What does GT5 have over FM3?

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Wait are you essentially saying that Forza 3's physics engine is better than GT5's? You're kidding right?
Oh yeah, no question in my experience (not saying it's a fact). Much of it has to do with the 360 different calculations per second. I have to wonder why PD added so much grip to the cars, and didn't eliminate the wall riding/bumper car effect.
 
Oh yeah, no question in my experience (not saying it's a fact). Much of it has to do with the 360 different calculations per second. I have to wonder why PD added so much grip to the cars, and didn't eliminate the wall riding/bumper car effect.

interesting. I find the physics engine in Forza 3 is waaaay to arcadey. This is especially noticeable when you hit the Nurburgring in both games. I find that Forza 3 has alot of oversteer but can easily (almost too easy) be corrected, Whereas GT5 actually forces you to concentrate in your driving.
 
To answer the title of the thread.

Things GT5 has over Forza 3
-1000 cars even though only 200 are fully playable
-Tire physics are much better
-16 cars on track on some of the events
-Weather effects even though they are only on a couple tracks
-Day/night racing even though its only on a couple tracks.
-Moving body parts like spoilers and vents
-Track editor
 
interesting. I find the physics engine in Forza 3 is waaaay to arcadey. This is especially noticeable when you hit the Nurburgring in both games. I find that Forza 3 has alot of oversteer but can easily (almost too easy) be corrected, Whereas GT5 actually forces you to concentrate in your driving.
Odd, I have actually found it completely opposite.
 
Odd, I have actually found it completely opposite.

i'm assuming you play with ALL assists off in both games right? The only thing I have on for both games is ABS, which are both set at minimum. You're the only person i've come across who thinks that GT5 is more arcadey than F3 when it comes to the driving dynamics.
 
i'm assuming you play with ALL assists off in both games right? The only thing I have on for both games is ABS, which are both set at minimum. You're the only person i've come across who thinks that GT5 is more arcadey than F3 when it comes to the driving dynamics.

Yup, all assists off but I too keep ABS at minimum. I am indeed far from the only out there though.
 
Keep in mind I have been road track racing in real life for over 6 years. So I know what the real the real thing feels like. :sly:

I am with you on this Bogie 19th. The car physics feel better in Forza 3 but the tire physics are much better in GT5. When you upgrade to the best racing tires in GT5 you can feel the traction. It truly feels like a racing slick. But the cars in GT5 just dont quite feel right like they do in Forza 3. I dont race with any assists on and I use the manual tranny with clutch in Forza 3. I use the interior in both games (well when I can in GT5 only in premium cars). If GT5 combined the tire physics from GT5 with the car physics from Forza 3 it would be about as real as it gets.
 
I've only lost total control of my car once in real life and it ended in a write off. Are road cars too arcadey? For argument's sake; what if you're an excellent, professional driver and can't get on with a PC sim? Do you instantly become less skilled because a computer game appears harder than your interactions with a real car?

I don't find driving road cars quickly to be that difficult and very few of them are set-up to kill you unless you get it really wrong, which is replicated in FM3 where its cars appear to be too easy to drive. The racing class cars certainly aren't easy to drive at low speed and can catch you out at high speed, the way it should be. In FM3, you're replicating a racing driver as you progress through the different events and levels. Do you honestly think it would be any simulation of someone driving high-end sports cars competitively if the game's handling model made it so only the top 1% of drivers stood a chance of winning? Having the handling model punish 99% of the game's players for the sake of adding in difficulty to make up for the missing tactility and nuances of a real car would be a terrible decision, imo.
 
Keep in mind I have been road track racing in real life for over 6 years. So I know what the real the real thing feels like. :sly:

I had stopped racing about 2 years ago after doing it for 15 years. It was taking too much of my time up, not allowing me to spend more time with my son and his homework and with my wife. One day when my son graduates high school, I will get back into it though.

I am with you on this Bogie 19th. The car physics feel better in Forza 3 but the tire physics are much better in GT5. When you upgrade to the best racing tires in GT5 you can truly feel the traction. It truly feels like a racing slick. But the cars in GT5 just dont quite feel right like they do in Forza 3. I dont race with any assists on and I use the manual tranny with clutch in Forza 3. I use the interior in both games (well when I can in GT5 only in premium cars). If GT5 combined the tire physics from GT5 with the car physics from Forza 3 it would be about as real as it gets.

I use no assists (with the exception of ABS at it's lowest settings at time....I have had ABS cars in real life racing), manual with clutch as well. I can't imagine doing FM3 any other way. 👍
 
It's always nice to see actual racers who aren't being paid by PD or T10 or whoever to say which one is more realistic. It highlights something I like to consider often; that there's as big a difference between the feel of each game as there can be between two different cars and as with the latter, you'll have fans of each.
 


Yes, wow. The fact people are even comparing these two games is a joke.


Honestly man you can cherry pick youtube videos all day trying to compare or bash either game. Sometimes opinions or preferences get the best of posters around here.
 
I am with you on this Bogie 19th. The car physics feel better in Forza 3 but the tire physics are much better in GT5.

GT5 doesn't have tire physics. The only real physics which calculated in GT5 is only center of mass parameters
 
Wrong it has,the fact that you cannot see it doesn't mean that isn't there.

