Post: GT6 Game Physics Testing
04-30-2014, 09:03 PM #1
SiNiST3R
Samurai Poster
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GT6 Physics Testing & Analysis

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Lap Battles
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Here are some videos (I can only add 2 so Ill link post where videos are posted when I can)



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The following 9 users say thank you to SiNiST3R for this useful post:

Jounijkk, kazzbakkisback, nextgole, OdeFinn, P$ycho, policedu, q-k, turbo_nova2l, tyronekfc
06-19-2015, 09:00 PM #785
SiNiST3R
Samurai Poster
Originally posted by bread82 View Post
Very interesting. I wonder what the e.g sideforcex1,2,3 and y1,2,3 are?

Could be polynomial coefficients e.g a + bx + cx^2 + ... that make a nice curve when plotted, separate curves for x and y, lateral and long force?

Could be coordinates, plot x1y1, x2y2 etc?

Almost look like Pacejka magic formula parameters, but probably not the right number of them...?

Any chance of some sample numbers to play around with please SiNiST3R?


Depends, Specs are fixed parameters, I can see for example the spring rate for the bump stops as a fixed value different for each car, but the dynamics are live. The frequency for example is live based on Specs Settings and live conditions. At a standstill for example we have no spring frequency to look at it would be zero, but when the car starts moving the dynamics become live.

I don't pretend to fully understand how the physics engine uses all the tire data to communicate. What I can do is find variables that have an impact like camber grip, slip angles and drag, we can somewhat see how complex the variable is by how many parameters go into it. There are may things abbreviated and PoDi would probably be the only one to decipher what each and every thing is specifically for. Sideforce volume I would assume is much to do with lateral forces on the tires side, lateral grip related.

What we see is there is a lot more that goes into the tires and compounds than simple "Grip Multipliers" as many think GT6 Tires are as simple as Grip "Multipliers" from one tire to the next, when they clearly are much more complex. PLUS clearly every spec is in the SpecDB, if one part is to be different than another the Specs for those parts differences are in the specDB.
06-19-2015, 09:27 PM #786
OdeFinn
Bounty hunter
Are those variable values per car or overall variables, hard coded?
If those variable values changes, when?
Amount of different values for tires could easily contain more than one set of tire/rim specifications.. One set of tires+rims needs way less information than there is, I'm guessing at table what code uses for reading that is not directing reads to all values, only values what corresponds to current rim+ tire packet, that table what decided which variables are in use from that above table is the key what defines how rim or rubber is considered by physics engine, and that table doesn't need to change a bit during rim or tire change, static table just directing calls to right places on that above table.
06-19-2015, 09:39 PM #787
SiNiST3R
Samurai Poster
Originally posted by OdeFinn View Post
Are those variable values per car or overall variables, hard coded?


The tire data make up the tire Specs for all tires, you could say thats Hard Coded these are specific to the tires, each car has its own specs, the cars specs are specific to the car and adjustable so you could say variable & different car to car. The cars variables use the tires hard coding, for example the chassis specs positions the tires including offset, wheelbase etc, those are our 4 point of contact on the track, there are no actual wheels involved only impacting variables and there is nothing for rims except the visual image..

Originally posted by OdeFinn View Post

Amount of different values for tires could easily contain more than one set of tire/rim specifications.. One set of tires+rims needs way less information than there is, I'm guessing at table what code uses for reading that is not directing reads to all values, only values what corresponds to current rim+ tire packet, that table what decided which variables are in use from that above table is the key what defines how rim or rubber is considered by physics engine, and that table doesn't need to change a bit during rim or tire change, static table just directing calls to right places on that above table.


No it doesn't work like that, if there was any difference from one rim to the next there would be a list in the Spec DB for the Rims with the variable that are different. There re about 85 (55 HEX = 85) sets of aftermarket rims in GT6 and 1200+ stock rims.. There needs to be a correlating list for the spec differences, Heck I would think if there was one for aftermarket rims there would also need to be one for all the stock rims. Lets take wheel weight for example, there would be a list saying how much each wheel weighs, and comparing 2 rims we could see how different one is to the next... Such list does not exist in GT6.. IF there is a difference in any 2 things performance related there is a correlating code difference without exceptions, changing rims only changes a 4bit image code, nothing else... Its the same as changing the helmet or suit, makes no difference to performance, just a visual image.. There is nothing in the tire for any variation for rims, Changing rims doesn't change OD, Offset, or width, the rim size dictates the rim size, there is nothing in the Tires for rims at all, when you change the rims and rims size nothing changes in the Tires coding, nothing ever changes there, that the Tires spec data used by all cars, the tires volume are exclusively Tire related and nothing to do with Rims at all.

