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your mother said:
rocketpig said:
larry said:

GTHD looks miles better than FORZA 2.

it would sell around 10 000 copies at best.

what a dreamer????????????????

30 000 copies of a game that is on x360 and looks like a ps2 game graphically.

there would be no impact on hardware sales for x360.

others ,note NGS and MK are both coming on ps3 in june.

so expect a big jump on the other side of the tunnel.


Ah, so Larry finally chimed in with his expert opinion.

You've obviously never played Forza 2. I have. The graphics are nothing like anything on the PS2, and I own one. I've played all the GT games. Forza 2 is loads better.

And comparing GTHD is a joke. It's one car, one track, no AI, no physics, no damage. It's not hard to make a game like that look pretty. Add in 8 cars, damage, MUCH better physics and you have to cut down on those pretty visuals a bit.

Could Forza look better? Yeah, it could. But Turn 10 decided to lock the physics engine at 360 fps and the visuals at 60 fps. They made a decision to make sure gameplay is solid at the sacrifice of graphics.

...

I don't even know why I'm arguing with you. You're never right about anything.

Really? Do you have a link to that or is that a typo? Just curious (and not doubting you) - I've never heard of locking the frame rate for a physics engine, but it can make sense (although it kinda defeats the purpose of locking the visual frame rate, but that's another topic really).

 

Physics engines are generally locked at a particular "frame rate". I've done some programming with Open Dynamics Engine, and I've found nasty things happen when you don't lock the physics engine at a particular rate. The basic idea is that a physics engine will work out the forces on a particular object, and then work out their accelleration, from that work out their velocity (based on their previous accelleration and the timestep) and then work out their position based on the velocity and their previous position. The accelleration is only applied at one point and the velocity is the same for the entire timestep.

Therefore a large timestep will mean that a large accelleration applied over a short time (such as being hit with a baseball bat) will be stretched over the entire time period, causing a disproportionate amount of accelleration. So not only does fixing the timestep make sense (otherwise the physics behaves differently when there are more items on the screen, definitely not something that we want), but also a small timestep will see a benifit even when the graphics are locked into a much lower framerate. Basically, smaller timesteps will mean much smoother curves for velocity, accelleration, and displacement, and much more realistic movement.

As for the 360 steps per second number, I have no idea where that comes from

@larry: thank you for saying that Forza won't even make 10k in Japan. This means it will be the first of your completely ridiculous predictions that will be proven false. Can't wait for the numbers!

 



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