rate this game's physics

GT5 drifting is the closest you can come to real life drifting. with use of the g25 you cant beat it. ive tried drifting on lfs and its not very accurate. I drift in reality and no other game compares to gt5..as far as racing goes i think its very good also id rate it a 7/10
 
I think it has good overall physics, but every now en then the car behaves in a strange way.
For example: take the NSX out on suzuka (all aids off ofcourse) and try to hit the throttle too early on exiting the hairpin. The revs drop but the car still spins... Why? I should be hitting the rev limiter en facing the other direction!
 
I think it has good overall physics, but every now en then the car behaves in a strange way.
For example: take the NSX out on suzuka (all aids off ofcourse) and try to hit the throttle too early on exiting the hairpin. The revs drop but the car still spins... Why? I should be hitting the rev limiter en facing the other direction!


thats odd, are you sure you have turned the TCS off?
 
It adds to the realism of the experience, but physics are the same, whether you are using a controller or a wheel. ;)
 
Yes I'm sure. Try it yourself :)
All aids off, professional physics.

Think about it. When a car has tires spinning but is too underpowered to keep them spinning, they will start gripping. But they don't grip 100% at once. It's like when your in a drift, going full rev, then at the exit you start gripping again to exit as fast as possible. When the tires will start gripping, the rev with go down to match the tire spin. Same concept.
 
Physics-wise, I'd give it a 6-7/10. Of course, I'd have said the same thing about Gran Turismo 4, and GT5P's current spec is at least 2-3 points better than GT4.

Powersliding RWD cars are now more sensitive to nuances of the throttle... there's more of a feeling of the shifting of balance in drifts... you can finally... finally see the effect of an LSD on cornering with a front-driver (too bad you can't equip non-LSD FWDs with an LSD yet... that would be a telling exercise)... FWD and AWD cars now do something other than plow into a corner... you have the full-range of car behaviors... corner-entry understeer, mid-corner/trail-brake/throttle-lift oversteer and throttle-on understeer/neutral-steer(with LSD).

And playing with the controller is much more realistic than before... in fact, feels a little more realistic than Spec I did with the G25... have yet to set up the G25 for the current spec, though... (just got my new system and the steering wheel back from the racing school), but I'm salivating in anticipation.

There are still minor nits... but it's not like GT4... where the nits were glaringly obvious after a few minutes of playing... it'll take a lot of driving to uncover them... and I'm finally catching up on my playing time...
 
Think about it. When a car has tires spinning but is too underpowered to keep them spinning, they will start gripping. But they don't grip 100% at once. It's like when your in a drift, going full rev, then at the exit you start gripping again to exit as fast as possible. When the tires will start gripping, the rev with go down to match the tire spin. Same concept.
So you're telling me a 276hp car can't keep the back wheels spinning when exiting the hairpin in second gear?
And I'm talking about when I'm not countersteering or when I countersteer too late.
The back should flip around and my revs should go up.

I think it's the same thing when you're standing still, wheels fully locked to the left or right and you hit the throttle very hard in first. The car will NOT do a proper donut.

My basic feeling about prologue is: sometimes the physics are bang on, sometimes they surprise me in how unrealistic they are.
 
For roadcars, which is all you can really compare ATM, I'd say GT5P is as good as anything out there.

I've driven a number of cars in the game, and the game has nailed the feeling of the real cars, not just in a basic way, but the nuances you'd expect, there aren't any suprises.

GT5P now needs more race and historic cars, they are very different to drive than modern, civilised, production cars, and tend to be the most popular cars in rfactor/GTR/Race.
 
So you're telling me a 276hp car can't keep the back wheels spinning when exiting the hairpin in second gear?
And I'm talking about when I'm not countersteering or when I countersteer too late.
The back should flip around and my revs should go up.

I think it's the same thing when you're standing still, wheels fully locked to the left or right and you hit the throttle very hard in first. The car will NOT do a proper donut.

