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Forums - Gaming - GT5 vs F4 graphics (from in cockpit)/sound youtube comparison video--updated with DF comparison.

 

What is better for each game?

Sound: Forza 4 29 6.26%
 
Sound: GT5 6 1.30%
 
Graphics: Forza 4 14 3.02%
 
Graphics: GT5 67 14.47%
 
Sound/Graphics: Forza 4 109 23.54%
 
Sound/Graphics: GT5 144 31.10%
 
Sound: Both about the same 1 0.22%
 
Graphics: Both about the same 6 1.30%
 
Sound/Graphics: Both about the same 16 3.46%
 
See results. 69 14.90%
 
Total:461
Alby_da_Wolf said:
Michael-5 said:
Alby_da_Wolf said:

It's not even so simple in reality, as like when skiing, the consequences of a jump aren't just a function of its height, but also of how the car lands and how's the road slope at landing and not only slope, but also at least its first derivative, as it influences whether it will add or subtract suspension compression to the one caused by just absorbing the vertical speed of the landing.

First derivative of what? Do you mean velocity (derivative of position)?

Maybe next gen Forza's/GT's will fix this issue. It really bugs the heck out of me when I play GT5 because it's been a problem since GT3, never adressed, and they call it a sim...

The last thing I mentioned was slope, first derivative of slope, telling whether it's concave or convex. If the road is concave where the car lands, centrifugal force is downward and it furtherly pushes the car down, increasing the risk of going beyond suspensions and chassis limits, if it's convex, centrifugal force will tend to lift the car, making the stress on suspensions smaller. Also, unless the landing happens when the car is still going up (quite rare unless you have a very steep bump or slope to take-off, immediately followed by another, higher bump, or by another, more elevated surface where you have to land, this is stuff you'll find in stunt shows or stunts for action movies or motocross and trials tracks, not in normal roads or speed racing tracks), it's better to land on a downward slope, as it opposes less the the car's downward movement, so compressing less the suspensions.

Keep talking like this and no one will understand us.

Big quotation you have there. You also have to consider that if a car lands on a convex surface, there is a higher chance of the middle section bottoming out since there is less ground clearance.

Also from my experiance with GT and Forza, there aren't any jumps that land you on a higher platform. In PGR there are, and if you have a fast enough car in GT3, there was a city course in I believe San Fransico (sloped intersections are very similar), where you could land on an uphill gradient, but it would require a lot of travel time to get there. My concern would be how well the chasis can hold up to a direct colision with the front hood and the slope, as the car would literally be diving into the hill.

Also like you said, angle makes a big difference. In GT5, when you do a major jump, and land sideways, the car corrects itself and goes straight. WTH? this makes no sense, you should snap a control arm in reality, or at least cause a rollover.

Next gen my friend, we can only hope. Forza and GT really improved from last gen after all.



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Michael-5 said:
Alby_da_Wolf said:
Michael-5 said:
Alby_da_Wolf said:
 

It's not even so simple in reality, as like when skiing, the consequences of a jump aren't just a function of its height, but also of how the car lands and how's the road slope at landing and not only slope, but also at least its first derivative, as it influences whether it will add or subtract suspension compression to the one caused by just absorbing the vertical speed of the landing.

First derivative of what? Do you mean velocity (derivative of position)?

Maybe next gen Forza's/GT's will fix this issue. It really bugs the heck out of me when I play GT5 because it's been a problem since GT3, never adressed, and they call it a sim...

The last thing I mentioned was slope, first derivative of slope, telling whether it's concave or convex. If the road is concave where the car lands, centrifugal force is downward and it furtherly pushes the car down, increasing the risk of going beyond suspensions and chassis limits, if it's convex, centrifugal force will tend to lift the car, making the stress on suspensions smaller. Also, unless the landing happens when the car is still going up (quite rare unless you have a very steep bump or slope to take-off, immediately followed by another, higher bump, or by another, more elevated surface where you have to land, this is stuff you'll find in stunt shows or stunts for action movies or motocross and trials tracks, not in normal roads or speed racing tracks), it's better to land on a downward slope, as it opposes less the the car's downward movement, so compressing less the suspensions.

