The higher you go in top speeds the more overwhelming wind resistance is to all other factors. I would think that by simply marrying drag coefficients to known real world data should be enough to be reasonably accurate. They were more accurate with GT5 so something went amiss with GT6. PC sims do this stuff quite well operating on budgets that are a tiny sliver of GT's so it's not like rocket surgery to get this right. Having top speeds off by 50+ km/h in a so-called "driving simulator" is ludicrous.
Thanks MatskiMonk.
I actually did these test myself too, and my findings confirm the incorrect aero physics simulation this game has.
So the results are:
Veyron (100% stock, default tyres, Auto)
0-100 kph: 2.4 sec -vs- 3.1 sec (real life)
0-200 kph: 7 sec -vs- 8.5 sec (real life)
0-300 kph: 16.2 sec -vs- 20.7 sec (real life)
Mclaren MP4-12C (100% stock, default tyres, Manual)
0-100 kph: 3.4 sec -vs- 3.3 sec (real life)
0-200 kph: 9.3 sec -vs- 9.7 sec (real life)
0-300 kph: 21.9 sec -vs- 31 sec (real life)
As I mentiond in this thread , above 200kph the broken aero physics of GT6 are really evident. Cars accelerate too fast and they reach much higher top speeds than they do in GT5 and in real life.
Interestingly enough, Veyron has the same top speed in game as in real life (although acceleration is wrong as well), but all (or at least majority) of other street/stock cars are doing 30-50 kph higher top speeds
These results are even more startling when you pull out just the error portion, that is, how much faster each car is from 200-300km/h, real life vs. game.More tests, all lead to the same findings. As soon as air resistance increases enough to have substantial effect (above 200 km/h or 125 mph), wrong physics calculation is clearly evident:
Mercedes SLS AMG
0-100 kph: 3.8 sec -vs- 3.9 sec (real life)
0-200 kph: 11.3 sec -vs- 11.7 sec (real life)
0-300 kph: 28.0 sec -sv- 42.2 sec (real life)
Lamborghini Murcielago LP 670-4 SV
0-100 kph: 3.5 sec -vs- 3.2 sec (real life)
0-200 kph: 10.4 sec -vs- 10.3 sec (real life)
0-300 kph: 24.3 sec -vs- 29.7 sec (real life)
Corvette ZR1
0-100 kph: 3.9 sec -vs- 4.0 sec (real life)
0-200 kph: 10.3 sec -vs- 11.5 sec (real life)
0-300 kph: 23.8 sec -vs- 35.4 sec (real life)
Lexus LFA
0-100 kph: 4.0 sec -vs- 4.1 sec (real life)
0-200 kph: 11.2 sec -vs- 12.0 sec (real life)
0-300 kph: 26.3 sec -vs- 50.6 sec (real life)
Reposted from the Motec Thread:
These results are even more startling when you pull out just the error portion, that is, how much faster each car is from 200-300km/h, real life vs. game.
LFA 200-300 km/h
Real - 38.6s
Game - 15.1s
That's less than half the time in game to go from 200-300 km/h!
Mercedes SLS AMG 200-300 km/h
Real - 30.5s
Game - 16.7s
Only slightly more than half the time.
McLaren MP4 12C
Real - 21.3s
Game - 12.6s
Again, only slightly more than half the time.
I knew it was off but I didn't know it was off by that much!! I wonder when the two really start to separate. It might be 210-250km/h depending on the car before the game car really takes off. Holy arcade physics Batman!
It's definitely the fluid dynamics. Drag isn't a geometric progression, it's quite complicated. IRL there are factors such as "seperation" which is where much of the drag comes from at higher speed. By using drag data from low speeds and simply scaling it up to higher speeds a lot of information is missed.
That's like a logarithmic progression, right?Not going into details, it is something more similar to geometric progression, meaning that to go from 350 to 400km/h you need much more HP than from 250 to 300 km/h. I.e. it's not linear progression. That was my point. So those differences between correct (GT5) and incorrect (GT6) implementation are actually huge from the "power gain" point of view
That's like a logarithmic progression, right?
