Simulating everything feature

Will this increase gameplay immersion?


  • Total voters
    150
You are certainly not wrong. The problem is that the more they keep polishing and adding secondary stuff, the more the important bits that haven't been improved in years stand out, which raises many legitimate questions even if there isn't a direct relation between the different features/systems.
Great sound vs atmospheric changes


... Better sound is secondary! 👍
 
It's great that they feel the need to simulate everything that has an effect on the racing conditions. But you know, I can think of a few things that have a far greater and direct influence on the car while racing - rubber build up on the track and wet/dry lines for starters. The core stuff related to the track you are actually racing on is far more important than making sure the stars are in the right place
 
The point is, as has already been made, it's not about one over the other. They are separate things, made by different people.

They are tackling sound from a simulation angle, too, that much has been evident since GT5 Prologue. We just haven't heard the full effect of that emphasis yet.
 
Again this is PD's game, their vision, if you do not want to accept that you seriously do not have to buy or play the game. What about this do people not get? These people make this game because they enjoy building their dream out and having people play that. They chose to go physics with atmosphere and that is their direction. Other developers go about it a different way. Choose your poison and inject mercifully, don't spout that PD doesn't listen to the community and all this other jargon. They will listen but it's ultimately up to them what to add and what not to. Remember this game is their vision, you choose to take part in it or not, but to complain about them not doing things your way and they're "wrong" for it is nonsense.
I will enjoy this as I will the other games made by other developers.
That said, I find the simulation of the atmospheric pressures and aerodynamics to be interesting, I seriously would love it if the atmospheric pressure and temperatures affect power of turbos, especially on the Nurburgring and high elevation courses. I would love to see PD actually push the relation of air temps and track temps with how quickly you heat your tires and how fast they cool. This would come in handy especially when changing tires for a fresh set in enduros and definitely make you careful as you wait for your tires to heat up. Also PD should delve into more about relations about wear on engines, brakes and tires. I await GT6 to see what is actually simulated as I love to play arcade mode to see how far the simulations go especially in GT5.
 
Again this is PD's game, their vision, if you do not want to accept that you seriously do not have to buy or play the game. What about this do people not get? These people make this game because they enjoy building their dream out and having people play that. They chose to go physics with atmosphere and that is their direction. Other developers go about it a different way. Choose your poison and inject mercifully, don't spout that PD doesn't listen to the community and all this other jargon. They will listen but it's ultimately up to them what to add and what not to. Remember this game is their vision, you choose to take part in it or not, but to complain about them not doing things your way and they're "wrong" for it is nonsense.
I will enjoy this as I will the other games made by other developers.
That said, I find the simulation of the atmospheric pressures and aerodynamics to be interesting, I seriously would love it if the atmospheric pressure and temperatures affect power of turbos, especially on the Nurburgring and high elevation courses. I would love to see PD actually push the relation of air temps and track temps with how quickly you heat your tires and how fast they cool. This would come in handy especially when changing tires for a fresh set in enduros and definitely make you careful as you wait for your tires to heat up. Also PD should delve into more about relations about wear on engines, brakes and tires. I await GT6 to see what is actually simulated as I love to play arcade mode to see how far the simulations go especially in GT5.

The point I make is not they are wrong for not doing it my way .. but just

There are so many basic simple things that are wrong with GT that could & should be attended to before these kind of things are tackled. after all I am paying them for this.. lets not forget that ( and that does entitle me to a small opinion on things )

I am all for immersion and getting it as real as possible .. and PD are doing a very very good job .. but if your going to be claim " the real driving simulator " surely the basics are pretty important.

Pc simulators as in GTR2 / RFACTOR / don't consider air temperature in the equation .. why .. because physics are far more important to the realness they are after and once those are correct .. then tackle the likes of nature.

I did also ind it interesting you stated you like to play the " arcade mode " to see how far the simulation goes .. :dopey:
 
I did also ind it interesting you stated you like to play the " arcade mode " to see how far the simulation goes .. :dopey:

Arcade mode - is basically free run/race in GT6, physics are the same
Actually more flexible than the career mode
 
I wonder if this means we will see the vortices like at this years f1 finale in São Paulo...

image.jpg
 
Sounds? We have sounds. Maybe not what most of us would like to hear but at the end of the day we have them. Physics? We have hose too and are continually being worked on to give us the best driving experience they can achieve. Theoretically speaking, having atmospheric changes can add to the physics and makes them even more dynamic. Right? How would we know the difference? Well, we play the game and we learn.
 
I wonder if this means we will see the vortices like at this years f1 finale in São Paulo...