My basic feeling about prologue is: sometimes the physics are bang on, sometimes they surprise me in how unrealistic they are.

did you also consider that the NSX is NA, which means that it has pretty poor amount of torque. combine that with need for high revs to keep it going and weight shift that presses outer rear tire harder in the track, and what do you get? it bogs down. NSX is a grip car, not drifter. it doesn't like sliding as you have noticed.
 
I think the main problems with GT5p physics aren't really its physics... I think the main problem is the force feedback coding for wheels and the lack of a sense of speed. If GT5p had GTR Evolution's or LFS's FFB coding then I think it would have amazing physics. The other problem is the sense of speed. Only when I am in the GTLM or F2007 do I get that, "I am going really fast" sensation. All that PD needs to do to fix this is add some more intense motion blur, look to apex, G force simulation and in cockpit vibrations (all like GTRE). Neglecting these things I would give GT5p's physics a 9/10 with those things 7-8/10.

I am not try to compare GTRE to GT5p I just feel the GTRE has some really good qualities that GT5p could easily benefit from.
 
...Ever drove a car, or played other sims? GT5P is far from being the best simulator out there, and far from being 100% realistic.
Im just living for racing game i play lot and lot racing simulation and nothing is like gt5 ,and in my real life i drove only sports car like golf III VR6 or fiat bravo hgt turbo with 5cilynder 220hp machine and i have be lucky to drive mercedes cl brabus 6.3 v12 it is moster of the car trust me.
 
10/10,GT5 is best simulation out there..

Ignorance is bliss I suppose. I used to say the same thing about GT3 and GT4, then I got into PC sims and realized there's a whole other sim racing world out there.

The Gran Turismo series is definitely one of the best console sims as far physics go, and is continually pushing the envelope in the console market. But PC sims have been around since before the original Gran Turismo and while they lack in other aspects such as graphics, they have far more realistics physics than Gran Turismo ever will as they don't have to taylor to such a large audience. Gran Turismo is one of the most popular game franchises of all time, they can't make it too realistic or they'll alienate the many, many softcore Gran Turismo fans.

This is fact, Kazunori himself has said it on more than one occasion. There is a fine line Polyphony must walk, and I think they do it very well, but the result is that Gran Turismo's physics are not the most realistic in the racing game market.
 
I think the main problems with GT5p physics aren't really its physics... I think the main problem is the force feedback coding for wheels and the lack of a sense of speed. If GT5p had GTR Evolution's or LFS's FFB coding then I think it would have amazing physics. The other problem is the sense of speed. Only when I am in the GTLM or F2007 do I get that, "I am going really fast" sensation. All that PD needs to do to fix this is add some more intense motion blur, look to apex, G force simulation and in cockpit vibrations (all like GTRE). Neglecting these things I would give GT5p's physics a 9/10 with those things 7-8/10.

I am not try to compare GTRE to GT5p I just feel the GTRE has some really good qualities that GT5p could easily benefit from.

totally agree, sense of speed and force feedback feel needs more work.
 
So you're telling me a 276hp car can't keep the back wheels spinning when exiting the hairpin in second gear?
And I'm talking about when I'm not countersteering or when I countersteer too late.
The back should flip around and my revs should go up.

I think it's the same thing when you're standing still, wheels fully locked to the left or right and you hit the throttle very hard in first. The car will NOT do a proper donut.

My basic feeling about prologue is: sometimes the physics are bang on, sometimes they surprise me in how unrealistic they are.

That's one of the most balanced views I've seen of GT5P physics and I think you've hit it spot-on. There a times when I'm going "they've really done that right" and then a lot of times when I'm going "that's completely wrong". Most specifically, the current pro physics model is far (far!) too "forgiving". Doing something wrong which should have you spinning, wrecking, or at least fighting mightily for control of your vehicle often won't have that result at all. I'm hoping they get this right in the final release.
 
