Will there be a collision physics overhaul in GT5? Answer: Yes.

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It's that feeling of limitations and intervention that I don't like - the nagging sense that the cars aren't operating freely in their environment.

Adding rolling should be pretty easy. Its not about adding a feature but about taking a feature away. If the physics engine is good, it should lead to roll overs in the right circumstances. Their licenses haven't let them roll the car so they have to add artificial barriers to prevent roll over (the easiest would be a simple pitch and roll kinematic restriction.) To add rollover, they should just need to remove the barriers.

aha, THIS is what I wanted to know about! Thankyou zathras. I can't wait to see if the physics have been freed up.
 
Since Gran Turismo is the global showcase for dozens of manufacturers, including Ferrari which is evidently the hardest car maker to deal with, you can safely bet that they're going to set the bar, and Polyphony will have no choice but to follow it. They won't do like Turn 10 and have different levels of damage for different car makes, and probably some cars suffering roll overs while others don't. Rather than have a chintzy damage implementation as we see in Ferrari Challenge, we might have a GT5 which only has damage on race cars and tuners.
 
Ferrari will probably set how high PD can jump, or if none of the manufacturers do that then i hope i can make cars do barrel rolls, cart wheels and flips into the air at high speed.Also as previously mentioned please remove the invisible walls they are not needed anymore.
 
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+1 on NO MORE INVISIBLE WALLS! I grouched about that back in 2005 when I yearned to go exploring the GT4 rally stages.
 
This is also my biggest concern, im so tired of little bumps online that make the car bounce off the track so unrealistic, this should be on the top of the list of things to fix.. but no invisible barriers? not gonna happen
 
Ferrari will probably set how high PD can jump, or if none of the manufacturers do that then i hope i can make cars do barrel rolls, cart wheels and flips into the air at high speed.Also as previously mentioned please remove the invisible walls they are not needed anymore.

Wouldn't this be more aimed at production cars as opposed to competition models? I was under the impression that manufacturers have an issue with roll-overs, damage, etc. due to the impact the depictions of said scenarios may have on consumers.
 
thanks for those two video's look very promising..

couple of things the AI didnt seem to take aversive action to avoid the pileups basically with alot of time to react..

however the AI lines they took for some of the overtaking in the 2nd video looked really good..

the lack of AI spinning on impact from player seemed a bit weird also
 
I watched the video on first page of gtplanet, I gotta tell ya NOT impressed with damage. First off it looks almost the same in every shot I have seen so far,the door pops open bumper falls off. There looks to be no signifant loss of time on track, or mechanical damage. A race car that took shots like the Suby did at Tokoyo would be done,no continuing. It is an improvement over GT past games,but still looks "bumper car" to me.Slowed temporally but continue on ,and the AI cars were hardly slowed at all. If thats all for damage why bother?
 
Anyone think they made the door come flying open on the WRX so that whoever saw it thinks about the X-Games when the guys door came open? That was the first thing that crossed my mind. Apparently Subaru needs better door latches..
 
Whilst that video of the actually collisions does look better than previous GTs its still no patch on Forza 2 let alone Forza 3 in my opinion (having said that the damage and collisions in Forza 3 videos I've seen so far look worse than Forza 2s, I just hope there bad videos and it will be at least as good as Forza 2s). The cars still seem to bounce off each other or walls in a rubber like fashion :grumpy:. That was acceptable in 1998 but not 2009.

As for the actual damage... Quite frankly its abysmal after all this time. The doors and bonnet open, great. The bumpers half fall off, ok. But unfortunately it just looks like the cars been poorly built rather than been involved in an acident! Also note the bonnet I've seen in videos never actually moves at all when its open. The damage as will the driving if its like previous GTs is sterile. I feel bad for the GT die hards who believed KY when he said he was waiting to do damage that would do the rest of the game 'justice'. The usual PR BS they've been spouting since GT2. From what I've seen in the videos it doesn't look like the car deforms and theres almost no scratches or anything to speak of. Then its said the damage isn't even for all the cars :ouch: But theres a 1000 cars you say! Well yes but 700 will be recycled from GT4 so they've made 300 cars in 5 years and only added half baked 'damage' to 170... And knowing GT 50 of them will be versions of the new GTR with different coloured cup holders...

