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Side-by-side comparison of BeamNG Drive and GTA IV Crash test

Discussion in 'General Discussion' started by jassinlive, Aug 24, 2013.

  1. jassinlive

    jassinlive
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    #1 jassinlive, Aug 24, 2013
    Last edited by a moderator: Oct 21, 2015
  2. scorp200

    scorp200
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    there is nothing really to compare, two different things.
     
  3. Zoidbergs_Lv

    Zoidbergs_Lv
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    We might see soft body physics in a GTA game that will be on Playstation 5 and XboxTwo. Current gen and next gen can`t handle it just yet.
     
  4. pulley999

    pulley999
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    I seem to remember a random dude in the YT comments who was consistently claiming RAGE engine is more accurate than BeamNG. All we'd need is a video like this, but with a 3rd real life clip in the comparison.
     
  5. rider450

    rider450
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    that random dude must be a first grader
     
  6. Lentomakkara

    Lentomakkara
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    That random dude must be a troll.
     
  7. m0j0NL

    m0j0NL
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  8. Mythbuster

    Mythbuster
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    It's not so much the amount of damage that makes it so hilarious when people claim damage in GTA is realistic(cause I can totally understand that cars are stronger than in real life in a game like that, otherwise it would get annoying fast). It's the shape the cars turn into once damaged that's so completely and obviously wrong. You can still bash into a wall with the realistic damage mod all day long, but you'll still end up with a hood that's perfectly straight, but just 50cm shorter... The metal in GTA just shrinks. It doesn't bend/crumple like it does in real life... If you drive a car into a wall in real life, the middle of the hood buckles upwards. It does not magically shrink into a smaller version of it's former self... :p
     
  9. Petrovsky

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    duplicate account of banned user AwesomeSauce

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    Yep, I think the damage in the PS2 era was more reallistic, because the hood crumpled and all that garbage. It was pre-modeled, but it still looked better than the damage in GTA IV, where you bump into a wall and you somehow have a circle shaped dent in the front of your car.
     
  10. m0j0NL

    m0j0NL
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    Oh i agree, but comparing default GTA with Beamng.. thats just funny (as seen in the OP`s video), while there are mods that do a in my opinion pretty good job.
     
  11. TheAdmiester

    TheAdmiester
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    Apples and oranges.

    GTA's damage is unrealistic, not because they can't make it better, but because having realistic damage would ruin the gameplay.
     
  12. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    They could've at least made it more visually realistic like the damage in Driv3r and Driver San Francisco, where the hood buckles upwards appropriately.
     
  13. Kona61

    Kona61
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    Do you know why we probably won't have it? because first the console would need ridiculous processing power to handle all the cars on the road and traffic, AND that would cost way too much, also it would ruin the games chases when you crash.
     
  14. TheAdmiester

    TheAdmiester
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    I'll agree on that point, I've never liked how GTA's cars' bonnets would still perfectly fit the shape of the hole they fit into after a massive crash.

    GTA 5's damage looks improved by quite a lot so hopefully we'll be seeing more of what we want.
     
  15. Petrovsky

    Petrovsky
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    duplicate account of banned user AwesomeSauce

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    Yep, I love the damage in Driver:San Francisco.
     
  16. VeyronEB

    VeyronEB
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    GTA IV has a pretty good damage system as even now most games still use an older unrealistic damage model (this means that damaged parts are premodeled and just switch models on impact, just as they were in previous GTA games)

    The reason GTA IV's damage system looks unusual at times is due to it being a vertex based damage system, meaning that the vertices generally move in an opposite direction from an oncoming force. This works quite well in the main, but often creates artifacts such as deformation in the wrong direction, upwards, outwards or even to the sides. The reason this happens is because parts (hood, doors, trunk,etc) aren't defined as seperate deformable objects and don't have different strengths angles of deformation or solid hinges so instead they deform as part of the main chassis/body until they are detached completely.

    As far as I can see GTA 5 will have the same damage system as GTA IV with maybe a few little coding tweaks, but nothing major as its still an improvement over most modern games.
     
  17. Aboroath

    Aboroath
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    GTAIV wrecks are a hoot but the damage modeling is a long ways off. I really hope something like BeamNG can be
    applied to a next gen Driver game. If not I'm gonna' have to get back into PC land.
     
  18. VooDooPC

    VooDooPC
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    Did you guys know GTA IV is five years old now?
     
  19. NkosiKarbul

    NkosiKarbul
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    of course, as i did stand in front of the store at 8 am waiting for it to open and let me buy the game. XD
     
  20. Demache

    Demache
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    I definitely agree. The Burnout series (in crash scenarios), Flatout and GTA IV are probably the only car oriented games off the top of my head that do vehicle damage in "real-time" rather than being pre-rendered. Though, neither of them are particularly realistic due to technological and gameplay reasons. But they were pretty advanced for the time (I remember playing Burnout 2 and thinking the cars getting bent out of the shape was the coolest thing ever because in 2002, that was almost unheard of in a racing game). I'm sure with the added power of the next gen consoles and multicore PCs I'm sure these will become more common.
     
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