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Forums - Microsoft Discussion - Forza Motorsport 7 brings the future

 

Is FM7 pitstop the future?

Yes 41 41.41%
 
No 58 58.59%
 
Total:99
Azzanation said:

If you rather have 1/4 of the car list, no Dymanic Weather or days and nights for an aminated pit crew, go for it. GTS is perfect for you.

Azzanation said:

we sink to these baby jabs at a game 

Second time I'm directing you to your own words on the matter.



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NATO said:
DonFerrari said:

I would say I have to agree with you in all points, and have seem some of those comments...

They do laser measure all tracks and their cracks and paints, but I'm not sure how close they try to simulate the effects of those in the driving, besides all the points you mentioned about tyre physics.

And I would say most aren't crazy enough to go into a 800hp GTR in real life and try to do the same as in the game. You would probably instantly freeze before the forces of acceleration and side G-force. And that is why I would like to separate the money to do the day track of Lancer Evolution and have some real racing experience because even on the kart the G-Force made it so much more fun than just driving fast without real feedback.

You sense so much more with your foot on the pedal, the shaking of the seat, all sensorial parts that give you better understanding of the car and racing than the control.

A problem with the laser scanning thing is, no matter how accurately they scan the track, that data has to be massively paired back and simplified in order to keep the overall geometry as low as possible, which involves flattening a lot of it and keeping only key features such as elevation, angle and pitch, while they do also scan the paint, it's used only for getting the markings right, they don't actually do friction testing on each portion of track and paint, and laser measurements, even if done perfectly and not simplified at all, would only give you the surface data, not the friction data, and the friction data is something that gives a track it's soul, because it evolves with the track and it's use.

Indeed the surface of the track also evolves with it, as heavy use means sections need to be resurfaced and that resurfacing causes large patches of frictional change.

There isn't a process, yet, that can accurately replicate a track down to even a checkerboarding of friction zones.

For a real track, in a real car, approaching it professionally, every single method of input gets processed fluidly, vibration and tension of the wheel, note of the engine, jerkiness of gear shifts, feedback from the track through the accelerator, feedback from the brake pads, rotors and calipers through the brake pedal, a near sixth sense of the grippiness of all four wheels, all data from gauges and clusters, even the sound of the chassis popping and clicking, right down to the whine of the transmission as you pull through the gears, it's visceral and raw, something no racing sim has come close to replicating, and no wheel manufacturer has yet bothered to do any sort of feedback in the gear shifter or pedals, theyre just dead and everything depends entirely on judder in the steering.

Yep, let's say it is simply too much information to have a very precise 3D model of the track surface in each detail. But grip mapping they do something a little more generic with the paint and the shoulders, dry and wet, but it is possibly generic without considering how it varies through the track.

Also I don't remember they making much difference between the dirty side, clean and rubbered of the track.

On the sixth sense, Senna was famous for basically seeming to extract more grip than existed in the track, doing impossible corner at high speed.

Azzanation said:
DonFerrari said:

So someone that doesn't like sim racer chooses content over quality of simulation, impressive.

Are we talking about Pit Stops vs Content or quality of simulation? I can safetly say FM7 is very good in the quality of simulation catagory. And its a very polished racer with unriviled content this gen so far. If you rather have 1/4 of the car list, no Dymanic Weather or days and nights for an aminated pit crew, go for it. GTS is perfect for you.

Yes i am not a fan of Sim racers. I am here in this thread because i find it rather immunising and a nice jab at a good game.

Errr a simulation game is just as good as it simulation is, and if you don't like or value the simulation than your analysis is pretty much useless.

