Fallout-NL said:
You guys ever get around to discussing physics and the actual driving?
Both games have to be out for that to happen but I did do a comparison between the TT and FM3...both were very comparable and at the same tire temperature felt nearly exactly the same using the same wheel.
I did prefer the chassis weight transfer in GT:TT while the tire model still felt better in Forza 3 but to be fair the TT wasn't in a full tire wear/heat simulation mode because it was a hotlap mode.
That said while both games felt identical when driving...when you purposefully took the car to the edge and literally throw the car around the TT felt more realistic and also looked much more realistic in the replays. Not like it isn't present in Forza you can still properly feign drift and see all the load transfer in the telemetry but it sure as hell doesn't show on the models in the game.
But that could be discussed further in the Forza 3 thread. The only racing sim thread that allows for critical analysis it seems. :lol
eso76 said:
The good thing for T10 is they have a very decent library of premium and semi-premium models at this point (but for the love of God, fix that F40 and those Supras) which they will be able to use ingame eventually, so they can concentrate on shaders, weather effects, tracks and furter improving physics (rolling needs work for example)
T10 and PD could learn from each other. T10 did a great job of getting 400 cars fully modeled with interiors and PD did a great job of replicating things to excruciating detail.
The best balance is to do what T10 did in outsourcing the modeling and then sending it to some quality control guys back at the dev who would scrutinize and fix things as PD has.
Shaneus said:
And the Impreza 22B. Ugh, worst model I've seen in a "sim" in ages.
I actually believe some PC games unofficially use the highest-LOD models from Forza 3 to import into whatever format it can be used in. I think I:Racing may have some in there? Either way, it's a testament to the quality of their models.
rFactor
eso76 said:
it was the other guy who leaked tons of stuff before release who said that, but i'm skeptical. I mean, yeah, that was probably their goal, but i don't think it was scrapped due to time constraints or rather, i don't think time was the only issue.
I think it was. The game was rushed to meet launch and while the game does appear to be very polished it is because they cut features rather than half ass a particular feature. Still people will agree that Drag and Online features weren't as robust as they should have been.
Hint for T10: more reference photos, possibly matching the lighting conditions of the skydome you're going to use
There are a lot of techniques that can be used and it seems like T10's artists haven't adopted any of them. iRacing is finally adopting some...their newer tracks should look very photoreal.
Metalmurphy said:
Also, how hard is it for you people to accept that the game has 200 cars, with 800 GT4 cars as bonuses.
I can accept it. Would rather have this than 200 premium cars and nothing else.
But Sony's marketing dept is harping on 1000 cars on every ad for the game. Got some email from Sony going off on 1000 cars. They mention it in the Kevin Butler ad don't they? Some people are going to end up disappointed...and it's not like they weren't mislead.
Red Blaster said:
Unlike PolyPHONY Digital, Turn 10 truly blurs the line between standard and premium.
You are right that car is low detail but that wasn't the best pic to post it demostrates there are still things in that shot that Forza does better than GT.
The reflection on the hood is realtime and reflects other vehicles and sparks and every detail seen in front of you. GT5 doesn't do that.
The mirror is completely realtime modeling of what is seen on track. GT5 uses a low poly approximation which misses details like painted lines and trees and track detail...plus the cars look like boxes.
Across the board there seems to be more detail in the tracks. Nevermind the draw distance and the far detail and size of the track...which is 14 km total I believe. It's the road surface that is nuanced. If you haven't played it its a lot like Eiger in Prologue. Roughly paved roads with sharp shoulders and some great jumps. The apexes of the corners look more round than in GT as well. The guardrail and brick wall are very organic in that Forza track.
Grass is 3D here...2D in GT. GT takes a lot of shortcuts and they can because the colors look more photorealistic anyways.
commedieu said:
Wrong...both games are excellent.
But Its safe to say that F3 just isn't in the same league.
I never figured you as one of the fanboys...