If it was the overly sticky tires causing this top speed issue, dropping down 1 or 2 tire grades should fix it but that isn't the case so there must be other factors at work. On the issue of over rotation I also think it's a little too simplistic to just say, "real cars over rotate and so does GT". It would be nice to know how much cars over rotate in real life and compare it to GT. I had the math worked out for GT but didn't find any hard numbers from real world data to compare it to. `I know I'm wasting my breath in this thread so I'll state this as a possibility only, but the formulas for Aero are pretty simple, and there is no reason to have one that is not consistent across the board as I see it. Where as, for example, the tire model may (assuming Pacejka), have mathematical limits imposed and is designed to alter the "simulation" physics to get the equation to work, and so might cause issues with longitudinal slip when big numbers are involved... it was JohnnyP that questioned the over-rotation indicated in the Motec software thread... but looking at real world Motec data it's not uncommon for over-rotation to occur at speed. Perhaps the game is not allowing for enough over-rotation of the wheels thanks to overly grippy tyres.. a possibility that is also suggested by lower top speeds on comfort tyres.
Unlike the aero, which is a relatively simple calculation (assuming constants for Air Density), the Pacejka tyre model is waaaaay harder for any of us to double check. In the Motec thread I showed my graph for the Veyron which also includes Air resistance, and power required to overcome air resistance on a top speed run... it's pretty easy to do. On this run, it showed that in simple terms, the Veyron has enough power to overcome it's drag even at it's in game top speed. So another question worth asking is, if it's not just Aero limited, what are the other effects that could give it it's acceleration curve, and how do you know they are modelled correctly too?
*Plus lets not forget you're aiming for top speeds in environments not replicated in the game.
I don't understand what you mean by "break in" the engine on GT5. Are you saying that now the two games top speeds DO match?I have managed to 'break in' the GT5 Enzo and squeez more power from the engine, so I matched the GT6 speed with 'extra' 280 HP
I don't understand what you mean by "break in" the engine on GT5. Are you saying that now the two games top speeds DO match?
So 640 HP Enzo in GT6 has the same top speed as 920 HP Enzo in GT5
Question for testing:
Has this happened on ALL tracks, or just one?
No. You are correct. Since everything is the same for everybody, it most certainly comes down to one person having to drive "better" than the other if he wants to win. That's not the point of the OP's argument, however. Gran Turismo touts itself as the "Real Driving Simulator" and therefore the way cars behave should be somewhat realistic. Otherwise, we can all just play Outrun! There are plenty of video games that can provide plenty of enjoyment without accurate physics and super accurate car models, etc... Gran Turismo is supposed to be above that - based on the creator's own words! Therefore, I would expect the cars in Gran Turismo to only achieve speeds similar to the real world counterparts.I had someone ask the following question, and it made me think, so I want to pose it here:
If the physics are wrong in the game, does it give any driver of any race in game an advantage?
Think about this. If everything is the same for everyone, then no one will be better unless they drive better.
How does an odd top speed affect this?
I had someone ask the following question, and it made me think, so I want to pose it here:
If the physics are wrong in the game, does it give any driver of any race in game an advantage?
Think about this. If everything is the same for everyone, then no one will be better unless they drive better.
How does an odd top speed affect this?
If you compare times GT6 vs GT6 then there is no advantage. Everyone has the same physics engine.
The issue appears when you, for example, want to do some time-trials, compare car performance in game vs real life and when you try to apply some knowledge from the real life to the game (for example tuning, especially aero tuning, etc.)
You mean something like, "if the physics are wrong, does it give [insert ethnicity here] in game an advantage?"I had someone ask the following question, and it made me think, so I want to pose it here:
If the physics are wrong in the game, does it give any driver of any race in game an advantage?
Think about this. If everything is the same for everyone, then no one will be better unless they drive better.
How does an odd top speed affect this?
Well, from THAT angle, I can understand. But, since I don't do compare time trials, it doesn't bother me....