Tom Pabst wrote:
> Larry...
> I think your comments, and those of Dave and Kendt, etc. all have merit and
> really seem to point to the primary problem with the current "state of the
> art" of our sim racing software/hardware.
> This issue of "driving view" is going to continue until a couple of
> "milestones" are reached in sim racing software and hardware. And, it is my
> belief that we are the ones that need to take the lead and do this.....the
> "gaming industry" companies have no financial incentive to do it.
> A. We need to take the cockpit completely out of the sim software. To be
> replaced by real cockpits we sit in
Yea, I'm working again after a long period of unemployment.
I just want to retire my P3/600.
> B. Only a small change from our current large screen monitors is needed (I
> am speaking of the 21"....or 22" models). The answer is not totally in
> screen width, however. Otherwise....sitting in front of a big screen TV or
> even a 40" x 60" plasma screen would be the answer.....and IT IS NOT. I
> have done it.....tested it extensively.....and it does not do what you think
> it will (explained below). What we do need is a screen which wraps....is
> curved so that objects at a distance from our nose.......down track......and
> objects from a distance off to the left and right of our nose.......appear
> the same size when they are the same distance away. Currently, flat screens
> (no matter how wide or large) can not do this. It is the sim
> software....graphics software where the limitation is I believe....not so
> much in the hardware (monitors, TV's, etc.).
Over the years I've been very impressed with 3 monitor
driving and flying games in video arcades. Sometimes I see
websites that show sims being played on monitors arranged
this way, approximating the curve of a windshield.
It's not just the ability to see more of the track. I
think the images fed to the peripheral vision also come in
under the conscious in a way that makes for a very
convincing illusion of physically movement through the virtual
world.
Matrox has a card that drives 3 displays, and does work
with some sims. I haven't heard that Matrox can compete
with ATI and Nvidia in terms of 3D graphics performance.
I've seen posts of people talking about getting this card
and three monitors setup, but I haven't read any posts
describing the experience of racing with this equipment.
> **Cockpit Driver's View in A Real Race Car**
> Those of you that don't know me may not be aware that I was a real-world
> race car driver.....race team owner, for more than 15 years. I also
> instructed for both SCCA and for the Dane Pitarressi Racing School. I won
> three Regional SCCA championships and drove in the ESCORT Endurance Series
> (12 and 24hr endurance sportscar racing) for the BMW factory team for three
> seasons. All of this was back in the late 80's and early 90's. I have
> been actively sim racing since the late 90's. None of this means crap as
> per my driving skills which are no better than most of yours. In fact, I
> know a ton of sim racers who have never been in a real race car, who are
> better drivers than I am. But, I do know what the "driver's view" is like
> from the cockpit of a real race car.....testing or in a race. Most of
> you.....who have never been in a race car.......are incorrect in many of
> your assumptions of what this view is like......in what it looks like. Even
> though the vast majority of my racing experience is in sedan, or GT type
> race cars......my experience as an SCCA racing instructor, and vintage
> racing license instructor.....has allowed me to drive almost every type of
> race car there is....or has been. I have driven a modern Indy car (the
> Porsche Indy car from the late 80's), two fairly modern F1 cars (95' year
> Ferrari and a 94' year Arrows)....several 70's and 80's F1 cars, TransAm
> cars, Winston Cup cars......etc. I currently own a race shop next to
> Huffaker Racing at Infineon raceway.....and I get out on the track usually
> about once a month....testing something for one of the race teams located at
> Infineon (Sears Point).
> I say all of this only to point out that my "perspective" of what the
> driving view is from the cockpit of a real race car.....is fairly accurate.
> And, that is:
> **Peripheral Vision**
> In a GT or closed cockpit race car.....with helmet, side head braces....Hans
> device....etc., it is almost zero! Sitting at a dead stop....the peripheral
> vision is probably less than 50% of what you have in a street car....without
> all that gear on. At race speeds.....your peripheral vision is only 20% of
> what you have in a street car. The worst is a Winston Cup car or a TransAm
> car......the best is in any open wheel car.....but its still never better
> than 50% of what you have in a street car. At race speeds....with engine
> vibration and the car shaking from contact with the track surface......only
> your straight ahead vision is clear....your peripheral vision is limited to
> recognition of colors only.....not object shape or size in much
> detail.....at all. With a 21" monitor....our racing sims currently (NR003
> or F1-C or F1-2002) with a driving cam FOV of between 70 and 95 (or
> so)....is very accurate to what you get in a real race car! I would
> say....its something more like 95% accurate (and you guys are talking like
> it's something more like 50% accurate....that is just not correct).
