Has FH redefine the base of arcade racing game's physic?

i know the opinion of most forza veterans here … FH and FM is sim cade. but when i read post from the casuals, feels like most people see FH as an full on arcade racer such as NFS.
its actually a critic made to game like NFS of TC2 that are meant to be arcade and more accessible than forza for exemple … just like NFS was in the early 2000s.

i’m wondering, is a AAA arcade game of the scale of NFS or FH or TC need to have an as good or in depth physics than FH to be consider having a good physic by the casual crowd ?

im trying to start a debat here, im not taking in count the quality of each game, just the physic, to me its no, even i would love to see TC become more sim cade or even NFS, i understand we need game for everybody, but is “everybody” want these physic anymore ?

As someone who loved NfS Underground 1+2 and Most Wanted (2006), TDU1 and Midnight Club back in the day I can surely say I couldn’t stand the arcady and unprecise handling those games had anymore. A reason why I never grew on The Crew. I liked the concept, I liked the map, I liked the car list but the wobbly, slidy and unprecise handling made it nearly unplayable. Even on straights the cars felt like they were sliding across the road after every small steering input.

In games like Burnout, Split/Second, Juiced I could accept it I think because they were intended to be utterly chaotic. But for more “serious” open-world racing Horizon’s physics are my benchmark and expected quality.

Yes, games must have a simulation type physics for me to enjoy. I have not played a need for speed game since maybe most wanted for only the reason of I can’t stand the dumbed down physics. I tried playing the Crew when it had a free to play weekend, I literally played it for about 5 minutes and stopped. What brought me into the Horizon series was I had always longed for a Need for Speed, open world style game with the physics of Forza Motorsport. Horizon sort of gets us that (still wish it had more need for speed aspects to it than it does).

I want to love need for speed. They do so many things better than Forza, from the story to customization. But the driving style ruins it. Drifting around corners, filling up your “NOS” and boosting around everywhere isn’t for me.

Nobody should take Horizon as an arcade game. It’s not. It’s closer to a sim game, with arcade like aspects to it (potential of huge jumps, clothes, engine swaps). But the driving should always remain simulated. If PG were to go to a more arcade like playing style they would get utterly destroyed by Need for Speed in the arcade racer segment.

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FH is more arcade than FM. All you have to do to see the difference is drift a car. In FM you feel the weight properly, in FH it’s too easy. But, because FH sits on a better physics engine, it’s largely superior to its competitors.

There have been NFS games on the Frostbite engine, but Frostbite was made by DICE for Battlefield and they didn’t design it with racing in mind. Still, NFS Rivals’ handling wasn’t too bad next to the games made by Criterion, which were made boaty on purpose to make you crash.

TDU was like driving on ice.

It doesn’t have to be like Horizon, but it has to… feel good. Whether a game is trying to be more sim or arcade it has to achieve that for me to completely enjoy the driving.

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I want it to feel like driving a real car, and to me, FH achieves that very well. I think it actually achieves it better than games that are supposedly more sim, such as FM and PC2. I tried the PC2 demo and it was simply awful, nothing at all like driving a real car. FM is much more realistic than PC2, but still has the cars doing some odd things, particularly the way the steering can significantly change mid corner in a non-progressive manner. I’ve never driven a real car that does that, and FH doesn’t seem to do it like FM does.

PC2 is for wheels … its not made for pads … talking about this … on the wheel in FH and FM … cars seams to overreact compare to sim and real cars … porsche are the best exemple of that … in forza they slide everywhere, in PC they grip like they should (and just simply because the FFB is better, driving in PC2 is easier then FM or FH)…

Which Porsches? Stock tunes for GT3 RS from 2012 to 2016 are crap and have been for a while.

In Project CARS the Ruf RGT-8 wasn’t easy to drive and that’s a 997.2 chassis. The techniques to drive it are in fact the same as in Forza and every other sim I know of, including stuff from the last decade.

Makes sense, I don’t have a wheel so that might be why it sucks for me. I have a friend who has driven quite a few Porsches, including on tracks, and he agrees with you, that they just don’t slide about in real life like they do in Forza.

Normal steering was designed to efficiently use the front tires in a very narrow range of slip angles. Past that, it seems as if another set of devices entirely take possession of the car until all 4 tires are within the high-detail slip angles simulatable values, that Turn 10 was able to collect from real tires in extensive (or not) testing, for the sake of realism… how real is it guys… Is it a game made to play, or a product engineered to function? Because it feels like the latter most of the time (saying this to the devs).

Live For Speed still has a following, it’s in my start menu next to FH4, it’s physics aren’t perfect or even great but they’re honest and you feel it when you play with a wheel. It gives the player freedom to drive as well or poorly as they please.

I get frustrated with FH4 a lot, I feel like there’s a lot of “dead time” in the steering (normal steering) where it really doesn’t matter that much what I do. I’ve played with sim steering for a few stints and it makes my left hand and forearm cramp where I’m sitting fiddling with the stick back and forth in every corner maximizing grip. I’d buy the game again if they could put a proper steering system in, that’s as easy on my arm as normal steering with more freedom than sim, currently.

I’ve been wondering a bit lately too, are the dampers in Forza linear? I kind of think they are… I also doubt anyone who really knows would tell me if they weren’t, so if they’re some type of special, self-adjusting curve linked to the weight over that end and the springrate, please let me know, otherwise I’ll assume that we are actually stuck in the 1990s.

recent porsche … yes old porsches notoriously want your death

1/4 mile jumps, off-roadIng hypercars (with lowered racing suspension and body kits) that can safely land a jump of a cliff, and the same vehicles grinding to a halt when hitting a tiny rock… I’m not sure what you mean by “redefine”.

I’ve seen the AI in Nissan Titans slow down to a crawl when hitting a fence.

I think people should spend some time with Forza Motorsport (any of them) before claiming Horizon is a “sim”. And FM is called “simcade” by most.

This is why I say it’s a sim game with arcade aspects. I think when most people talk about a sim game, they refer to the driving characteristics of a car on the road. And that is what Horizon does much better than any arcade game out there.

The only rivals Horizon has at the moment are the NFS franchise and the Crew; they both have their strong points but the the driving mechanics in those games are so bad I doubt they will ever be serious competition. The only franchise I can see taking on Horizon in the future is the open world racer by the Project Cars but is still a long way off.

project cars is a proper sim … those which require a wheel to properly play the game … PC will never be open world