1. Keep talking like this and no one will understand us.

2. Big quotation you have there. You also have to consider that if a car lands on a convex surface, there is a higher chance of the middle section bottoming out since there is less ground clearance.

3. Also from my experiance with GT and Forza, there aren't any jumps that land you on a higher platform. In PGR there are, and if you have a fast enough car in GT3, there was a city course in I believe San Fransico (sloped intersections are very similar), where you could land on an uphill gradient, but it would require a lot of travel time to get there. My concern would be how well the chasis can hold up to a direct colision with the front hood and the slope, as the car would literally be diving into the hill.

4. Also like you said, angle makes a big difference. In GT5, when you do a major jump, and land sideways, the car corrects itself and goes straight. WTH? this makes no sense, you should snap a control arm in reality, or at least cause a rollover.

5. Next gen my friend, we can only hope. Forza and GT really improved from last gen after all.

1. LOL! 

2. Yes, but it should be VERY convex to do it, while if the car is fast enough, even greater curvature radii will produce noticeable centrifugal force, just think about the force you can feel in fast turns, not just in tight, slower ones.

3. This takes us to another issue, also the angle the car has respect to the landing zone is important, it must not be so excessive to make the front of the car crash on the road, but front wheels must land first if steering capability is needed shortly after the landing, in the old Nurburgring, simulated in GPL, there's such a jump, where you must lift the foot from the accelerator just before the jump, to make the front point a little downwards during the flight, to be able to turn a little farther without needing a panic braking that would make you lose a lot of time. And yes, I forgot San Francisco in real life, how could I, when I was a kid I always watched that TV series with Karl Malden and Michael Douglas (still very young and not thinking yet bullshit as that it exists such thing as "too much sex", or that, if it exists, it's a disease to be cured  ).

4. As the correct behaviour has been simulated for more than 10 years, if it happens when it shouldn't it must be a design choice, that anyway is relevant in fun driving situations, simulating "serious" races jumping and then landing on two wheels is a thing to avoid at all costs. But there must be a reason if even GT and Forza, the racing sims most faithful to reality on consoles, aren't classified as pure sims: they accepted some (little) compromises to enlarge their audiences.

5. But surely next gen at least the compromises due to HW limits will be greatly reduced. Some compromises will exist always, computational power won't ever be infinite, there will always be a minimum size possible of detail, a maximum frequency at wich sampling the variables needed for the physics model, a maximum resolution, and the most important and insuperable limit, dev time available. In the meantime, PC racing sims FTW!!!    (Enough with this consoles war: PC and its snobbish, haughty, condescending, raving fan(boy)s FTW!!!   )



Stwike him, Centuwion. Stwike him vewy wuffly! (Pontius Pilate, "Life of Brian")
A fart without stink is like a sky without stars.
TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW! 
 


Alby_da_Wolf said:
Michael-5 said:
Alby_da_Wolf said:

The last thing I mentioned was slope, first derivative of slope, telling whether it's concave or convex. If the road is concave where the car lands, centrifugal force is downward and it furtherly pushes the car down, increasing the risk of going beyond suspensions and chassis limits, if it's convex, centrifugal force will tend to lift the car, making the stress on suspensions smaller. Also, unless the landing happens when the car is still going up (quite rare unless you have a very steep bump or slope to take-off, immediately followed by another, higher bump, or by another, more elevated surface where you have to land, this is stuff you'll find in stunt shows or stunts for action movies or motocross and trials tracks, not in normal roads or speed racing tracks), it's better to land on a downward slope, as it opposes less the the car's downward movement, so compressing less the suspensions.

1. Keep talking like this and no one will understand us.

2. Big quotation you have there. You also have to consider that if a car lands on a convex surface, there is a higher chance of the middle section bottoming out since there is less ground clearance.

