![]() It helps, too, that Driver: San Francisco is one of the fabled few that runs at a clean 60fps that only rarely dips. It's a bit like putting traction control or ABS on a real car, we add these little software tweaks on this physics bed to make the car respond in a predictable way, but crucially to allow you as a player to experiment with it and discover new levels of depth." "What we do is take a quite deep physics simulation base and apply some little helpers. ![]() It's a personal choice whether you like it or not. "The approach we use is real physics with one or two helpers - but not too many," reveals Edmonson, "Most driving games - if you extract Forza and Gran Turismo - they are almost pure arcade driving mechanics. Nothing new, but not what you'd expect to find in a game that's often pinned down as having arcade sensibilities. There's nuance too: shift into one of Driver: San Francisco's front-wheel-drive cars and the difference is clear, with the rear much more reluctant to flick out.
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