Is GT5 like the real deal?
Discussion
My question is this: Is the handling in GT5 similar to that of a real car?
My current setup is with a Logitech G25 wheel with force feedback, and I was practicing today how to react when the back end steps out with crap tyres on the car. Would these skills learned come in handy when controlling a slide in a real car on the road?
My current setup is with a Logitech G25 wheel with force feedback, and I was practicing today how to react when the back end steps out with crap tyres on the car. Would these skills learned come in handy when controlling a slide in a real car on the road?
The_Jackal said:
lol no.
Otherwise we would all be brilliant racing drivers.
The reason we're not is because of factors like fear, imagination, g-forces etc - the list goes on. I'd just like to know if practicing handling a slide on GT5 with a FF wheel would come in handy when handling a slide on the road.Otherwise we would all be brilliant racing drivers.
It can improve your instinctive reactions, but i wouldn't want to jump into a real car and expect the same results!
GT certainly saved my VX220 from a few 'moments'. Be it by left foot braking, or catching lift-off at speed. But those were all moments I should never have found myself in in the first place.
GT certainly saved my VX220 from a few 'moments'. Be it by left foot braking, or catching lift-off at speed. But those were all moments I should never have found myself in in the first place.
chrisobrien54 said:
Are you a racing driver?
In a word, no.911p, the physics of a racing GAME, as realistic as they are right now, would never be comparable to that of a real car and the variation of driving conditions that we experience. You may well find you can drift or slide a car in GT5 etc reasonably well, but do it out on the road in real life? It would be harder to replicate and pretty bloody stupid too IMO.
It could be comparable in reverse. If this was the case, would it mean that a racing driver would be able to hold an impressive slide in a racing game? Possibly, but not with the same physics as the car they drive for a living. It wouldn't be the same. A game may teach you the basics to racing over a certain period of time, as has been identified with the GT Academy etc, but it doesn't make you better at driving a real car (as was also noted in GT Academy etc).
CypherP said:
chrisobrien54 said:
Are you a racing driver?
In a word, no.911p, the physics of a racing GAME, as realistic as they are right now, would never be comparable to that of a real car and the variation of driving conditions that we experience. You may well find you can drift or slide a car in GT5 etc reasonably well, but do it out on the road in real life? It would be harder to replicate and pretty bloody stupid too IMO.
It could be comparable in reverse. If this was the case, would it mean that a racing driver would be able to hold an impressive slide in a racing game? Possibly, but not with the same physics as the car they drive for a living. It wouldn't be the same. A game may teach you the basics to racing over a certain period of time, as has been identified with the GT Academy etc, but it doesn't make you better at driving a real car (as was also noted in GT Academy etc).
.If your racing, then GT5 works quite nicely, if you want some fun or slidey action, then IMO Forza is better.
If you've got a PS3, then GT5 is worth getting. If not, then I'm not so sure as its worth £270.
It'll let you know what kinds of things might happen.
Problem is the missing g forces really do make a huge difference to the perception of what is going on.
Drive an LP540 on comfort soft and you are probably approaching what a real LP640 is like, quite sensitive and adjustable and potentially snappy if you take liberties.
But in real life, you'll feel those g-forces and think the car is like a limpet on the road, not daring to push it hard enough to get it moving around significantly like you do in GT5.
So, in my experience, it'll only tell you what might happen, but it won't be any good for the sensations that occur and the overwhelming nature of them, when it does happen irl... not at first anyway
Dave
Problem is the missing g forces really do make a huge difference to the perception of what is going on.
Drive an LP540 on comfort soft and you are probably approaching what a real LP640 is like, quite sensitive and adjustable and potentially snappy if you take liberties.
But in real life, you'll feel those g-forces and think the car is like a limpet on the road, not daring to push it hard enough to get it moving around significantly like you do in GT5.
So, in my experience, it'll only tell you what might happen, but it won't be any good for the sensations that occur and the overwhelming nature of them, when it does happen irl... not at first anyway

Dave
Pvapour said:
no.
look at rfactor or iracing.
GT5 is ridiculously game like but fun all the same
OP asked about real car on the road.look at rfactor or iracing.
GT5 is ridiculously game like but fun all the same

rFactor has only a few cars that feel at all real... mainly Neils C6 Vette and the Caterham pack...
iRacing is all racing cars on slicks on tracks, so again it's hard to judge.
For me, GT5 has it pretty good, BUT, only on the comfort tyres. Too many people use the track tyres on road cars, or the slicks, and then call GT5 arcadey. Well it will be when you use a road car with not much power and soggy suspension, with sticky tyres.
Try it with comfort medium or soft on the supercars, and suddenly they are rather a handful and feel quite authentic when you take liberties.
Dave
But which is most authentic?
With a decent wheel, gears, pedals, big screen, decent audio, and a good example of a road and car in a decent game/sim, you can get close to many of the elements that computers *can* do.
Throw in a motion platform to give some g's into the mix, and a panoramic projection, and you probably get even closer.
F1 teams use that kind of stuff these days so it's clearly valuable to their drivers in some way shape or form
Dave
With a decent wheel, gears, pedals, big screen, decent audio, and a good example of a road and car in a decent game/sim, you can get close to many of the elements that computers *can* do.
Throw in a motion platform to give some g's into the mix, and a panoramic projection, and you probably get even closer.
F1 teams use that kind of stuff these days so it's clearly valuable to their drivers in some way shape or form

Dave
For me the real eye opener was getting into the top 100 Nurburgring Time Trial on Forza 2, then going to the Ring for real.
Aye it'll teach you what's left and what's right, but camber, elevation, curb height, commitment, track surface, traffic, and self preservation... To let people enthusiastically believe they can drive like they see on Motors TV because they've nailed game is just daft!
And to the fella who asked if racing drivers shouldn't be driving at 10/10th, well maybe in qualifying aye - but during a race maybe 8? And for I.T. geeks in VX220 Turbos with inflated egos after playing GT too much (me, basically) anything more than 7 is a danger to all involved.
Aye it'll teach you what's left and what's right, but camber, elevation, curb height, commitment, track surface, traffic, and self preservation... To let people enthusiastically believe they can drive like they see on Motors TV because they've nailed game is just daft!
And to the fella who asked if racing drivers shouldn't be driving at 10/10th, well maybe in qualifying aye - but during a race maybe 8? And for I.T. geeks in VX220 Turbos with inflated egos after playing GT too much (me, basically) anything more than 7 is a danger to all involved.
otolith said:
chrisobrien54 said:
And to the fella who asked if racing drivers shouldn't be driving at 10/10th, well maybe in qualifying aye - but during a race maybe 8?
Meaning that they will be lapped around lap 5 by the guys driving as close to 10/10 as they possibly can?Hamilton. Monza. 09.
But of course, you're better than Lewis. Aren't you?
Edited by chrisobrien54 on Tuesday 21st December 11:44
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I crash almost as much as on forza (not really)