I rather hear from NATO than from someone that likes arcade racing that will complain about lack of sense of speed or other things that are more on the unreal side.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

DonFerrari said:
NATO said:

A problem with the laser scanning thing is, no matter how accurately they scan the track, that data has to be massively paired back and simplified in order to keep the overall geometry as low as possible, which involves flattening a lot of it and keeping only key features such as elevation, angle and pitch, while they do also scan the paint, it's used only for getting the markings right, they don't actually do friction testing on each portion of track and paint, and laser measurements, even if done perfectly and not simplified at all, would only give you the surface data, not the friction data, and the friction data is something that gives a track it's soul, because it evolves with the track and it's use.

Indeed the surface of the track also evolves with it, as heavy use means sections need to be resurfaced and that resurfacing causes large patches of frictional change.

There isn't a process, yet, that can accurately replicate a track down to even a checkerboarding of friction zones.

For a real track, in a real car, approaching it professionally, every single method of input gets processed fluidly, vibration and tension of the wheel, note of the engine, jerkiness of gear shifts, feedback from the track through the accelerator, feedback from the brake pads, rotors and calipers through the brake pedal, a near sixth sense of the grippiness of all four wheels, all data from gauges and clusters, even the sound of the chassis popping and clicking, right down to the whine of the transmission as you pull through the gears, it's visceral and raw, something no racing sim has come close to replicating, and no wheel manufacturer has yet bothered to do any sort of feedback in the gear shifter or pedals, theyre just dead and everything depends entirely on judder in the steering.

Yep, let's say it is simply too much information to have a very precise 3D model of the track surface in each detail. But grip mapping they do something a little more generic with the paint and the shoulders, dry and wet, but it is possibly generic without considering how it varies through the track.

Also I don't remember they making much difference between the dirty side, clean and rubbered of the track.

On the sixth sense, Senna was famous for basically seeming to extract more grip than existed in the track, doing impossible corner at high speed.

Azzanation said:

Are we talking about Pit Stops vs Content or quality of simulation? I can safetly say FM7 is very good in the quality of simulation catagory. And its a very polished racer with unriviled content this gen so far. If you rather have 1/4 of the car list, no Dymanic Weather or days and nights for an aminated pit crew, go for it. GTS is perfect for you.

Yes i am not a fan of Sim racers. I am here in this thread because i find it rather immunising and a nice jab at a good game.

Errr a simulation game is just as good as it simulation is, and if you don't like or value the simulation than your analysis is pretty much useless.

I rather hear from NATO than from someone that likes arcade racing that will complain about lack of sense of speed or other things that are more on the unreal side.

Thats your choice. I couldnt care less. 

The point you changed the topic from Forza has no Pit Crews to Qaulity of Simulation is very interesting. So all i am saying which is related to this Topic is that if you and Nato prefer Pit Crews as a must have over the bulk of the Content Forza has than thats your opinions and go for it.  



Azzanation said:

The point you changed the topic from Forza has no Pit Crews 

It doesn't, the point stands.

Azzanation said:

to Qaulity of Simulation is very interesting. 

Because he started a discussion with me asking about my opinions, as an experienced driver with plenty of track time under my belt, asking how these games hold up to the real thing.



NATO said:
LudicrousSpeed said:

Idk, seems right at home in a thread about bare bones pit stop sequences.

Also, there can exist middle ground between one end of the spectrum and another. PD doesn't have to make super realistic crash physics in order to get rid of the bumper car physics.

Well no, because the threads about a trailer clearly showing a fully featured pit sequence then having nothing of the sort, for it to be right at home either game would need to have shown dramatic crash sequences while showing an "in game footage" overlay, then ship with no crash simulation at all.

Crash simulation is a bumper cars joke in both games.

GTS: https://youtu.be/GVr-Qsrj-VQ?t=55
FM7: https://youtu.be/5PgqM28wdTQ?t=538

Then destruction derby 1 on the PS1 - https://youtu.be/cc9Td6Gm8is?t=42

For a long time Forza was way ahead in terms of crash physics, but both Forza and GT seem to have plateau'd at an awkward, inaccurate model that is both unrealistic and lacking in any real purpose.

