By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Gameswire added a link on their initial graphics comparison on GT5P vs Forza 3.

http://www.gameswire.net/screenshots/screenshot-179-0002-28542175.html

 

 

 

There is a big difference in graphics when comparing the two pictures.  Forza 3 brings an overall package (graphics wise and technical) that GT5P lacks and Forza 3 tops it off with a great physics engine that rival PC Sims (i.e. Inside Racing Sim).  People are far fetching the superiority of GT5P over Forza 3.  Turn 10 did a great job with graphics and physics, physics especially.   Dan Greenawalt extenisvly explains why Forza 3 has a great physics engine.1

' "Tires are the absolute heart of any driving simulator," says Forza game director Dan Greenawalt. "You have to get the tires right. If the tires aren't right the simulation is worth nothing. Suspension is extremely easy to do frankly. It's a three-point architecture or a four-point architecture; it's just straight up math, spring rates, dampening and un-sprung weight." Forza 3's advanced system uses tire flexion, heat build-up and weight transfer as well as the grip quotient of the track surface to provide super-realistic handling. Older cars with balloon tires feel like they're on stilts and float through the corners while modern cars with good tires and a proper set-up can claw tenaciously at the road providing a stable, confident feel." '

http://www.audizine.com/features/article.php?tid=12

 

' “Our physics model is like a weather system in that all the parameters are intimately interrelated,” says Forza game director Dan Greenawalt. “So weather forecasting is more accurate now than it was two years ago, which was more accurate than two years before that. So a weather forecasting system from eight to 10 years ago is thoroughly obsolete. Same with game physics.”  “It comes down to learning more about variables; the eastern tradewinds, heat from the surface, the effects of hot and cold fronts on a more detailed scale, wind, pressure, moisture, there are a whole bunch of variables. Well tire physics are just the same you have ambient temperature, heat coming off the pavement, how you drive the tire, how far over peak you go which heats up the outside of the tire then the gases inside the tire heat up changing the air pressure inside the tire. The road surface’s coefficient of friction, how smooth it is, its incline and the consequences of that extra heat on the overall handling characteristics of the car in question including the tire width, sidewall size and compound, the suspension’s habits, vehicle weight and driveline configuration and many other contributing variables. We have tried to think of all the angles.”
“All that heat ingestion effects how tire deformation works. It is all inter-related. '

http://www.nicoclub.com/articles/forza-g35.shtml

 

Kazunori Yamauchi never spoke about (GT5 physics)2 to this extent.  Labelling a game "The Real Driving Simulator" standards have to be met.  Turn 10 made an awesome physics engine with great all aorund graphics too boot, that clearly beat GT5P.  Polyphony has to bring it’s “A” game by either matching or significantly surpassing Turn 10, and I don't mean by only graphics and physics(they need to catch up in physics) I mean by innovation also.(http://www.xbox360achievements.org/news/news-3604-Dan-Greenawalt-Interview--Forza-3.html)Question #6,#7.

 

1 (More Dan Greenawalt interviews of him talking about chassis and other stuff, but I'm taking a lot of space with this post...so look it up yourself and if you can’t find one tell me. I'll gladly add a link to an article or video, the forza site has articles also)

2 (I mean GT5 not the other Gt's because Yamauchi said they got rid of the legacy code and built GT5 from scratch)

http://www.youtube.com/watch?v=xFfeJYyYFNk



SHHH...

MY COMMON SENSE IS TINGLING.