Changing rims I find do not have any performance impact on the track, none what so ever, its IMO confirmed in the Code. I truly feel your underestimating the impact the time switching rims is playing on your perceptions. You are working backwards trying to fit the fact to your conclusion, but the facts are what should be used to draw the conclusion, the facts here are saying there is no difference changing rims.


I can even change rims, suits or helmets in replays because its just an image code, easy to mod, n take just a 4bit code. In my 24min of LeMans Video I actually swapped on the GTAcademy 2015 suit with CF Helmet vs using the in game gear, I did this by modifying the replay with the gear I wanted to use. I could wear the Vettel Gear if I want to. I could of also used the Nissan dealership gear but I like the GTAcademy gear with CF Helmet better.

Check this out... GTAcademy 2014 Final Round in the 15th Anni NiSMO GT3 instead of the RJN, did that video a while back before I got my capture card so forgive the brutally crap quality.



The driver name and stuff is hidden because the replay file was donated for me to mod, I was not driving. I hacked the replay switching the body codes, the lap was actually driven in the RJN GTAcademy car completely legit.
06-20-2015, 06:09 PM #788
OdeFinn
Bounty hunter
@sinister, Rims doesn't need to have any other data than visual, effects on physics engine are entirely things what are on tire specs, changing offset just moves contact point inner or outer (rail width I was meaning distance from left to right wheel), tire edge shape also on tires specs, weight, also on tire specs, all what game have to do is use tire specs and taking info from what rim is used to know what values from tire specs it is using, or/and there can be one or more variables what are just making some tire spec to increase or decrease one digit(or more). every data what are needed for all those rims are already there on tire specs.

I have here first test car, it's made for testing rim size differences, but can also be used later on rim difference testing:
Car is GT350 Premium model on Sports Hard Tires, Madrid on seasonal 500pp or Arcade as testing track with grip reduction set to real. Gearbox is just slider moved to 270kmh, nothing alse, do it after power upgrades. NO OIL CHANGE! NO ABS or other AIDS, please use driving wheel if possible.

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What is not listed, is default.

Rims used for test: all sizes of these:
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Then your job just to try do a quick lap on Madrid, you'll notice differences, won't tell yet more, don't want to give anything more what to expect. Personally golded that seasonal with this.
.. or buy three of those cars and go online all real and put those cars all indentical except rims, no long hustle between size change.

Edit: USE 720p RESOLUTION, 1080 is killing feedback, ps3 has no juice for that and flawless FFB!
So 720p and menu-options-display-brightness_and_image_quality-image_quality has to be set on normal
06-20-2015, 08:01 PM #789
SiNiST3R
Samurai Poster
Originally posted by OdeFinn View Post
@sinister, Rims doesn't need to have any other data than visual,
They don't have any specs, just visual image.

Originally posted by OdeFinn View Post
effects on physics engine are entirely things what are on tire specs,
NO, there are no Rim specs in the Tire specs and no difference one rim to the next in the tires, Please, at this point its probably better to agree to disagree.

Originally posted by OdeFinn View Post
changing offset just moves contact point inner or outer
The contact point with the road surface stays the same. It's the wheels left to right pivot point when turning the wheel. Basically how deep is the hub.

Originally posted by OdeFinn View Post
(rail width I was meaning distance from left to right wheel),
Gotcha, we call that track width, and yes its in the chassis specs, the chassis specs position the wheel, track width AND wheelbase.

Originally posted by OdeFinn View Post
tire edge shape also on tires specs,
There is no Tire Specs for tire edge, the tires dimensions are in the car data but edge is not a factor. Width, Overall Diameter, Rim size is all in the Car Data and we can pull this from even a replay. If there were any hidden differences we would find them in the car data as we find everything else spec related or everything that can be different from one car to the next.

