Re:
I'm still far from being impressed by the damage model because it still realy doesn't exist. After putting that car through that hell, I was still able to drive away even though my front right rim was clearly damaged. I don't think it's possible to put a car through that kind of torment and drive away but even if it were, I lost little to no paint and only my hood, grille, and a fender if I remember correctly.
I've also driven off of cliffs and lost no tires, no panels, and was able to drive away from well over a 100 ft. plunge which is ridiculous. Sadly, there are very few games that render proper damage but I think that may be because hardware currently can't support everything so some games make sacrifices. I think rFactor compromised on the damage model because they made a clear effort to properly design a drift racing game with scaleable, and quite realistic, AI. Other games such as ToCA series concentrate more on damage but physics and AI are not as believable.
Give it another few years when quad channel processors are mainstream with 3, 4 GB and up FSB and RAM equivalent, 2 or 3 video card setups x 1 or 2 GB ea., devoted physics cards, 1 TB and up hard drives, and you'll see big changes in gameplay across every genre.
|