To be honest in my opinion unless Turn 10 completely balls up Forza 3, PD have handed the console racing (oh sorry driving) simulator crown to Turn 10 on a silver plate. Way to go guys! I've got an Xbox 360 and a PS3, I've preordered the collectors edition of Forza 3 I'm not even thinking of buying GT5 at launch now. Will buy it when it goes down to GT6 prologue money ;) I wish PD would remember to create a game first and a polished graphical demo second.

Theres still time for them to fix some things but we've waited what 5 years? In which time Forza 1, 2 and 3 will have come out. :dunce:
 
PD are including damage in the game for the first time ever, and this is something they've said they would only do when they can do it perfectly.

What I am wondering, is; have they been working on how cars interact with their environment other than the track? I've always felt that the game doesn't quite feel truly dynamic and free, because of how this was handled. On the track, it's fine. Hit a wall or a car, and it feels weird and unreal. The impact is absorbed without any effect on the car's direction.

But surely they're going to have to overhaul this to make damage work. Things must be different, but the more I think about it, the more I wonder; how different?


Gamescom update: The answer is YES!! Take a look at these videos:

http://www.eurogamer.net/videos/gran-turismo-5-show-floor-gameplay?size=hd

This is the best one, very crash-happy driving:
http://www.eurogamer.net/videos/gran-turismo-5-gamescom-demo-off-screen-footage?size=hd

Car on top of another car:
http://www.youtube.com/watch?v=GfXQz1IRtGk kinda glitchy, which perhaps suggest this is an unfinished build of the game.

We now have cars fishtailing, colliding with their environment and each other in a much more life-like way. Like many, I'm not bowled over by the damage, and I was pretty disappointed at first. But I should've been more patient because the videos coming out clearly show how the physics have been improved. I am really happy about this, because this actually affects racing. No more bumper cars!


Amazing stuff!!! car on top of car! still bit glitchy but its getting there.. is it me or car got very slow after it got it, seems full throttle yet it wont reach the speeds.. man I cant wait for more internal damage!
 
The one thing I hope is that physics are finessed a bit for the street cars so that they behave as if crumpled in a collision, rather than like indestructible billiard balls. And so far, this does seem to be the case. Other than that, I'm plenty happy with damage only on race cars. With that, we won't have the situation as in a certain other game in which different cars and even makes have differing levels of damage.
 
Car damage (& roll over) just on the race cars, would still offer a huge amount of racing depth - as much as most other games provide in total.

I would be quite happy to see minor cosmetic damage implemented on all the cars, even if they can't get smashed up "properly". In good, close racing with competent & experienced participants (as IRL) you almost never have major collisions, but there are often little bumps & scrapes - it would be nice to see the results of this kind of contact showing on the cars, so that you know you've been in a race - surely no manufacturer would object to that? This mix of damage may seem like a rather inelegant & un-PD like approach, but realistically speaking, it may be the only way to move on, deal with the practical limitations & actually start implementing damage in some form.

In addition, I would certainly hope that all the cars exhibit much improved collision physics.

One other minor point: it would be nice to see a little more "animation": clouds, trees, birds etc. moving. Surely easy to implement (it's in a lot of other games) & a good way to make the environment seem less "dead".
 
To be honest in my opinion unless Turn 10 completely balls up Forza 3, PD have handed the console racing (oh sorry driving) simulator crown to Turn 10 on a silver plate. Way to go guys!

Wait until the sales numbers prove you wrong. 👎
 
Whilst that video of the actually collisions does look better than previous GTs its still no patch on Forza 2 let alone Forza 3 in my opinion (having said that the damage and collisions in Forza 3 videos I've seen so far look worse than Forza 2s, I just hope there bad videos and it will be at least as good as Forza 2s). The cars still seem to bounce off each other or walls in a rubber like fashion :grumpy:. That was acceptable in 1998 but not 2009.

As for the actual damage... Quite frankly its abysmal after all this time. The doors and bonnet open, great. The bumpers half fall off, ok. But unfortunately it just looks like the cars been poorly built rather than been involved in an acident! Also note the bonnet I've seen in videos never actually moves at all when its open. The damage as will the driving if its like previous GTs is sterile. I feel bad for the GT die hards who believed KY when he said he was waiting to do damage that would do the rest of the game 'justice'. The usual PR BS they've been spouting since GT2. From what I've seen in the videos it doesn't look like the car deforms and theres almost no scratches or anything to speak of. Then its said the damage isn't even for all the cars :ouch: But theres a 1000 cars you say! Well yes but 700 will be recycled from GT4 so they've made 300 cars in 5 years and only added half baked 'damage' to 170... And knowing GT 50 of them will be versions of the new GTR with different coloured cup holders...

