hahaha...gt5 got pushed back again. THey had a march 2010 release date but it was now moved to a "TBD" status.
This is simply not true. The physics engine is completely different. If you talk to real race car drivers they will tell you that GT is by far the most realistic physics engine for any of the console driving titles.
I know, you answered to that back on page 1. I wanted to like GT4. I really did. Got the component cables, got the Logitech Driving Force Pro (which saw way more usage on Live For Speed on the PC in the long run - great game if you really like sims and not console games!) - put a ton of hours into it, but it just didn't feel much different than the previous games. I even got suckered into buying that GT5 demo that they charged half-a-game for. Anyways, has George Broussard picked up a new job at Polyphony? :biggrin:
Never have. ABS at the most. Possibly get into some TCS and stability if I'm dealing with a high power-to-weight ratio'd beast, but otherwise just ABS to save me from the woes of panic braking.
GT physics suck, they have poor over grip dynamics. Forza 3 right now has the best physics on console, but they are something physics for ease of play (not a lot of drive train flex etc). PC sims still win out.
When you get real deep in race physics its the small things that count. I'm talking about the flex form motor mounts etc, and the fitment of parts. (when say you fully lift off in a real car the car kind of bobbs a bit as the deceleration force in the drive train pendulums, Race pro has this [its a rudeamentry simulation] but forza does not) Games don't have the slop tht real cars do, and so they soften other areas to make up for it. I could write a huge paper on how different forces are weighted in video games to give a certain feel. Forza 3 is the first one that has chassis flex involved (so the roll cage actually helps a weak framed cars handling) but the bushings and so forth still arent there.