The Unfortunate Sim Racing Paradigm
I used to be a hardcore console guy. Mainly due to cost, I think; as we all know, gaming PCs are expensive. Its always been cheaper to buy another console every year (I tend to collect em all) than to upgrade a computer every year. But as they say, the only difference between men and boys is the size of their toys, and my toys are growing. From a parents allowance to a real paycheck, Ive gone from collecting toy cars to saving up for track accessories for my real cars. And Ive moved up from consoles to PC gaming.
Dont get me wrong, I still love console gaming. The cabinet stuffed with 20+ years of game consoles still connected to the TV and the shelves of games should tell that story well enough. But there are some things that just dont deserve to be on consoles; the main one, in my opinion, being sim racing.
o hai GT5 standard car
PC games have almost always had a huge advantage in the hardware department, but that doesnt mean its always been fully utilized as such. Remember in 2005, when Gran Turismo 4 and rFactor were both released? Things were more or less equal then, although the games couldnt have been more different from each other: one having a huge library of lovingly rendered cars and tracks with awesome physics and graphics engines for the time, and the other, while hardly featuring any cars or tracks and sporting decent graphics and a dismal GUI, was on top of a great physics engine thats still being used as the basis for thousands of mods and competitive racing to this day.
The problem for consoles is that while the same hardware has to stick around for years, on PC its always being developed. Thus, the extra power to run more complex physics engines is always right around the corner in the PC world. Gran Turismo 5 is a visual stunner, is it not? But in the grand scheme of things, when you compare apples to oranges (and why not, theyre both fruit right?), you see that the PC versions of F1 2010, Shift2: Unleashed, and DiRT3, just to name a few, easily look better. Those games are also on PS3, albeit with significantly gelded graphics in comparison to their PC brethren. What if GT5 had been made for PC? PC games can be played at full HD (1920×1080) and beyond, with adjustable anti-aliasing and graphics controls, and usuallyand this is extremely importantat a higher framerate.
As someone who sits in a Recaro and wears driving shoes to play racing games, its the framerate thats probably more important than anything. Amazing graphics certainly help the immersion; Ill admit that Ive waved at spectators while driving past grandstands and done burnouts after sim victories because, well, why not? We all know Ill never be driving an F1 car in front of thousands of spectators in real life. But we also know that real life occurs smoothly; when I turn the wheel in a real car, it reacts immediately. And in the console games Ive played lately, this is just not the case.
Gran Turismo 5 is a notable offender. With cockpit view on, there is a noticeable FPS hit compared to the bumper camno surprise really. After running around the Ring at ~250fps in rFactor, I jump into GT5. Even as the only car on the track theres a slight bit of lag that just makes you feel sluggish; its annoying, but playable. Adding to that is the fact that the steering wheel animations are WAY behind, which can make the laggy input even more pronounced. The PS3 is just too slow to do what Polyphony Digital have tried to get it to do.
Another unfortunate sufferer is Shift2: Unleashed. While the PC version has excellent graphics (but indeed some problems that Ill address in a full review forthcoming), the console version is sadly castrated. Next to the PC version it runs like a slideshow and looks almost last generation. At least it puts GT5s load times into perspective! But the in-game performance can sometimes get frustrating, especially when youre jostling with 6 angry CPU drivers in front and 4 charging up behind you and the frame rate chugs along like a Beetle up a mountain pass. Im sitting here with the PC version getting frustrated with some 45 fps running in traffic (and Im CPU limited with a quad core 3.8ghz AMD
) and the console guys can only dream of running that smoothly with a lonely track.
Its not that these games are bad, its just that theyre shadows of their former selves; the limited console hardware is clearly limiting what can be done. And of the ports, in most cases, I can legitimately say: they tried. But if you want the best experience, you need to play it on PC. This was true back in 1996 when you wanted to play Formula 1, and its true in 2011 when you want to play Shift2: Unleashed.
Developers are smart: they develop the games for PC so theyre all they can be to begin with. But unfortunately, its the consumers who are getting the short end of the stick here. My review for the console version of S2U is that you probably shouldnt buy it unless you enjoy a lot of waiting for slownessbut my review for the PC version is actually a lot more kind to it because of some key differences (like FPS and load time, among others). The technical advances in PC technology combined with the revelations in physics developments (e.g. rFactor2 and iRacing 2.0 new tire modeling techniques) mean that were entering somewhat of a golden age of sim racingif you have a modern gaming PC, that is. If youve got a PS3 or a 360, youre screwed. But hey, at least you can play Red Dead Redemption.
Source RSC