@paulpg87: Would you mind sharing your wheel settings? I m on ps3 with a DFGT as well and it still feels the same as before 1.02 to me.
Before you ask: Yes, I did reset the wheel setting, tuned it again - to no effect. Also I tune my cars, inscrease steering lock, stiff suspension etc.
But that godfreakindamn lag is still there, as well as the shaking and floatiness on the straights.
GT5 would be the exception the proves the rule on this.
LuminisI would hardly call that an exception to that rule. Most certainly not GT5.
In the sense that it wasn't forced out over a year, but was allowed 6 years to fester in development.
It also seems that GT5 is over simplified as a game, complex physics are fine and no patches have been needed, but the game itself was sub par and needed fixing.
Shift and others are fine in the game bit, its the physics and complex bits that needed fixing.
GT5 turned itself into the rushed case worse than all other racers on a tight schedule, because they constantly chose to add more features instead of refining and improving the core game.
Worse, they never got to work on the core game before release. It looks like Kaz and friends spent more time on the Museum cards and horns collection than on creating a decent A-spec career.
You do know there's over 200 premium cars right? And they're the best car models in a game I've seen so far.
And who even cares about the UI, isn't a racing game about driving a car? Couldn't care less if the menus were in pink or something as long as I can just select a car and a track easily.
Hmm... I see You did a secret poll(careful with unsubstantiated statements and passing them as facts...I heard it is not very AUP friendly)!
But if it makes You feel more comfortable I'll give You that...I think for my own head and do not need others compliance to be certain of how I feel about a video game!đź‘Ť
And they spent excessive amounts of time on those models just for those who like to do fake-car photography. On the track you never see all those details. Just like the horns and museum cards: a big waste of resources.
6 months in man-hours per car? Fire your 3D modelers and get some proper 3D designers instead.
If you think UI design is just about colors and graphics you're still living in the 80s. A proper UI design lets you get everywhere quickly, provides well-thought through navigation models and offers access to functionality where it is relevant. In GT5... well... let's just say the went out of their way to break your gaming flow everywhere and to make you see the waiting screen as often as possible.
But I don't really see any other problem in GT5's UI.
It also seems that GT5 is over simplified as a game, complex physics are fine and no patches have been needed, but the game itself was sub par and needed fixing.
Shift and others are fine in the game bit, its the physics and complex bits that needed fixing.
And who even cares about the UI, isn't a racing game about driving a car? Couldn't care less if the menus were in pink or something as long as I can just select a car and a track easily.
The long loading screens are a bit annoying yeah, but they're there on Shift 2 as well before races, it's just that there's some things on the screen to read/look at except just a loading bar. But I don't really see any other problem in GT5's UI.
Let me give you just one example (out of many dozens):
Go to the "tuning shop" and buy some parts. Count the number of dialogs and popups you have to click through. Was any of them really necessary? No. None of them. Why would I want to know that the installation of my turbo was successful? How could it even go wrong?
Here is an insightful article from Arstechnica using GT5 as the textbook example of horrendous UI design:
http://arstechnica.com/gaming/news/...-gran-turismo-5-the-power-of-menus-and-ui.ars
Ok you're right there but unlike that article says it still isn't bad enough to make the game 'fail', at least not to me. But that's probably cause I don't really care about it. The driving part of the game just has to be good, that's the most important thing.
Yeah, me too. I meant that exact rule. Because after a crapload of time spend on 'developing' GT5, Sony appearently demanded it to be finally released, resulting in a half finished game, stuffed with content of the predecessors to make it look more complete.I meant the rule being that games are rushed out to meet the demand of the publishers.
They had a 'fully customizable gearbox' in the game and patchhed it to make the ratios adjustable - that isn't a rectifying a bad decision, that's finishing a game and overlooking stuff which needs to be fixed.GT can't have been rushed throughout it's development, yes to the end of the cycle because it still wasn't finished, but they spent a long time making it. The bits that needed patching seemed to be to rectify poor decisions in the gameplay style such as PP, gearbox ratio's, seasonals etc. These seemed to add to the game rather than fix it.
I'll give you that, S2U needs patchign for other problems - mostly the floaty handling. For the other stuff, well, I've experienced more technical hicups and stuff with GT5 than with S2U, so that might depend on each persons respective exerience with both games.In shift 2, the patches are there to correct more fundamental problems with the game, such as the input systems (lag and floating) and hopefully one day the lock-ups. The gameplay structure and style are fairly sound.
Exactly. I too think that developers have gotten very, very good tools to make great games and make them even better, but they're misusing them to create somewhat decent games and make them good afterwards...Edit: I just want to add that this post release fixing is good if it is necessary, but it seems to me that it is being abused to shorten the development time and costs.
DLC is the same, great on principle, but paying for stuff that should already be in the game is not. Shift 2 DLC seems to buck the trend by adding quality content.
