[QUOTE="rawr89"]
[QUOTE="marklarmer"]
[maybe thats because PGR4 was release 2 years ago :|, you seem to be overlooking the fact people like zerosnake keep making silly claims like GT5 will have more content than all other racing games combined, yet apparently just mentioning those other racing games is not allowed.
marklarmer
this is from TGS yesterday
Here's a quick overview of what's been discussed in the TGS 2010 GT5 breakout session:
- Laguna Seca has been completely rebuilt and will return for GT5.Trial Mountain has also been confirmed.
- "Gran Turismo Anywhere" will allow you to manage B-Spec races, right from your computer. You'll be able to hold B-Spec races with your friends from anywhere in what are called "Remote Races".
- GT5will feature a series of special events such as the Karting Experience, the AMG driving school, The Stig Challenge, Jeff Gordon NASCAR School, Sebastien Loeb Rally Challenge, and Gran Turismo Rally.
- Point-to-point rally stages will be automatically and randomly generated – you'll have to depend on your co-driver to give you the best instructions about the road ahead.
- Rally mode can be played either on or offline.
- Weather changes include temperature differences, air pressure changes, and humidity, affecting the surface conditions of the track dynamically.
- Weather conditions are randomized. Forecasts for your race will be available but may not be entirely accurate, just like the real world.
- Polyphony Digital has helped Red Bull Racing's Adrian Newey design the X1 Concept – an "ultimate" racing car, free of any technical regulations.
- Polyphony Digital has worked to improve engine sounds.
- Yamauchi admits that, in certain situations – such as standing race starts in the rain with 15 other cars on the screen kicking up spray in front of you – the game may not be able to hold 60FPS. Otherwise, it will strive to hold 60FPS as often as possible.
- The Volkswagen Kubelwagen, which has a drive system like the first beetle, and the amphibious Volkswagen Schwimmwagen will be in the game.
- Many things didn't make the cut inGran Turismo 5, and work onGran Turismo 6has already begun
does PGR4 AND Forza 3 combined have all these?
ok, i think you get it now. i'm sorry.
so now its PGR4 and Forza 3? again people just seem to be cherry-picking particular games that make GT5 look better compared to a random list of features. i don't understand, are we allowed to list things in racing games that GT5 obviously doesn't have? heaven-forbid there could be anything right :roll:Indeed and I'm asking b/c I don't know butdoes GT5 offer the equivalent to Forza TV where you can watch live or past races between other XBL players and their best times ? The ability to customize to the extent Forza offers, mechanical and especially car appearance ? Car livery for trading and such on-line with other XBL players ? And though I haven't seen this for FM3, FM2 offered these type physics so I'm sure FM3 goes even further - anything like this from Poly plus all cars display damage ?\
IGN: Sim racing games tend to have the same problem: you can supe up your car to demolish any AI racer on the track. Has there been anything implemented in Forza 2 that can counter this?Greenawalt:I don't see this as a problem. It would be very simple to make all of the race 100% competitive, but bringing a gun to a knife fight is really fun. So early in the game, you're free to do so. The early part of the sandbox is really there to teach players about different types of cars: AWD, RWD, lightweight, low horsepower, front weighted… This is a sim and all of the cars drive really differently. I want players to appreciate these differences. As you progress through the game, the limitations become more and more strict. The first really competitive leap is into horsepower-limited events. In these events players can still bring a gun to a knife fight, but it really teaches the importance of upgrades other than power. Later the events are ****based and even car/upgrade limited. These races don't support any kind of upgrade shenanigans, but they pay out a lot more money. Still, if you want to go back and beat on the AI -- again bring a gun to a knife fight -- it's an open sandbox; go ahead and kill rats to earn some scratch.
Physics
IGN: Can you talk about some of the more crucial additions to the physics engine as compared to the original Forza?Greenawalt:We're pretty obsessed with physics. It takes upwards of 9000 parameters to define a car in our simulation -- everything's got weight and inertia from the engine, driveline and clutch to the rims and tires. We spent over three months on the tire physics alone. You can't overestimate the importance of tire modeling and a physics simulation. Tire physics are a very dynamic science. The manufacturers are learning new things about the properties of tires all the time. We partnered with real-world tire manufacturers including Toyo to make sure we were on the cutting edge of tire technology.
![](http://xbox360media.ign.com/xbox360/image/article/788/788628/forza-motorsport-2-20070515050642722.jpg)
Also, we run our physics at 360 fps. This makes the cars very responsive like in the real world. Some games run their physics at 60 fps, this makes the cars unresponsive -- they feel like they are driving in molasses. Occasionally, players mis-identify the unresponsiveness as weight and inertia, but that's not the case. Even heavy cars with a high polar inertia like mine are very responsive in the real-world. By running our physics at 360 frames per second, we can recreate every nuance of a car's behavior as it transfers load as well as each bump in the road and change in terrain. IGN: There are pits in some of the tracks. Will these play any role in races? And please explain the decision to keep pits open in short races, when it would be completely unnecessary to pit? Greenawalt:With damage, it's never completely unnecessary to pit. Even in a short race, if there is a giant smash up in the first corner and the AI gets significantly damaged, it will pit on the next lap. With our simulation damage turned on, the car becomes completely un-drivable -- and the race doesn't end until the player says it does. You may not win if you pit, but it does allow you to keep "griefing" the AI. Give it a try; you'll see how much fun it can be.
![](http://xbox360media.ign.com/xbox360/image/article/788/788628/forza-motorsport-2-20070515045946321.jpg)
Tuning
IGN: How important is tuning your car in order to win later races or on harder difficulties? Greenawalt:Upgrading is critical to success in the game -- both online and off. But tuning really isn't required to be successful. Truth is, tuning only makes a difference to a skilled driver. If you're not a consistent driver, tuning ain't gonna do much. Basically, tuning is able to pull a couple seconds off a laptime. If your lap times vary from one lap to another by 5-10 seconds, tuning won't make as much difference as practice will. Online and amongst the top tier drivers, I expect tuning to make a huge difference. The nice thing about setup downloads, Gifting and Auction House, is that great tuners can feed great drivers. Tuning and driving are two different skills. A Good team will be unstoppable
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