Zer0
(Banned)
- 1,624
Indeed. It was vital during the PS2 to PS3 transition and Kaz noted it (and can be experienced in the games), and will be during the PS3 to PS4 transition as Kaz noted it again. It's pure common sense.I think there are different levels to user experience. Graphics is probably the most obvious difference, and that's one part of the user experience.
As for the physics? Well, in theory a physics engine is more precise the faster it runs (with reality "running" at infinite resolution). Basically, for every tic of the physics engine, it's checking what's going on. If it can check what's going on 100 times per second it will be more precise than if it can only check what's going on 50 times per second.
Galileo Galilei described this a couple of centuries ago
Look at this figure: The curve represents the reality, which runs at infinite resolution. The bars represents the simulated reality in the physics engine. The blue bars (behind the green bars) represents a physics engine running at 50 tics per second. The green bars represents a physics engine running at 100 tics per second.
The green bars follow the curve closer than the blue bars, because it can check the values more often.
So in theory, the better the hardware the higher resolution you can run the physics at. Of course, I don't know at what rate the physics engines of either of these games are running, but in theory this could be a possible difference between them.
The number of individual physical variables involved in the simulation will also be very likely to exponentially grow along with their Hz resolution. In GT4 there were 300 physics calculations at 60 Hz, I can bet that in GT6 PD introduced many more than 300. People who do hybrids maybe will know.
Some GT4 old info about all this: