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I don't think anyone is thinking of training on GTA then reusing it on a real car. It's just a convenient way to work out the algorithms and architecture in a c
by rawnlq 10y ago
I don't think anyone is thinking of training on GTA then reusing it on a real car. It's just a convenient way to work out the algorithms and architecture in a controlled way that might then work out with the real world data.
But I do think GTA's unrealistic physics engine[1] will hurt it for simulating the cases we care most about (accidents, lost of traction, etc)
[1] GTA is a regular submission on /r/GamePhysics which collects funny game physics glitches: https://www.reddit.com/r/GamePhysics/search?q=GTA&sort=top&restrict_sr=on&t=all https://www.reddit.com/r/GamePhysics/search?q=GTA&sort=top&r... https://www.reddit.com/r/GamePhysics/search?q=GTAV&sort=top&restrict_sr=on&t=all https://www.reddit.com/r/GamePhysics/search?q=GTAV&sort=top&... https://www.youtube.com/channel/UCy332GE6lcMVP612IUs7ODw/videos?sort=p&view=0&flow=grid https://www.youtube.com/channel/UCy332GE6lcMVP612IUs7ODw/vid...
- justifier 10y agoexactly, i saw a similar complaint as to the gp's in a thread about working with classical computing to simulate quantum computing my argument then was 'imagine prototyping on a machine that needs to be kept at 17millikelvin' here the argument is 'imagine prototyping on a two ton missile traveling at lethal speeds through highly populated areas'
- semi-extrinsic 10y agoWildly unrealistic vehicle physics is core DNA for GTA and related games. I remember playing True Crime: Streets of LA back in the days, where you could do doughnuts in a city bus. It was amazing.