in this game, with very little feel of the front tires grip levels...all you get is a VERY slight vibration in the wheel as you hit the limit of the front tires...which is extremely vague I must say

I'd also like to mention that having a moment (oversteer situation) at high speeds is way too easy to correct in the Prolouge vs reality. In the game I can catch a slide at 150mph drinking a beer in one hand :lol:...if I this happened in real life at such a speed I would probably be dead 9 times out of 10, even if I was on my upmost toes. It just seems like the correction zone is WAY too large and unforgiving.

Man, I gotta say that after waiting a long time to play Prologue with a wheel I'm very dissapointed with the FFB. It seems like the only thing the game tries to simulate with the FFB is weight shifting. There's absolutely no feel from what the front tires is doing.

I hope PD can match not only the best physics out there but also the FFB.

PS: Fanatec GT3 RS Wheel kicks ass. :)👍
 
Don't worry about the word easier!!! 👍

GT5P won't be more realistic than GT5. With the word easier he meant that the car in GT5 will give the driver even more information than GT5P about oversteer or understeer. So the driver will feel the car's behaviour even better than GT5P and so he will be able to control the car better. (Of course I talk about Professional Physics, the way the REAL Driving Simulator should be meant to play) ;)
 
haha the people worrying about it being easier are probably the same that thought only 170 cars will get cockpit not even from a bad translation...

IBTL
 
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