The online racing simulator
Gran Turismo 5
(7862 posts, started )
Sounds good, sounds definately good.. More physics impressions from Amar:

Quote :At this update I'll try to tackle some issues from yesterday, with focus on some questions I found interesting and some elaborations regarding various parts of the GT5.

With physics being most important in my book, I understand that some observation from tomorrow were somehow misleading. So, here are the further impressions.

I drive with G25, no assists except ABS (1), and no clutch (although it works as previously mentioned). I have no idea about limitations of sequential shifters on G27 (as witnessed in Prologue and TT demo), none of my friends have it and I can't try it at this point. I also have a Fanatec 911 GT3 RSV2 Clubsport waiting to be mounted, but until my new rig comes that baby will not start it's GT5 life.

As I mentioned yesterday, most important issue in physics is disappearance of STD/PRO distinction. Instead, GT5 introduces new driving-aid, Skid Recovery Force, which somewhat limits car lateral movement allowing for easier control. I presume it also applies some kind of steering buffer for controller users, but I haven't try the game with the pad so I can't elaborate further. As said before, all license test in N-B and N-A divisions comes with SRF enabled and I presume it can be disabled by progressing into higher tiers of Licenses - as logic of the licenses determines, since by advancing you can turn-off almost every assists (or the appropriate test turns it off as mandatory).

My physics impression comes from driving stock RX-7 (N2), stock M3 (S1) and racing Castrol Supra (R1) on dry surfaces. GT5 physics is the most advanced physics any any GT game to date, more complex than Prologue, demanding as Academy TT physics, but much more subtile and profound. Tire-snap is now logical, you can feel the surface, suspension and weight on tires and you can perfectly determine what is going on with the tire-grip. I'm impressed with modeling of suspensions - feel of the road is phenomenal and in every moment you know what your car is doing through the force feedback effect delivered on the wheel.

You have a constant idea what your car is doing and you just know when you did something wrong. It is very difficult to explain by words, but all variables that determines the feel of the car on particular part of the track are linked perfectly. You just know when you're going over the top, when the line you've taken will not be good or when you've applied the wrong steer. Also, greatest improvement is done in realms of racing cars, where Kazunori finally reached the levels of his only inspiration, Yu Suzuki's masterpiece F355 Challenge. Sense of speed through corners is now perfect. The insane level of grip and power of race cars has been finally toned down, and feeling of having an ultimate driving machine now comes from ability to steer perfectly, to have control of throttle and brakes, to feel the suspension and to have time to prepare for next maneuver. Refinement in this area is the most important to me, because in all previous GT games I had problems with insanity of race cars. Now everything is in place as it should be, and I love that aspect most.

Of course, in days to come, GT5's physics will be analyzed as no driving-game physics ever was. I expect many criticism, searching for flaws, comparisment with "this game" or "that game", but I have strong impression that physics in GT5 is the most refined physics ever introduced in virtual world - as long as "physics" is determined by the feel of actual driving, feel of tires, feel of suspension, weight transfer, engine momentum and actual feel of steering. Sense of speed, grip, weight and car-performance is just logical and natural - and that is what matters most.

I tried to drive without ABS on both stock cars mentioned above, but even G25 pedals are not up to that task Although overall effect of non-ABS braking is more refined than in Prologue, brakes needs to be approached with great attention. Actual tire-lock is easy to be done and I really have no idea how will users of DFGT/DFP drive without ABS if wanted . Watching braking without ABS in replays finally looks logical and natural and later afternoon I'll be doing much more research in that particular field. On the other side, driving a Castrol Supra on R1 without ABS was totally different from stock-cars, I could tackle braking more efficiently and I presume that mechanical setting (tire compound, suspension, brake power distribution) have lot to do with the overall immersion of the non-ABS braking.

The guy in the vid probably need a change of shorts after that...
Wow he cant drive
wow the veyron sounds much better in forza 3
Quote from Luke.S :wow the veyron sounds much better in forza 3

With samples, yeah, it's WOW to someone sitting next to you, not actually while driving it, no? I can't believe that on LFS forums, people don't think syntethic engine sound is better then samples..
Invicible boarders / walls
Alaska track creator theme


I see the fat ass of a RUF




Quote from The Very End :Invicible boarders / walls

Aye that seems a bit lazy doesn't it? I'll be amazed if the airfield isn't an "environment" for generally tooling around and pretending you're Clarkson- "Powerrr", "In the world".

They could easily have done some "off-track, lap invalid" stuff. Invisible walls are lamer than rope fences that repel rally cars.
Probally it was lisence issues that needed to be followed, and therfor making the track very limited. But they could just made a fence / wall / ditch at the side of the road to prevent cars from going out, would look a lot better.
Impressions of a friend of that guy that made the report further up - He has a Fanatec, so they'll get around to testing it soon

Quote :
I have been to Amar's place to check GT5, unfortunately i had only one hour. He's been showing me menu and everything around GT life, all the options, music, and i must say it's brilliantly executed.