3. Also from my experiance with GT and Forza, there aren't any jumps that land you on a higher platform. In PGR there are, and if you have a fast enough car in GT3, there was a city course in I believe San Fransico (sloped intersections are very similar), where you could land on an uphill gradient, but it would require a lot of travel time to get there. My concern would be how well the chasis can hold up to a direct colision with the front hood and the slope, as the car would literally be diving into the hill.

4. Also like you said, angle makes a big difference. In GT5, when you do a major jump, and land sideways, the car corrects itself and goes straight. WTH? this makes no sense, you should snap a control arm in reality, or at least cause a rollover.

5. Next gen my friend, we can only hope. Forza and GT really improved from last gen after all.

1. LOL! 

2. Yes, but it should be VERY convex to do it, while if the car is fast enough, even greater curvature radii will produce noticeable centrifugal force, just think about the force you can feel in fast turns, not just in tight, slower ones.

3. This takes us to another issue, also the angle the car has respect to the landing zone is important, it must not be so excessive to make the front of the car crash on the road, but front wheels must land first if steering capability is needed shortly after the landing, in the old Nurburgring, simulated in GPL, there's such a jump, where you must lift the foot from the accelerator just before the jump, to make the front point a little downwards during the flight, to be able to turn a little farther without needing a panic braking that would make you lose a lot of time. And yes, I forgot San Francisco in real life, how could I, when I was a kid I always watched that TV series with Karl Malden and Michael Douglas (still very young and not thinking yet bullshit as that it exists such thing as "too much sex", or that, if it exists, it's a disease to be cured  ).

4. As the correct behaviour has been simulated for more than 10 years, if it happens when it shouldn't it must be a design choice, that anyway is relevant in fun driving situations, simulating "serious" races jumping and then landing on two wheels is a thing to avoid at all costs. But there must be a reason if even GT and Forza, the racing sims most faithful to reality on consoles, aren't classified as pure sims: they accepted some (little) compromises to enlarge their audiences.

5. But surely next gen at least the compromises due to HW limits will be greatly reduced. Some compromises will exist always, computational power won't ever be infinite, there will always be a minimum size possible of detail, a maximum frequency at wich sampling the variables needed for the physics model, a maximum resolution, and the most important and insuperable limit, dev time available. In the meantime, PC racing sims FTW!!!    (Enough with this consoles war: PC and its snobbish, haughty, condescending, raving fan(boy)s FTW!!!   )

2. Well not really. When you drop over a foot, your suspension compresses to it's maximum, and for low track cars, that's enough to bottom out. I'm talking about the moment it hits the ground from a drop. While driving over a hill I agree with you, but many super low LMP1 or F1 cars will still bottom out, even without a jump, on a convex surface.

3. I know what jump your referring to on nurburging. Always bottom out in Forza, but not in GT5. Again, I should play PC SIMS.

4. In Forza, you will roll over, in GT5, the car will self correct. Likely design choices as inreal life this would cripple your car, but at least Forza still punishes you for making this fatal error.

5. AI is where I want improvements. Forza AI is meh, GT5 isn't much better. Either way...processing power WILL BE OVER 9,000!!!!!



What is with all the hate? Don't read GamrReview Articles. Contact me to ADD games to the Database
Vote for the March Most Wanted / February Results

^^Speaking of AI i'm not sure why the AI in F4 are worse in F3. That makes no sense.



I can't believe this bickering is still going on. It's over 800 post later! How they hell are people not bored? I got bored after the 20th post 0_o



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smroadkill15 said:
I can't believe this bickering is still going on. It's over 800 post later! How they hell are people not bored? I got bored after the 20th post 0_o

Well it's because people are bored that they are still posting in this topic...at least that's how it is for me



Michael-5 said:
pezus said:

Wait what are you looking at? You can't include your tally numbers with this, then you'd count many votes twice. Look at the poll, GT5 is winning as expected.

It's fluctuating so much. Right now it tells me

Graphics and Sound: Forza4 -42, GT5- 41.