To be honest in my opinion unless Turn 10 completely balls up Forza 3, PD have handed the console racing (oh sorry driving) simulator crown to Turn 10 on a silver plate. Way to go guys! I've got an Xbox 360 and a PS3, I've preordered the collectors edition of Forza 3 I'm not even thinking of buying GT5 at launch now. Will buy it when it goes down to GT6 prologue money ;) I wish PD would remember to create a game first and a polished graphical demo second.

Theres still time for them to fix some things but we've waited what 5 years? In which time Forza 1, 2 and 3 will have come out. :dunce:

Hi che
 
Whilst that video of the actually collisions does look better than previous GTs its still no patch on Forza 2 let alone Forza 3 in my opinion (having said that the damage and collisions in Forza 3 videos I've seen so far look worse than Forza 2s, I just hope there bad videos and it will be at least as good as Forza 2s). The cars still seem to bounce off each other or walls in a rubber like fashion :grumpy:. That was acceptable in 1998 but not 2009.

http://www.youtube.com/watch?v=Z7u2tGf2txA
http://www.youtube.com/watch?v=Pi_dgnwKv9A

Why yes, the collisions and looks of my dreams.
 
What would happen if an Irresistible Force met an Immovable Object?

You mean an unstoppable force hits an immovable object.

The answer? No one will ever know, but i imagine it wouldnt be pretty. Probably some kind of glitch in the matrix, and there would be a universal reboot :dunce:


LOL i remember doing this in Forza 2, yeah its pretty unrealistic but then again so is the situation.

Fun as hell though, well atleast for 5mins anyway.
 
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This is what he was talking about.

The gamescon demo shows improvement but still no where near as real as FM2


THANKYOU. THIS video says what I wanted to explain in words.

Up until now, a collision in GT saw all the energy and inertia transfered from one car into the other, while both car's directions were solidly held in place. The result was extremely predictable collisions where the offender can safely get away with slamming an opponent at 30, 80, 150 mph closing speeds, knowing that you will be STABILISED, and slowed to the victim car's correct entry speed, and they will be cannoned off the track. This is what I wanted to be changed, and it has been. 👍

Too early to say how good it is from the current videos, imo.
 
In that video they used GT5P demo, August 1st 2008 they improved collisions (among other small things) alittle in GT5P but not as you see in FM2.

From the looks of the limited GT5 demo it looks much improved.
 
It has improved substantially over that video but from what I have seen it is far from right in my opinion.

Luckily they still have time to work on it.
 
What Polyphony should have done is knock on the door of Codemasters and buy the Racedriver Grid Engine. The is just so much more fun than GT because it feels much more dynamic, and i had some nice intense races (cant really say that of GT) and the online mode works great. Only problem is it does not have as much cars as GT, and i want some sort of GT mode and street cars.

Imagine PD making a GT game on the Grid engine:
- Grid graphics (might not be so good as the GT5 gfx but still good enough considering the good points of the engine).
- Grid damage
- Grid's dynamic circuit style (with all the parts around the track being able to move/bend/crash)
- GT driving physics instead of Grids arcade style driving
- GT game mode (just the car buying stuff instead of Grid its season system, although i like that one aswell).
- GT tracks

Making a Gran Turismo game on the Grid engine sounds like a good idea to me, but for some reason PD wants to spend year to make a good damage engine with collision physics that already exists for 2 year.
 
GRID graphis are downward ugly (especially the hideous postprocessing, similar to the yellow sort of unreal tint in Forza). The damage also seems nice, but in reality isn't as polished, as you would like to think (altough I agree, it really looks nice and no one has come closer tho reality than them yet). Besides it would be a waste too just see another clone of GRID with more cars and tracks.

As for collisions - I see your point, those collisions are really much better handled, no doubt about it. Pity that, just like in GTA IV, the engine is not done well enough (as in: ther are some shortcuts done), as you can see in videos similar to what I have posted (and like in GTA, where car nicely shifts it's weight around the corner, but it's connected to the controller input rather than real weight transfer calculated by the physics) and that's not a good thing. Hopefully both parties (PD and T10) will come with good solutions to this problem.
 
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