I say that as someone that races competitively in the real world once a month, at Tsukuba, Fuji speedway and Suzuka. I still hope that some day they'll focus more effort into that area of the simulation but they never seem to, it's all resolution this, car count that, lighting this, photo mode that.

Meh.

The OP makes no mention of anything you're saying. It seems like a lighthearted jab at Forza for something they removed from the game, not something serious like you're implying. So it's not ok to talk about areas of GT that fall well below simulation? You made a lengthy reply about how silly it is to critique physics... in a sim racer. Yet you didn't seem to mind when someone was talking about how great of a simulation GT is. Wonder why one bothers you and the other does not? As for the videos you linked, I already said this:

LudicrousSpeed said:

Im sure someone can provide examples of Forza having unsim aspects, that's fine. They all do.

No one said Forza is perfect. But it doesn't have the GT bumper car physics I described. Yeah, I am sure Forza has some bizarre physics when you try to use it as a demolition racer. But I described things in GT that happen while naturally racing, and have been in the franchise since its inception, and still are. The bumper car physics in GT are actually used by many in strategic ways to gain advantages over opponents. That shouldn't happen. Maybe one day when they stop focusing so much on car porn, they'll address issues with the actual gameplay.

And again, yeah, Forza has flaws in sim areas too, never claimed otherwise. But it doesn't have a glaring flaw that has basically become a meme :)

Thread has run its course for me though, no use in replying any more.



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Azzanation said:
DonFerrari said:

Yep, let's say it is simply too much information to have a very precise 3D model of the track surface in each detail. But grip mapping they do something a little more generic with the paint and the shoulders, dry and wet, but it is possibly generic without considering how it varies through the track.

Also I don't remember they making much difference between the dirty side, clean and rubbered of the track.

On the sixth sense, Senna was famous for basically seeming to extract more grip than existed in the track, doing impossible corner at high speed.

Errr a simulation game is just as good as it simulation is, and if you don't like or value the simulation than your analysis is pretty much useless.

I rather hear from NATO than from someone that likes arcade racing that will complain about lack of sense of speed or other things that are more on the unreal side.

Thats your choice. I couldnt care less. 

The point you changed the topic from Forza has no Pit Crews to Qaulity of Simulation is very interesting. So all i am saying which is related to this Topic is that if you and Nato prefer Pit Crews as a must have over the bulk of the Content Forza has than thats your opinions and go for it.  

Perhaps because you decided to not talk about content removal but loop infinitely on quantity of cars and weather while you didn't talk about it when Forza 5 launched without it while GT6 and DC had it a lot better and GT6 had a lot more content? And I was talking about the most important point for me in GT that is the quality of the simulation, that you just ignore because you don't even like sims... so you are basically here to deflect points and defend Forza so there isn't much to talk to you.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

LudicrousSpeed said:

You made a lengthy reply about how silly it is to critique physics... in a sim racer. Yet you didn't seem to mind when someone was talking about how great of a simulation GT is. 

This is a thread about Forza, first and foremost.

Despite that, I made a lengthly post saying the simulation in both is trash, and it is, the fact that I linked to destruction derby for having better crash physics, on the PS1 should make that view clear.

I then made an even longer post going on to how no game gets it right because they approach the physics from almost purely a car motion perspective and not environment based, which makes it trash too.

Since you're leaving the thread, don't forget to take your agenda with you.



DonFerrari said:
Errorist76 said:

Yeah, we’ll see. The demo seems to get quite a good reception. I’m definitely sure the reviews will be pretty mixed though. After PC2 and F7 came out with that much content, I’m sure there’s will be certain reviewers who’ll value that more than others. I’m not even sure if there ever will be a GT7. Kaz said it already, it’s the new start of the second generation of GT games. I actually believe they’ll be treating it more like a platform which will continuously be updated. Of course that would mean they’d need to monetise the game differently, which I’m not sure they’d be risking, especially after recent events. If they really plan on adding 340 more cars and many tracks that definitely means they’ll plan to support it for quite a while. I really want them to focus on classic cars first. Those I miss the most.