Now regarding standard cars, if the game shipped with only standard cars, i would have been very happy, cause they are, in game, racing, on par with other racing game, which name i want say. Only thing that is missing is cockpit view.

Sound of the cars is excellent, especially on 5.1 surround system that Amar has. There is enough dept in the basses and it's very clearm, it gave me goose bumps (not sure if this is right word)

We have been through course maker, and the possibilities are endless.One feature that i liked most is demo drive, where game creates track and AI is driving the car you what to demo drive. I could have set there for hours and enjoy the sounds of the car, scenery and just relax with a six pack beside me :-).

I drove one race in Masserati GT-S, and the feeling of the physics on the wheel is much improved over Prologue or TT (all assists off, abs on 1).
Drifters will enjoy this very much, it's so controllable with the wheel, but if you over do it, it want forgive you. It much refined to feel when the tyres are losing grip.

AI's behavior is really improved, it's almost if AI is using the same assists that player is using, or should I say AI is not using assists. I have seen AI over doing it on breaking and trying to accelerate as soon as possible, resulting in losing control of the car. This was played in Arcade mode, professional settings, assist off.

Online wasn't available so we couldn't test this.

Unfortunately, since i came straight from work to Amar, we couldn't test my Turbo S with CSP pedals :-(. I was so eager to see what took them 5 years to develop, and i was so pleasantly surprised, as i am sure all of you will be.

In that time that i was there, i couldn't help thinking, 24th can't come soon enough. I am tempted to buy 2 copies of GT5, just in case if something happens to 1st one.

This game will stay in my ps3 for a long, long time.

Interesting how some of them accused Amar to be some PD, Sony informer... they are right that he practically didn't said anything negative of the game..
Quote from Boris Lozac :With samples, yeah, it's WOW to someone sitting next to you, not actually while driving it, no? I can't believe that on LFS forums, people don't think syntethic engine sound is better then samples..

Yes, in theory synthetic sounds will reproduce the actual engine sound with higher accuracy, in relation to the listener position, the sound deadening between the source and the listener, the environment and so on, or in short: occlusion, reverberation and obstruction. LFS's (and GT5's for that matter) synthetic engine sounds, however, are a joke. I'll take samples any day, thank you.
Quote from morpha : LFS's (and GT5's for that matter) synthetic engine sounds, however, are a joke. I'll take samples any day, thank you.

No they are not, yes if you're looking from a 13 year old NFS fanboy perspective, then yes they are a joke. In LFS i can perfectly tell what my car is doing, am i crossing the limit in that corner, etc.. just by the engine sound, you can't have that same feeling with samples, ever. Sometimes listening what your engine is telling is as helpfull as force feedback from your wheel, so no, samples can never be better then that, i'll take synthetic sounds however badly they 'sound', any day.
While synthetic vs sampled sounds are largely a matter of preference, I'm on the synthetic camp. I like knowing what the hell my car is doing, that's far more important that it sounding amazing.
Quote from Boris Lozac :No they are not, yes if you're looking from a 13 year old NFS fanboy perspective, then yes they are a joke. In LFS i can perfectly tell what my car is doing, am i crossing the limit in that corner, etc.. just by the engine sound, you can't have that same feeling with samples, ever. Sometimes listening what your engine is telling is as helpfull as force feedback from your wheel, so no, samples can never be better then that, i'll take synthetic sounds however badly they 'sound', any day.

Same for me, nice words there
Does anybody know the composer of GT5 P's lounge music?

Invisible barriers exist richard burns rally, but they are at least far enough from the track to not be noticable. Those better not be in GT6 or they should be well hidden.
Quote from legoflamb :Does anybody know the composer of GT5 P's lounge music?

Invisible barriers exist richard burns rally, but they are at least far enough from the track to not be noticable. Those better not be in GT6 or they should be well hidden.

There are 180+ songs in GT5, so I guess various artists
Even in Prologue there was a different artist for every song


Telemetry makes it way back into GT5! Looks like you can load another ghost lap to compare. Time trial leaderboards just got more interesting
http://www.youtube.com/watch?v=9kUMVKcuphs

Nascar Pitstop
http://www.youtube.com/watch?v=Hqetku05n28
Moon over castle is THE definiative GT tune, and it seems its not in GT5
Quote from danowat :Moon over castle is THE definiative GT tune, and it seems its not in GT5

In the GT5 soundtrack CD that showed up yesterday, there is a GT5 version of it. It's probably from the Japanese version GT5 intro
Do you have the CD?........wonder if there is any chance of getting it in mp3 format.......

Gran Turismo 5
(7862 posts, started )
FGED GREDG RDFGDR GSFDG