Originally posted by OdeFinn View Post
weight, also on tire specs,
There are no Rim weight specs in the Tire data, I keep saying it simply doesn't work like that.


Originally posted by OdeFinn View Post
all what game have to do is use tire specs and taking info from what rim is used to know what values from tire specs it is using, or/and there can be one or more variables what are just making some tire spec to increase or decrease one digit(or more). every data what are needed for all those rims are already there on tire specs.



What your basically saying is the rims specs are hidden in the tire specs but It doesnt work like that and even if it did there is NO list off Rim Specs in the tire data anywhere, so while your theory would suggest that the rims are dealt with different than everything else, its all good because we can clearly see there are ZERO rim specs in the tires, changing rims DOES NOT change anything in the tires ever, not even when changing rim size, so no the game does not "use tire specs and taking info from what rim is used to know what values from tire specs it is using" there would need to be a list of Rim Specs for the differences, that how GT6 is coded, there is NO hidden rim specs inside or connected to any tire data anywhere at all, none what so ever.

There ARE NO RIM SPECS in the Tire data, nothing.... Im sorry but have got it all wrong and are digging a deep ass hole, Ive been trying to toss you a life line but you keep pushing it away... The rims simply put make NO difference at all aside from visual



Originally posted by OdeFinn View Post
Then your job just to try do a quick lap on Madrid, you'll notice differences, won't tell yet more, don't want to give anything more what to expect. Personally golded that seasonal with this.
.. or buy three of those cars and go online all real and put those cars all identical except rims, no long hustle between size change.


I honestly made multiple attempts to feel this out, I tried many set of rims, and honestly, couldn't feel a damn thing different... This test for me is done.


Honestly, I bet you feeling the difference in the tweaked chassis. The more millage you have on the car the more the chassis is tweaked and eventually needs a chassis restore... As far as in the code, there is no connection rims to tires, as funny as that may seem its just the way it is in GT6.


Try the Pepsi challenge on the rims picking out the rims without looking... Paint all your cars the same, juggle them around then do some blind testing where you pick out the rims based on the performance difference you feel. That would be interesting to see, but Hella hard to prove.
06-20-2015, 08:30 PM #790
OdeFinn
Bounty hunter
Game physics engine doesn't need rim data for simulating rim offset or any other part, all needed data is on tire specs.


TIRECOMPOUND
tirewear
Mu
weightgripx1 several different weights of tires, used with other values. Not equal to amount to match CH to RS (9pcs), do used with some other values to make one wheel specs.
weightgripx2
weightgripx3
weightgripx4
weightgripy1
weightgripy2
weightgripy3
weightgripy4
sideforceprecision edge shape?
sideforcex1 more parameters for edge/sideway grip.
sideforcex2
sideforcex3
sideforcex4
sideforcex5
sideforcex6
sideforcex7
sideforcex8
sideforcey1
sideforcey2
sideforcey3
sideforcey4
sideforcey5
sideforcey6
sideforcey7
sideforcey8
corneringdragx1 side grip amount g-forces before listed traction?
corneringdragx2
corneringdragx3
corneringdragx4
corneringdragx5
corneringdragx6
corneringdragy1
corneringdragy2
corneringdragy3
corneringdragy4
corneringdragy5
corneringdragy6
slipmuAx1
slipmuAx2
slipmuAx3
slipmuAx4
slipmuAx5
slipmuAx6
slipmuAy1
slipmuAy2
slipmuAy3
slipmuAy4
slipmuAy5
slipmuAy6
sidemuAx1
sidemuAx2
sidemuAx3
sidemuAx4
sidemuAx5
sidemuAx6
sidemuAy1
sidemuAy2
sidemuAy3
sidemuAy4
sidemuAy5
sidemuAy6
slipmuBx1
slipmuBx2
slipmuBx3
slipmuBx4
slipmuBx5
slipmuBx6
slipmuBy1
slipmuBy2
slipmuBy3
slipmuBy4
slipmuBy5
slipmuBy6
sidemuBx1
sidemuBx2
sidemuBx3
sidemuBx4
sidemuBx5
sidemuBx6
sidemuBy1
sidemuBy2
sidemuBy3
sidemuBy4
sidemuBy5
sidemuBy6
lslide
cslide
sideforce
sildedir
sslideAx1
sslideAx2
sslideAx3
sslideAx4
sslideAx5
sslideAx6
sslideAx7
sslideAx8
sslideAy1
sslideAy2
sslideAy3
sslideAy4
sslideAy5
sslideAy6
sslideAy7
sslideAy8
sslideBx1
sslideBx2
sslideBx3
sslideBx4
sslideBx5
sslideBx6
sslideBx7
sslideBx8
sslideBy1
sslideBy2
sslideBy3
sslideBy4
sslideBy5
sslideBy6
sslideBy7
sslideBy8
FrictionOvalSide or tire edge?
FrictionOvalDir sharpness of edge?