Thanks, that's interesting. However, the point I'm trying
to make is that it's not just an issue of field of view. When
I drive a sim I try to synthesize the sensation of G Forces
from what I see on the display. Nothing I've experienced works
well, but the nose cam in F1C serves that purpose better than
any other view. As I stated, it's too low and there are no
mirrors, so it can't be used by a backmarker like me for online
racing.
> **3D Vision**
> 3D vision is something you have very little of in a real race car......and
> is NOT related to depth perception anyway. And depth perception in a real
> race car is extremely limited....almost non existent.....just like in our
> sims. I know that does not sound logical to those of you who have never
> been in a race car. But, maybe this explanation will help you understand:
> At race speeds, the driving point of focus (depending on how fast you are
> going) is anywhere from 20 to 30 feet in front of your car (at very low
> speeds) to several hundred yards down track (at very high speeds). The
> human eye has very little 3D site....much past about 100 feet! At race
> speeds....most of the time your driving focus point is more than a 100 feet
> in front of you.....and therefore during that entire time....you see in 2D
> only!
> This driving speed/driving focus point relationship totally screws with your
> depth perception for objects which are nearby you. Primarily that would be
> other cars.....since all other objects nearby you are in your field of
> vision for only micro-seconds (as you speed by them). The other race
> cars.....depending on your speed differential to them......tend to "float"
> along near you.....like airplanes flying in formation....in flight. You
> can't really remove your focus from the distant "driving focus point" to
> focus long enough on a nearby race car to really get much of your depth
> perception to return to you......so...they appear in your conscious vision
> field..."yes"...but they are more like flat, 2D floating objects.....not 3D,
> depth perceptive objects....like most of you imagine them to be.
Yea, I'd assume as much. I've never been interested in the
3D glasses.
> This is why it is so difficult for a real world race car driver to even read
> an instrument reading on the dash instruments right in front of them. If
> you are lucky and on a track with long straight....you can take the two or
> three seconds it takes to refocus your eyes on the dash (from the driving
> point down track) to read maybe a tach....or an oil temp.....if the
> needles/numbers are large and well contrasted. Its a time verses "time to
> focus" issue. This is also why it is so very difficult during a pit stop to
> come down from high speeds and hit your mark exactly. The pro drivers we
> see on TV every week.....make us think this is easy because you see them
> very rarely miss their mark (pit stop marks). Let me tell you.....it takes
> a ton of experience and PRACTICE.....to be able to do that
> consistently....and the pro drivers we see on TV have it.....and they make
> it look easy. Its not easy at all!
> Overall, the visuals....and driver visual cues.....of our current racing
> simulator hardware.....is very accurate. Most of the time, you can't see
> the road surface directly in front of you....even in open wheel cars! You
> can't see other cars around you with very much depth perception
> either....and you can easily run into the back of a car in front of
> you....who brakes a little earlier than you expected???? Doesn't this
> describe our sims.....because I am describing being in a real race
> car....not a simulator!
> I hope a few of you may have a better appreciation of your racing simulator
> hardware and equipment now. It does a far better job of simulating racing
> in a real-world race car than you imagine!
> I do have an alternate driving view cam I designed for my Winston Cup
> cockpit simulator I use for driving in NR003 (and a few of the sports car
> sims). It is not just an altered driving view cam....but also altered
> cockpit graphics and combined, its a rather large file. If somebody wants
> to try it....and many on r.a.s. have already used it for some time (I've
> been doing this cam for all Papy sims since the N3 days)....email me and I
> will send you the zip package. Mind you, you'll have to alter your cockpit
> graphics (so if you have special cockpits....these files will
...
read more »