Yeah, and that was a brilliant move... Not. Seriously, it's fine if they want to create 3D models of cars. That's cool and all. But for a game company, making a game should come first. That's why the game failed, to me at least.You do know there's over 200 premium cars right? And they're the best car models in a game I've seen so far. This is where they spent the most time on
That's pretty much the thing: They put those uber-detailed car models into what is widely perceived as a very good physics engiine (that still doesn't come close to a few certain PC sims, I might add) and that's it.Makes me sad to see so many people bashing or put aside GT5. Shift 2 definately is a great game but in my opinion it doesn't even come close to beating GT5 in terms of physics and FFB for wheel users.
A racing game is about racing. Driving a car is what you do in GT5, racing a car is what you do in S2U. Superficially, it might look like the same thing, but the feeling you get from those two is (or should) be pretty different. I think tthat's why both games appeal to different kinds of players.And who even cares about the UI, isn't a racing game about driving a car? Couldn't care less if the menus were in pink or something as long as I can just select a car and a track easily.
And other developers can get 85% of the results PD got in 30% of the time... Bad time management is bad, period.You ever tried modeling a car? I've tried it myself in Autodesk Maya and I can easily see why it takes them 6 months to get every detail on the car exactly right.
Meh, don't get me started on the UI, seriously. If you need to go through two dozens of dialogues to buy a car, apply upgrade, tune it and add it to your favourites, than there's something inherently wrong with the UI. I can do the very same thing in S2U or Forza 3 in roughly a third of the time.The long loading screens are a bit annoying yeah, but they're there on Shift 2 as well before races, it's just that there's some things on the screen to read/look at except just a loading bar. But I don't really see any other problem in GT5's UI.
And nest time please try and me more fair and show a video on elite mode not being driven by a moron....
FirehuntahI really don't get how people can say this game gets closer to being a sim than GT5. Ever since I started this game I've pretty much been going full throttle out of corners, even in 600hp+ rwd cars, without any oversteer or the wheels spinning. And when it does happen, when I hit a curb or something, you don't even really feel it through the wheel's FFB. And then there's still some input lag, even after patch 1.02. You can also drive through grass at full speeds without any problem whatsoever
I'm quite confused by some of your comments here.
I bought a FC RX-7 last night and engine swapped it and added some upgrades, making it class C. It was able to oversteer pretty easily, in fact, I had to be careful not to spin out at launch when the race started. Even without the engine swap and in class D, it was able to oversteer. And this all happened with stock tires, btw.
Also, when I did the Toyota Supra hot lap in the Retro events, I definitely noticed that it began to spin.
No lag with me. Cars drive just fine. I'm using DFGT and PS3.
And about your grass comment, I remember one time last night I got two wheels off the road, and a car ahead of me sped away, so my car definitely slowed down. So if that happened to me, I don't know how you can get away with driving full speed through the grass.
So...... Patch v1.02,
Game has yet to freeze on me. Even with fast cars and the Ring and Mt. P.
My PS3 slim is only a few months old, maybe its just coping with the game better then older systems.
(...)
The Porsche RSR is good fun around the Ring with some slight suspension tweaks. Wheel and FFB feels extremely good, not to mention the RSR makes a mean noise.
We shouldn't turn this thread into a my racing sim of "choice" is better than your sim of "choice". My favorite color is red btw. I sum it up as:
GT5 is a "driving" sim.
S2U is a "racing" sim.
BOTH in the same general category - motosport "sims"
Both have there own problems and strengths
I bought both and will keep both - one doesn't replace the other.
As far as the 1.02 patch there isn't a question that the programmers should be given some credit in "improving" the S2U experience. I don't have to dwell on what isn't perfect yet - but that's me.
For the first time since the 1.02 patch, I used the DS3 instead of my DFGT to get see what the controller users are experiencing. To me it is very clear the racing experience is much improved. On S2U release I had a hell of the time controlling/racing anything. Cannot match my wheel times and loose the sim racing feel but still a load of racing fun.
Can someone please post a video of this 'lag' they're still getting after the patch? Include your wheel turning in front of the screen and the on-screen wheel also to show the difference. With telemetry too if necessary to show the delay. It just doesn't add up that some say they're still seeing lag to such an extent after the patch. If it's fixed for some it should be fixed for all.
Plus are you sure it's not just the reaction time of the car with tyre flex/suspension reaction etc (you know, a bit of realism. I know if I try to steer left and right relatively quickly in my RL car it certainly doesn't react instantly...)? Is this happening with the GT1 cars?
PS3 fat or slim? TV size & age?
If the devs are reading these things will help...
As for patch 1.02 on PC (possible 1.03 on consoles) I ve been reading the No Grip forums and they (SMS) are thinking of adding an extra lvl for AI (harder), make a few tweeks on the livery editor, improve the graphics for high end PCs and a few other things, but I doubt it will make it into the consoles... But I really have to aprecciate the way they are engaging with the PC community listening and doing stuff that EA didnt ask for or payed...