TIREFORCEVOL
forcevolTA
forcevolGU
forcevolGR
forcevolSA
forcevolGV
forcevolDT
forcevolWT
forcevolSF
forcevolWD
forcevolHT
forcevolWR
forcevolWH
forcevolWG
forcevolG1
forcevolG2
forcevolG3
forcevolPB
forcevolBE

front or rear tire data
UseCar
tiresize
tirecompound0
tirecompound1
tirecompound2
tireforcevol0
tireforcevol1
tireforcevol2
category
tireDrainageLevel
tireSpring_Auto

One set of tire is NOT using all values on same time, and there is lot of more than needed for just 9 different tire specs.

How many of those values you could explain or tell how it's used?

I'll bet at rim is just key for game to know what values from here are combined together for current rim+tire compound.

I'm not arguing, I'm exploring possibilities. Smile

And I know how crazy thing this is, but too many times and things are just feeling on this way.
06-20-2015, 08:47 PM #791
SiNiST3R
Samurai Poster
Originally posted by OdeFinn View Post
Game physics engine doesn't need rim data for simulating rim offset or any other part, all needed data is on tire specs.


The offset is in the cars data, same with overall diameter, all the specs that make up ANY difference in tires one car to the next is in the car data, The shape of the tires is in the car data... The Car Data without question tells us there is no difference, if there was one it would be in the car data, its as simple as that, not in there means no difference, that's just about as 100% as it can get.

THINK ABOUT THAT


Originally posted by OdeFinn View Post
How many of those values you could explain or tell how it's used?


I don't have to explain any of them, none of theme is a Rim spec or connected to rim specs, that much is clear enough. Gran Turismo 6 DOESN'T work the way you suggest, I've been playing with the games inner coding for a long time GT5 and now GT6 and Ill tell you straight, simply put you are wrong on this, there is nothing changing when changing rims performance related, its as simple as that, your trying to find differences that do not exist.

This is a metal block, related to confirmation Bias. Many people have drowned themselves in confirmation bias trying to prove things they are wrong about almost as if as long as they search they dont have to admit they were wrong. They would be much more productive just moving on.

Originally posted by OdeFinn View Post
I'll bet at rim is just key for game to know what values from here are combined together for current rim+tire compound.


NO, I will say straight out, you are wrong, it doesn't work like that in GT6... It imply doesn't work like that, that's not how GT6 is coded.

Originally posted by OdeFinn View Post
I'm not arguing, I'm exploring possibilities. Smile

And I know how crazy thing this is, but too many times and things are just feeling on this way.


I honestly hoped to find something, but ended up confirming what most GT6 players already know, Rims are just visual and switching rims in GT6 makes no difference at all.
06-20-2015, 09:28 PM #792
OdeFinn
Bounty hunter
Lol, then I'll investigate this more and more and eventually will get prove of this.. Winky Winky

Trivial thing to wonder: why there are some rims listed with different colors on shop? From the beginning there were possibility to paint rims, so that would be totally unnecessary thing to list, and advertise those as different rims.
06-21-2015, 10:20 AM #793
Jounijkk
Do a barrel roll!
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Pretty good article.

There are also more articles about driving and some background info how to setup racing cars - handling tuning table is good and useful ( You must login or register to view this content. ).

It's not a gt6 place, just real world.

Jouni

The following 3 users say thank you to Jounijkk for this useful post:

bread82, OdeFinn, SiNiST3R

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