View attachment 85643

How would it?

Good luck reproducing that exactly in a CFD package that would take minutes to converge a single "frame" on bespoke hardware; but to simulate something as small and fast as that, you'd need to iterate much more often than 60 times per virtual "second". Just not possible on the PS3.

If you want to see it faked, though, that's easy.

Again, like "the real driving simulator", "simulate everything" is clearly a statement of intent. The depth and breadth that that statement covers will increase in time, but for now just be happy they're doing it at all!
 
Sounds? We have sounds. Maybe not what most of us would like to hear but at the end of the day we have them. Physics? We have hose too and are continually being worked on to give us the best driving experience they can achieve. Theoretically speaking, having atmospheric changes can add to the physics and makes them even more dynamic. Right? How would we know the difference? Well, we play the game and we learn.

At the risk of sounding sarcastic... and im really not meaning to be... have you ever played a PC simulation like GT legends or GTR2 ?
The extra immersion you get from proper sounds & razor sharp physics are mesmerising.

your senses are what help to immerse you... that's sight / sound / touch ..

I get what your saying, but the increments of humidity would be so small in a simulation and you cannot physically feel the effects , so they would be wasted.

This is why I personally feel PD would benefit more from spending time on the things that our senses react to.
 
At the risk of sounding sarcastic... and im really not meaning to be... have you ever played a PC simulation like GT legends or GTR2 ?
The extra immersion you get from proper sounds & razor sharp physics are mesmerising.

your senses are what help to immerse you... that's sight / sound / touch ..

I get what your saying, but the increments of humidity would be so small in a simulation and you cannot physically feel the effects , so they would be wasted.

This is why I personally feel PD would benefit more from spending time on the things that our senses react to.
Unfortunately no I haven't. Would really like to though.
I understand what you mean.
 
Unfortunately no I haven't. Would really like to though.
I understand what you mean.

If you ever get the chance to try or play on a PC sim.. do it.. you'll be stunned. They don't look anywhere near as good as GT.. but the feeling you get from driving them is intense and the immersion awesome.
 
How would it?

Good luck reproducing that exactly in a CFD package that would take minutes to converge a single "frame" on bespoke hardware; but to simulate something as small and fast as that, you'd need to iterate much more often than 60 times per virtual "second". Just not possible on the PS3.

If you want to see it faked, though, that's easy.

Again, like "the real driving simulator", "simulate everything" is clearly a statement of intent. The depth and breadth that that statement covers will increase in time, but for now just be happy they're doing it at all!

Not sure what , "how would it?" Means from my POV but like many features from GT, it would be cool to see.

I find the vortices no different if added than the illumination of brake discs. Yet, we have no brake failures in result from over-use of the brakes. Maxing out the PS3, yes. The ability to add a "phony" feature, no... I would be fine whether or not it is actually being represented by the aero forces rolling over each other to maintain down forces, but I'm sure some would disagree, claiming "pointless features which go unnoticed should be left away from GT. More sounds! More sounds!"

The stereotypes can doe as they please... I just thought it was awesome to see tat little tunnel formed from the track and wings..
 
Not sure what , "how would it?" Means from my POV but like many features from GT, it would be cool to see.

I find the vortices no different if added than the illumination of brake discs. Yet, we have no brake failures in result from over-use of the brakes. Maxing out the PS3, yes. The ability to add a "phony" feature, no... I would be fine whether or not it is actually being represented by the aero forces rolling over each other to maintain down forces, but I'm sure some would disagree, claiming "pointless features which go unnoticed should be left away from GT. More sounds! More sounds!"

The stereotypes can doe as they please... I just thought it was awesome to see tat little tunnel formed from the track and wings..

I think to reproduce the conditions required inside a simulation would take to much computing power for the ps3 to create vortices... although it would be cool.

So ... fake it ... same as the flames coming from the exhaust.

and work on the sounds at the same time ....lol
 
I think to reproduce the conditions required inside a simulation would take to much computing power for the ps3 to create vortices... although it would be cool.

So ... fake it ... same as the flames coming from the exhaust.

and work on the sounds at the same time ....lol

Yes, the back fires from some of the cars is another example...

Take an Adventadore or however you spell it to RTX, and just spam the 5,6 and 7 gear up and down. Eventually you'll get a flame that takes up the screen.. I had a screenshot of this but it didn't come out in the photo mode as I thought, just a giant white screen..
 
In the newest videos it seems you can still overtake 3 AI cars on the Brakes..
but PD is working on some "realistic grass which grows exactly 1cm per day as in real life...
OMG... when will they wake up ?
 
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