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Re:Integrating GTA V into Universe by rawnlq on Wednesday January 11, 2017 @03:21PM (#13377180)
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&r... https://www.reddit.com/r/GamePhysics/search?q=GTAV&sort=top&... https://www.youtube.com/channel/UCy332GE6lcMVP612IUs7ODw/vid...

Re:Integrating GTA V into Universe by justifier on Wednesday January 11, 2017 @04:22PM (#13377582)
exactly, 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'

Re:Integrating GTA V into Universe by semi-extrinsic on Thursday January 12, 2017 @02:29AM (#13380471)
Wildly 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.