Expert Help: Does this physics simulation appear realistic to you?

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    Physics Simulation
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Discussion Overview

The discussion revolves around the realism of physics simulation in the video game Gran Turismo 5, particularly focusing on the behavior of plastic barriers when interacted with by a car. Participants explore the implications of physics modeling in gaming, addressing both technical aspects and gameplay considerations.

Discussion Character

  • Debate/contested
  • Technical explanation
  • Conceptual clarification

Main Points Raised

  • One participant critiques the simulation of plastic barriers, suggesting that the force vector modeling is unrealistic and that the barriers' descent appears peculiar.
  • Another participant argues that real-time physics simulation is inherently simplified, noting that perfect physics would be impractical for gameplay, as it could lead to unrealistic outcomes like crashing every time a car clips a wall.
  • Some participants observe that the barriers should create holes rather than slide over the car and asphalt, indicating a potential flaw in the simulation's collision response.
  • There is a suggestion that the descent of the barriers may appear slow due to the high speed of the car, which could create a perception issue for viewers.
  • One participant questions the need for expert input on the topic, implying that the issues raised may not warrant such scrutiny.
  • Another participant notes that the physics solver's limitations can lead to objects behaving unrealistically, particularly when processing power is prioritized for frame rate over accuracy.
  • There is a mention of the potential danger of hitting water-filled blocks at high speed, adding a layer of concern regarding the realism of the barriers.

Areas of Agreement / Disagreement

Participants express differing views on the realism of the physics simulation, with some agreeing on specific flaws while others defend the design choices made for gameplay purposes. The discussion remains unresolved regarding the adequacy of the physics modeling in the game.

Contextual Notes

Participants highlight limitations in real-time physics simulation, including the need for simplifications and the impact of frame rate on perceived realism. There are also unresolved questions about the specific mechanics of the physics solver used in the game.

ILoveSquats
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This is a game called Gran Turismo 5, which is still under development.

10 seconds into the clip, the car drives through some plastic barriers. I find that the barriers are simulated very unrealistically given their reaction to the car, as the force vector modeling appears to be completely off. However, more importantly, their decent to the ground seems very peculiar.

I imagine there is still a lot of modeling left to be done.

However, could some physics experts please weight in.

Thx
 
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No, physics cannot be simulated properly in real time at the moment so they simplify a ton. A whole ton. But perfect physics is probably not what you want to go for in a game like that unless you want to die every time you car clips a wall anyway.

The reason they slowly descend to the ground is because games nowadays use what is called a linear solver that solves physics equations in one or two dimensions at a time, and the constraints placed on the solutions (to prevent wild stuff from happening) prevent the solver from moving object too far in one pass, and multiple passes are needed for accuracy and to move an object far enough to seem realistic. When the game is drawing more stuff the solver runs less to preserve FPS and this make the object fall more slowly.

EDIT: Not that I'm an expert but does something like this really need expert help? Srsly?
 
What looks wrong is that those blocks are just sliding over the car and the asphalt while they should make a lot of holes and thus not slide.

The descent of the objects is just fine, you are just speed blind due to the car moving so fast.
 
It's a driving game... don't crash. Then the crash physics are irrelevent.

Why waste processing power on making a perfectly realisitc crash, when that's not the point of the game?
 
Klockan3 said:
What looks wrong is that those blocks are just sliding over the car and the asphalt while they should make a lot of holes and thus not slide.

The descent of the objects is just fine, you are just speed blind due to the car moving so fast.

Yeah, I didn't even watch that far honestly... having now done so, it's fine (even though the video runs at like 2fps on the PC I'm on ATM so it's hard to make out anything).

But yeah, if there ever is a problem such as objects going through walls, slowing down etc. it's the solver getting you. They are rough approximations with speed in mind.

EDIT: Aren't those blocks usually filled with water? That would suck to hit at high speed, esp a bunch of them.
 

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