Graphics: GT5-16

Sounds: Forza4 - 3

Graphics same -3

Graphics/Sound same -9

Looks like GT5 is winning in the graphics department, and Forza in sound. Given this websites strong inclination of PS3 users over 360 users, this is damn impressive for a 360 exclusive on this site.

Still I'll go with reviews, IGN and GT give Forza4 a better grade for graphics, and it's a newer title, so standards are higher. :P

I need to qoute this. Sorry, I really can't help it. XD

I thought you don't trust IGN because they gave a lot 10 this gen.?  



Michael-5 said:
Alby_da_Wolf said:
Michael-5 said:
Alby_da_Wolf said:

The last thing I mentioned was slope, first derivative of slope, telling whether it's concave or convex. If the road is concave where the car lands, centrifugal force is downward and it furtherly pushes the car down, increasing the risk of going beyond suspensions and chassis limits, if it's convex, centrifugal force will tend to lift the car, making the stress on suspensions smaller.

[...]

1. Keep talking like this and no one will understand us.

2. Big quotation you have there. You also have to consider that if a car lands on a convex surface, there is a higher chance of the middle section bottoming out since there is less ground clearance.

3. Also from my experiance with GT and Forza, there aren't any jumps that land you on a higher platform. In PGR there are, and if you have a fast enough car in GT3, there was a city course in I believe San Fransico (sloped intersections are very similar), where you could land on an uphill gradient, but it would require a lot of travel time to get there. My concern would be how well the chasis can hold up to a direct colision with the front hood and the slope, as the car would literally be diving into the hill.

4. Also like you said, angle makes a big difference. In GT5, when you do a major jump, and land sideways, the car corrects itself and goes straight. WTH? this makes no sense, you should snap a control arm in reality, or at least cause a rollover.

5. Next gen my friend, we can only hope. Forza and GT really improved from last gen after all.

1. LOL! 

2. Yes, but it should be VERY convex to do it, while if the car is fast enough, even greater curvature radii will produce noticeable centrifugal force, just think about the force you can feel in fast turns, not just in tight, slower ones.

3. This takes us to another issue, also the angle the car has respect to the landing zone is important, it must not be so excessive to make the front of the car crash on the road, but front wheels must land first if steering capability is needed shortly after the landing, in the old Nurburgring, simulated in GPL, there's such a jump, where you must lift the foot from the accelerator just before the jump, to make the front point a little downwards during the flight, to be able to turn a little farther without needing a panic braking that would make you lose a lot of time. And yes, I forgot San Francisco in real life, how could I, when I was a kid I always watched that TV series with Karl Malden and Michael Douglas (still very young and not thinking yet bullshit as that it exists such thing as "too much sex", or that, if it exists, it's a disease to be cured  ).

4. As the correct behaviour has been simulated for more than 10 years, if it happens when it shouldn't it must be a design choice, that anyway is relevant in fun driving situations, simulating "serious" races jumping and then landing on two wheels is a thing to avoid at all costs. But there must be a reason if even GT and Forza, the racing sims most faithful to reality on consoles, aren't classified as pure sims: they accepted some (little) compromises to enlarge their audiences.

5. But surely next gen at least the compromises due to HW limits will be greatly reduced. Some compromises will exist always, computational power won't ever be infinite, there will always be a minimum size possible of detail, a maximum frequency at wich sampling the variables needed for the physics model, a maximum resolution, and the most important and insuperable limit, dev time available. In the meantime, PC racing sims FTW!!!    (Enough with this consoles war: PC and its snobbish, haughty, condescending, raving fan(boy)s FTW!!!   )

2. Well not really. When you drop over a foot, your suspension compresses to it's maximum, and for low track cars, that's enough to bottom out. I'm talking about the moment it hits the ground from a drop. While driving over a hill I agree with you, but many super low LMP1 or F1 cars will still bottom out, even without a jump, on a convex surface.

3. I know what jump your referring to on nurburging. Always bottom out in Forza, but not in GT5. Again, I should play PC SIMS.

4. In Forza, you will roll over, in GT5, the car will self correct. Likely design choices as inreal life this would cripple your car, but at least Forza still punishes you for making this fatal error.