Yeah, if I can't see ghosts doesn't mean that they are not here. LOL

Gathering the facts:

* GT4 had around same physics as Ridge Racer. Absolute zero

* Telemetry in GT5 is absent

* All real simulators feels pretty same, like there is a little difference between LFS and Forza 2. GT5 feels very different, in more details: you don't feel anything in traction or limits department like this part is completely absent

* GT5 shows a lot of strange things which rise serious doubts about presence of any traction calculations. Instead undesteer cars circling seating on some radius, often while turning and braking cars sometimes simply rotate around the center and so on. Racing line doesn't matter too much compare to other simulators
 
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Yeah, if I can't see ghosts doesn't mean that they are not here. LOL

Gathering the facts:

* GT4 had around same physics as Ridge Racer. Absolute zero

* Telemetry in GT5 is absent

* All real simulators feels pretty same, like there is a little difference between LFS and Forza 2. GT5 feels very different, in more details: you don't feel anything in traction or limits department like this part is completely absent

* GT5 shows a lot of strange things which rise serious doubts about presence of any traction calculations. Instead undesteer cars circling seating on some radius, often while turning and braking cars sometimes simply rotate around the center and so on. Racing line doesn't matter too much compare to other simulators

Someone who hasn't play both games is not capable of give a good feedback for this thread,there is telemetry in GT5,GT4 has nothing to do with GT5 in physics wise besides of the fact that they implement really good physics that were at the same level as FM2(and that was PS2),and await for the replays about LFS and FM2.

You should play both before making up false statements,geez.....:indiff:
 
GT5 doesn't have tire physics. The only real physics which calculated in GT5 is only center of mass parameters

:lol:

There's even a graphic in the HUD which shows you how the traction is on each wheel and you feel it, never mind if you drive with a pad or wheel. And without tire physics, there wouldn't be a difference between standard and racing tires, not to mention different surfaces (painted, wet, gravel, grass).
 
There's even a graphic in the HUD which shows you how the traction is on each

It's tire wear. Has nothing to do with traction


And without tire physics, there wouldn't be a difference between standard and racing tires, not to mention different surfaces (painted, wet, gravel, grass).

Tire physics - calculation of traction on every wheel.

You can introduce parameter at which g car will go off or start to spin without any tire physics at all
 
It's tire wear. Has nothing to do with traction
NO! Proves you never played the game at all, you can see the traction of every individual wheel in the same graph. When your wheels spin after a standing start for example, they will get red while spinning and blue when they gain traction. The same system also calculates the smoke.
 
Yeah, if I can't see ghosts doesn't mean that they are not here. LOL

Gathering the facts:

* GT4 had around same physics as Ridge Racer. Absolute zero

* Telemetry in GT5 is absent

* All real simulators feels pretty same, like there is a little difference between LFS and Forza 2. GT5 feels very different, in more details: you don't feel anything in traction or limits department like this part is completely absent

* GT5 shows a lot of strange things which rise serious doubts about presence of any traction calculations. Instead undesteer cars circling seating on some radius, often while turning and braking cars sometimes simply rotate around the center and so on. Racing line doesn't matter too much compare to other simulators


I don't know how you can make these assumptions when clearly you haven't played the game. That graphic in the HUD is not tire wear but to indicate how much grip you have in each tire.
 
GT5 isn't finished. I think Forza has that on it.

Oh, and the ablity to actually customize your car beyond some paint colors. Derp. Herp.

And cars from outside of Japan people actually care about, instead of 3 dozen S2000s and 4 dozen Skylines.
 
:lol:

There's even a graphic in the HUD which shows you how the traction is on each wheel and you feel it, never mind if you drive with a pad or wheel. And without tire physics, there wouldn't be a difference between standard and racing tires, not to mention different surfaces (painted, wet, gravel, grass).

I didn't even know this. Wow, I should pay more attention.

I know a difference though- GT5 is a fantastic selling game that is part of the best selling racing simulation series in history. Forza Motorsport 3, though, is a game built as that, not a Microsoft flagship, and not like the games of Halo or COD**, when it comes to the overall popularity the series has had for the system.

**It's on both systems.
 
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That graphic in the HUD is not tire wear but to indicate how much grip you have in each tire.

You are right. Some fake probably.

It doesn't feel like the game calculate tire grip, and some things are incompatible with such assumption.

But it's just my opinion of course
 


Yes, wow. The fact people are even comparing these two games is a joke.
The only person here who thinks it's a joke is you. Seriously, how does FM3 look "cartoony". Last time i checked, FM3 didn't use cel shaded graphics. You want a "cartoony" game, go play mario kart.
 
The only person here who thinks it's a joke is you. Seriously, how does FM3 look "cartoony". Last time i checked, FM3 didn't use cel shaded graphics. You want a "cartoony" game, go play mario kart.

The ignore list is your friend. :D

 
The only person here who thinks it's a joke is you. Seriously, how does FM3 look "cartoony".

It does. All this Forza 3 LSD colors burnt my eyes so much that I turned down my TV to almost b/w

A couple of tracks looks more or less in real colors (especially Suzuka), but the rest are straight from acid dreams. Car's colors also looks far off, once I watched replays from Forza 3 and Prologue with orange 350Z. In Prologue it looked spot on as in real life, while in Forza 3 car's color had nothing to do with anything real.

Turn 10 made it on purpose, to make tracks more colorful and different, but I'm not sure it was a right idea.
 
GT4 has got BMW Laguna Seca Blue wrong. Does that also make it cartoony?

They chose to use HDR and Bloom lighting, and should have been shot. HDR is ghastly.
 
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