GT4 physics = 4/10
Ferrari Challenge physics (5/10)
GT HD physics = 5.5/10
GT5 P physics = 5.5/10
rFactor physics = 6-8/10 (some mod cars have better physics)
GTR2 physics = 6/10
Live For Speed physics = 10/10 (best driving sim ever! Best physics and best multiplayer)

Edit: I just played GT5 Prologue for a long time and I must say that the physics was a lot worse than I remembered. Polyphony Digital have a lot work to make it better. Live For Speed is sooooo much better than GT5P. Live For Speed makes almost everything perfect, but graphics could be better.
 
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did you also consider that the NSX is NA, which means that it has pretty poor amount of torque. combine that with need for high revs to keep it going and weight shift that presses outer rear tire harder in the track, and what do you get? it bogs down. NSX is a grip car, not drifter. it doesn't like sliding as you have noticed.

You must be doing something wrong if you think it has trouble oversteering. Also what is a "grip car" and how is it different from any other car?
 
What I meant with "grip car" was that it doesn't do long drifts very well. And if you manage to do that, more street cred for you but it doesn't win races. Itäs light and nimble +MR, thus, it can blast through corners faster than anything else if you're doing it right.
 
LFS has really good physics but I find the game to be very stale. (even more than GT5p). I think GT5p has good physics but they are "hidden" by the lack of good FFB and the lack of a sense of speed. I think the oversteer/counter steering in GT5p and LFS are sorta similar. But GT5p just feels numb compared to LFS in just about every other regard. But for some reason I like GT5p and even GTR Evo more. They are just more fun to play regardless of how "real" they are.
 
Standard its arcade but with Pro/simulation it is a huge step from GT4 but the cars are still too.. smooth running over the surface. Something LFS, GTR(all) have got right. You can feel the car float wide over depressions, they skip over bumps.

Another thing is with Forza 2 they seem to have the car caracteristics right, don't get me wrong I if anything am a anti-FM2 GT fanboy, like the Gallardo with 4WD understeers like a dog through medium to fast corners if you put on too much power but makes up for it with demonic drive out of slow corners and its also able to be driven like a brute but gets away with it. While the f430 struggles for drive but if your smooth and keep it in check it will reward you the same with the TVRs.

Also have you noticed how in FM2 if some-one tags(even softly) your rear you pivot easliy while in GT5p you can rip across and your fine.

All in all I think the cars are too 'solid' in GT and I don't mean damage.

LFS&Net Kar-8/10
GTR-7/10
FM2&GT5P(pro)-6/10
GT4&GT5p(stand.)-4/10
 
I've noticed something else: take any car on any track and come to a standstill on the grass. Now hit the throttle. What is that red bar showing up and keeping me from spinning my wheels?

It's somewhat better in gravel, but you still can't spin your wheels.
 
I've noticed something else: take any car on any track and come to a standstill on the grass. Now hit the throttle. What is that red bar showing up and keeping me from spinning my wheels?

It's somewhat better in gravel, but you still can't spin your wheels.

It's some sort of power limiter that PD added to help us control the car in grass, or sand. It's like traction control. This isn't realistic though, and personally I don't like it.
 
RE: grass: It's an unkillable traction control... it sucks... I'd rather make players work at see-sawing cars out of sand... though... in real life, you can't actually dig your way out of the run-off on some tracks, so it's an acceptable compromise.

The "feel" of speed has nothing to do with physics per se... just perception. Extra motion blur and vibration would help in simulating the feeling of driving a sports car, but don't affect the handling. The point about the lack of a "feeling" of floatiness over bumps is spot-on... but whether this is due to a lack of the perception or lack of effect is unclear.

I find that Professional Physics are amazingly good for a console game... and turning off ABS is a step too far in terms of realism... without being able to physically feel the G-forces and vibration as the wheels lock up, it's too difficult to threshold or cadence brake compared to real-life.
 
I find that Professional Physics are amazingly good for a console game... and turning off ABS is a step too far in terms of realism... without being able to physically feel the G-forces and vibration as the wheels lock up, it's too difficult to threshold or cadence brake compared to real-life.

Agreed. it almost feels like that all cars would have steelbraided brake lines.. they just lock instantly. I tried controlling it, but.. :ouch::grumpy:
 
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