Go tell the pro sim racers that they’re wasting their money on pcs and they can play the games on console for a fraction of the price.
Doesn’t compare as I said
Go tell the pro sim racers that they’re wasting their money on pcs and they can play the games on console for a fraction of the price.
Doesn’t compare as I said
It’s not because of better computational power. Most Pros use PC for higher frame rates and they really dont care about graphical details and ray tracing and all. If consoles dont lock settings they will probably use consoles too. It has nothing to do with computational power.
120fps on xsx?
yes 120 max. that’s kind of starting point for pro gamers.
My understanding from iRacing’s post is that they developped a FEM to study the tire’s behavior, run simulations in different conditions/scenarios etc. they can then use to improve the game’s tire model : “The intention of this separate model was to build a tool to accurately simulate the behavior of tires under different operating conditions, especially to analyze the loads and forces/moments occurring in the contact patch. With this tool available, we should be able to extend and improve iRacing’s current tire model to respond more accurately to these loads, forces and moments.”
There’s way too much computation involved in those simulations to have this level of fidelity simulated in real time, for multiple tires at once in a game (Or probably in real time period. Depending on the resolution of what they are simulating conditions etc. I wouldn’t be surprised if some simulations take days to simulate just a few seconds.).
I never read much on iRacing, I don’t how many contact points they have per tire, but I do know ACC has 5 @ 400Hz and the tire physics is awesome. 8 contact points @ 360Hz in FMshould be more than enough to get something that feels great!
good point. Though ACC is feels great most of the times, it has it’s bugs in the tire model, with 1.9 patch they are fixing most of it. They now computing tire flex and impact of toe. May be 5 points are enough for it or did they increase that in 1.9… I dont know. 8 definitely should do for FM, I am just impressed that iRacing is coming up with FEM.
From a recent update of another sim. These are flex points for tire flex simulation. The 8 point in FM8 seems to be just do suspension physics calculation and surface type detection and nothing more as per the Tire Physics Demo. There was no mention of flexing or tire degradation in the demo.
tyre flex points and tyre collision points are 2 separate things. forza will also have a detailed flex mesh dating back to fm3 when it was first introduced, but it is purely a graphics related feature and does not affect the physics calculations at all.
I might very well be wrong here, but a part of me believes that Chris mentioned this when showing off the tire physics demo in the last Forza Monthly. That because of the multiple contact points, they can now accurately simulate how the tire flexes and bends on multiple surfaces.
We kind of got a glimpse of how the tires in the new Forza Motorsport will deform as they encounter bumps. I assume no one else slowed the footage down to .25x play speed and watched that segment?
You mean suspension going up and down or rubber deforming… didn’t see that…
The focus of this thread is tires…
So yeah, the suspension.
(Sarcasm)
More useful will be video link, use the copy URL at current time feature in youtube.
Do your own leg work! I’m not about to go through the trouble of scrubbing through the FM presentation just for you to give me another trollish reply. If you want me to see you as anything other than some detractor looking for attention and validation, then you got to point out what I am referring to. It’s the tire model shown in the new game!
37:50
You are the one trying to share something, why is your ego hurt if someone asks for link? bizzare.
this is from 34:10 the tire deforms a little while going on a bump, this is from FM7.
For FM8 they showed only suspension movements, note the axles going up and down and tire rubber deformation was not shown in demo -
from 37:40
I saw that, the spikes individually going up and down were the contact points.
Those were from tire contact points. They just did not outline the tire itself.
Suspension going up and down is just one calculation point as far as I can see it. On a physical car it’s shock absorbers and springs in one unit on front wheels and often separate shock absorber rear wheels.
We will have an incredible game in next Forza, but what worries me is what is going on at Microsoft destroying the home screen on Xbox with a lot of clutter from Xbox Store and what not. So out of touch with user base. If this stays I will ditch Xbox alltogether.
Wade through a lot of what I see as ads and promotion from MS.
Watching the new FM footage closely I see both suspension/axle movement relative to the car body, and 8x tyre contact points moving up and down relative to the axle as well. To me this is a pretty detailed approximation of the multi body spring damper system that is a car, suspension, and tyres. FEA during a game is unlikely IMO, it used to take minutes/hours to model this kind of stuff (albeit 10y ago) when I last worked with Abaqus.
The FM7 footage would have been 1x contact point moving relative to the axle. They just happened to show the visual tyre mesh deformation as well, or more clearly, which depicts the result of that 1x calculation point.
I’m sure the tyre will be modelled in new FM visually based on the 8x points as well, even if it didn’t show so well in the demo, but again that’s just a visual representation of the spring-damper system calculations approximating a tyre.
Dynamic weather played a part since Forza Motorsport 7, why not add rain tire ?