5. AI is where I want improvements. Forza AI is meh, GT5 isn't much better. Either way...processing power WILL BE OVER 9,000!!!!!

2. A sudden drop over a foot deep is always catastrophic, the car nosedives when front wheels have the void under them but rear ones still lay on the ground, while taking off from a bump and landing after a flight as much high is a lot smoother.

3. Also in PC sims the car will bottom out and the suspensions are saved by a whisker by bump stops, but it must also be said that the fastest cars fast enough to take-off there, F1s and sport prototypes, don't anymore, as after 1967 aerodynamics started giving them up to several hundreds kg downforce, while the last F1s without ailerons, in 1967, were even lighter than currenf F1s, and a lot lighter than current touring cars, so the landing was less stressful on suspensions.

4. Anyway, even in the most realistic sims, for the necessary compromises we mentioned earlier, in this case particularly the dev times limits, we won't see the car behaviour simulated very well after it flipped over, and I don't expect the situation to improve very much even when HW limits get higher, devs won't dedicate very much time to correctly simulate a car rolling or sliding on its roof.

5. Oh yes. A nice compromise in the meantime, is the one chosen on GPL, they used parameters for aggressiveness and other driving features and abilities and they made them modifiable, setting them in the standard settings in a way that reflected the different driving styles and talents of real life pilots of 1967 season, this way, even  with the less evolved AI of the late 90's, the pilot bots didn't look all the same but very varied. Widely different characteristics of the cars furtherly improved the diversity effect (also on human drivers, not just AI ones, for example I suck with everything except the 1967 Brabham, and correctly the 1967 Lotus is beyond my skills and precision limits ), making the whole thing look even more natural, you won't see them following the same trajectories, running in single file.

But now I really must reinstall the darn Win XP on the desktop, it's totally messed up, I've not been sim driving for a while, playing only non driving games the notebook can run and, on the desktop, small Linux games... Driving again won't be a problem, but I won't ever be able to recover the thread in Morrowind, I had too many sidequests and guild careers open when I upgraded the PC and suspended playing it!   



Stwike him, Centuwion. Stwike him vewy wuffly! (Pontius Pilate, "Life of Brian")
A fart without stink is like a sky without stars.
TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW! 
 


NoCtiS_NoX said:
Michael-5 said:
pezus said:

Wait what are you looking at? You can't include your tally numbers with this, then you'd count many votes twice. Look at the poll, GT5 is winning as expected.

It's fluctuating so much. Right now it tells me

Graphics and Sound: Forza4 -42, GT5- 41.

Graphics: GT5-16

Sounds: Forza4 - 3

Graphics same -3

Graphics/Sound same -9

Looks like GT5 is winning in the graphics department, and Forza in sound. Given this websites strong inclination of PS3 users over 360 users, this is damn impressive for a 360 exclusive on this site.

Still I'll go with reviews, IGN and GT give Forza4 a better grade for graphics, and it's a newer title, so standards are higher. :P

I need to qoute this. Sorry, I really can't help it. XD

I thought you don't trust IGN because they gave a lot 10 this gen.?  


LOL I read it and it was pretty funny! if it was forza that got 10 we would never hear the end of how IGN is the most trusted review ever, but hey its a PS3 exclusive getting higher score so gotta whine I guess.



RolStoppable said:
yo_john117 said:
pezus said:

Hmm...I remain sceptical. He already declared that he didn't care much about racing games anymore. Maybe it was Rol? He seemed knowledgeable about the secrets of the poll fixing.

Hmmm that is a very Rol-like thing to do.

Are you kidding me? My modus operanti is to put out everything in the open and see people going crazy over it.

Then again, I do have a rather big secret, but I won't tell.

If the secret is that Pachter and Malstrom are the same person and they're actually Elvis, no big deal, everybody and his dog knows it.



Stwike him, Centuwion. Stwike him vewy wuffly! (Pontius Pilate, "Life of Brian")
A fart without stink is like a sky without stars.
TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW!