Re: PES2010 News & Rumours thread
A Horrible physics engine ??? you mean spotty collision detection?
Reponse to you and to zeemeister: the physics engine of PES is very bad, indeed. You have to take into account all events that take part in physics: ball bouncing, friction, trajectory, rebounds, collision detection between ball & players, collision detection between players.
Physics of the ball generally in the game are quite iffy and not realistic as we would like: how on earth you can cross the pitch with a long pass in less than a second is beyond my mind. The way short passes are glued to the floor is poor. The inconsistency of power in passes is shocking.
Now let's look to rebounds. Sometimes the ball rebounds just the opposite as it would in reality. I've played enough pes 2009 to see the ball do the most stupid rebounds, physically impossible. That's because of a very very poor collision detection and a very iffy physics engine, and sometimes because the cpu simply assigns the ball to a player and makes the rebound go towards that player. It's that bad.
And don't get me started on collision between players because that's a joke. We've seen players falling just the opposite way they should in real life when being tackled, players going THROUGH other players, balls going THROUGH players, unexpected collisions... It really is an unfinished work. Compared to other sports games like NBA 2k9 or fifa, there's a big big difference. Granted they all suffer from some clipping problems now and then, but NOT to that extent. I've even seen the goalkeeper disappearing below the ground, mate... Or the ball going through the chest of my keeper.
Finally, shots and crosses do look better, but the scripted look & feel of them makes it a bit artificial. I mean, most of the times it doesn't matter where you're aiming, the CPU will decide where to put the ball, even if it was another direction. That makes physics in shooting a little suspicious.
At the end, the only thing physics-related where PES is maybe slightly better is in shooting and crossing, but that's due to the scripted nature of it. The moment they "free" the shooting and crossing, they will need to rewrite A LOT OF CODE.
Believe me when I say that emulating freely shooting and crossing is one of the most complex things in a football game. Let's see the difference: If it's scripted, you know the end point of the trajectory and make the ball go there. If it's "free", an impact is registered and the ball begins to react to the impact and every processor cycle calculates the evolution of that impact. I hope it's clear the difference between them, and while "scripted" trajectories offer a short-term good look, they're constrained and limited in terms of control and evolution, because it only works by calculating an ending point. On the other hand, having "free" trajectories allows you to have more variety on things.
PES uses "scripted" trajectories whiel Fifa uses "evolution of impacts" trajectories, to say something. That's why you can have manual shooting in Fifa and you can't in pes 2009. It's a great great difference in terms of code.
I hope you find it clear enough.