Funny thing is that when GT5 released with a lot more content then lets say FM5 and as a sim was better, guess who got the better reviews?

Reviews for racing sim is one of the ones I wouldn't trust at all.

And on playstation official forum there were massive negative comments over the lack of SP campaign.

GT was never a sim and as for which game was better well thats debatable.   Also when GT5 release with more cars, most were just ported over from the previous version so they looked much worse then the new content.  I also believed its online was broken as well and it's campaign was sub par.  So yes, content alone doesn't make a game and the same is for Forza 7.  



NATO said:
LudicrousSpeed said:

You made a lengthy reply about how silly it is to critique physics... in a sim racer. Yet you didn't seem to mind when someone was talking about how great of a simulation GT is. 

This is a thread about Forza, first and foremost.

Despite that, I made a lengthly post saying the simulation in both is trash, and it is, the fact that I linked to destruction derby for having better crash physics, on the PS1 should make that view clear.

I then made an even longer post going on to how no game gets it right because they approach the physics from almost purely a car motion perspective and not environment based, which makes it trash too.

Since you're leaving the thread, don't forget to take your agenda with you.

Exactly what I understood.. if both crash physics is so completelly bad there is no point in saying which is less bad. And shouldn't be too hard to simulate correctly de crashing itself and "simulating a generic deformation".

But when a car have a frontal crash of over 100km/h and you can still drive then there is no defense to the crash physics. But I still bet that if a game have a realistic damage simulation most will turn it off.

Machiavellian said:
DonFerrari said:

Funny thing is that when GT5 released with a lot more content then lets say FM5 and as a sim was better, guess who got the better reviews?

Reviews for racing sim is one of the ones I wouldn't trust at all.

And on playstation official forum there were massive negative comments over the lack of SP campaign.

GT was never a sim and as for which game was better well thats debatable.   Also when GT5 release with more cars, most were just ported over from the previous version so they looked much worse then the new content.  I also believed its online was broken as well and it's campaign was sub par.  So yes, content alone doesn't make a game and the same is for Forza 7.  

GT5 had more premium cars than FM5 had in total, same on track number. And the much worse is debatable, besides not being mandatory to use and not that ugly when racing on then (unless perhaps using kite view) or cockpit generic view that some complained.

You believe? Well I had no issue with the online when I tried, but online isn't my thing so I stook with 700h on SP only. What part of the campaign was sub par? The challenges were very challenging on various degrees, had championships for about all type of cars you could drive.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Machiavellian said:
DonFerrari said:

Funny thing is that when GT5 released with a lot more content then lets say FM5 and as a sim was better, guess who got the better reviews?

Reviews for racing sim is one of the ones I wouldn't trust at all.

And on playstation official forum there were massive negative comments over the lack of SP campaign.

GT was never a sim and as for which game was better well thats debatable.   Also when GT5 release with more cars, most were just ported over from the previous version so they looked much worse then the new content.  I also believed its online was broken as well and it's campaign was sub par.  So yes, content alone doesn't make a game and the same is for Forza 7.  

Are you rewriting history now? GT5's online was never broken. I played it pretty much daily until the Geohot debacle took psn down for a month. The campaign was good as well, I actually played the whole campaign twice as my ps3 ylod losing all my GT5 progress. You could ofcourse trivialize most of it by overpowering you car, then hit a wall at some of the later races and challenges. GT5 had a very good weekly challenges to earn more credits, always something to do.

As for the cars, people got their wish now. Not even the 400+ premium cars from GT6 are there this time. I quite enjoyed the addition of the old cars, nothing wrong with them outside photo mode. I really wish these racing sims would stop putting time and effort in stupid photo modes, replays and other useless cosmetics. Is it a racing game or Adobe photoshop for cars.