rec.autos.simulators

I have to admit it...

David L. Co

I have to admit it...

by David L. Co » Tue, 18 Apr 2000 04:00:00

Even though the multiplayer in GP3 may be lacking - the sound alone has me very
eager to get this one.  I've grown used to the wheel without hands, and am very
impressed with the graphics/physics I've seen so far.  I've read nothing about
force feedback though...

--David Cook

Bern

I have to admit it...

by Bern » Tue, 18 Apr 2000 04:00:00

The hands will probably be there in gp4, and besides according to the latest
interview they couldnt get them in without a large loss of  framerate and
they looked crap. You would turn it off any way I guess. Untill then when we
all have vodoo10's and 2gig pcs we will have to gesticulate with out own
hands :)



Jo Hels

I have to admit it...

by Jo Hels » Tue, 18 Apr 2000 04:00:00



The force-feedback was not yet 100% certain according to Nick Court
(?) from MPS in one of the interviews.

I have the feeling that they're trying to make some money from GP4 as
well!!

JoH

Paul Ryd

I have to admit it...

by Paul Ryd » Tue, 18 Apr 2000 04:00:00



"The sound alone" ? sounds like you have heard the new sounds, the
ones in the movies are gp2 sounds, have you heard new ones ?

David L. Coo

I have to admit it...

by David L. Coo » Tue, 18 Apr 2000 04:00:00

Paul,

The sound I'm referring to is in the movies.  Most noticably in the one with
the driver in the Hyperstim.  If those sounds are from GP2, I'd be
surprised.  I watched a couple of newer movies (3 parts) where they
interviewed some of the developers and they said that they took actual F1
engine sounds for GP3.

--David Cook




> >Even though the multiplayer in GP3 may be lacking - the sound alone has
me very
> >eager to get this one.  I've grown used to the wheel without hands, and
am very
> >impressed with the graphics/physics I've seen so far.  I've read nothing
about
> >force feedback though...

> >--David Cook

> "The sound alone" ? sounds like you have heard the new sounds, the
> ones in the movies are gp2 sounds, have you heard new ones ?

TRUSRS

I have to admit it...

by TRUSRS » Tue, 18 Apr 2000 04:00:00

They said the same thing about F1 2000.
:(

David L. Coo

I have to admit it...

by David L. Coo » Tue, 18 Apr 2000 04:00:00

Yes but have you heard the sound in the movies that have been released for
GP3?  It's far better than anything I've ever heard in F1-2000...

--David Cook


Nobod

I have to admit it...

by Nobod » Wed, 19 Apr 2000 04:00:00

I wish these racing sims had more actual photos of trees and other scenery.
For example, the trees all look like painted skeletons of trees.  They need
to be 3D and not look like sheets of cardboard when you drive side-on.  And
I think the interpolations of other graphics should add detail not blur it.
Simply add random noise of the area instead of smudging it all.  Like brick
walls and stuff... needs a bit of graphics AI.

Tim Wheatle

I have to admit it...

by Tim Wheatle » Wed, 19 Apr 2000 04:00:00

yes it was in press that these were gp2 sounds, they sounded different
because they are slightly higher pitched, and higher revving cars in gp3



> Paul,

> The sound I'm referring to is in the movies.  Most noticably in the one
with
> the driver in the Hyperstim.  If those sounds are from GP2, I'd be
> surprised.  I watched a couple of newer movies (3 parts) where they
> interviewed some of the developers and they said that they took actual F1
> engine sounds for GP3.

> --David Cook





> > >Even though the multiplayer in GP3 may be lacking - the sound alone has
> me very
> > >eager to get this one.  I've grown used to the wheel without hands, and
> am very
> > >impressed with the graphics/physics I've seen so far.  I've read
nothing
> about
> > >force feedback though...

> > >--David Cook

> > "The sound alone" ? sounds like you have heard the new sounds, the
> > ones in the movies are gp2 sounds, have you heard new ones ?

daxe

I have to admit it...

by daxe » Wed, 19 Apr 2000 04:00:00


A photo is 2D and isn't going to look 3D from any angle.  What you are
asking for is 3D modelled trees and I can tell you as someone who has done
my share of 3D modelling that you do NOT want the rendering overhead of
anything as detailed (and chaotic) as a tree using up your computer's
abilites while you are trying to run a racing simulator.  Trees, grass,
shrubs, etc. are among the most complex things to model effectively due in
large part to their minute detail.  Common tricks like re-using objects and
groups of objects (instances, blah blah blah) would look too obviously fake
as trees.  You have to use a lot of polygons/surfaces to make a tree look
realistic.  There may be something to trying to recreate them from particle
emitters running REALLY SLOW, but that, too, has a lot of overhead you don't
want to deal with.

~daxe
http://www.snakefoot.com/artfart.htm

Tim Wheatle

I have to admit it...

by Tim Wheatle » Wed, 19 Apr 2000 04:00:00

exactly, most sims run what is a wireframe base which is texturised, imagine
wireframing branches? ouch.

even in a kickass pc on a CAD application you'd have problems just viewing a
realistic tree wireframe.




> > I wish these racing sims had more actual photos of trees and other
> scenery.
> > For example, the trees all look like painted skeletons of trees.  They
> need
> > to be 3D and not look like sheets of cardboard when you drive side-on.

> A photo is 2D and isn't going to look 3D from any angle.  What you are
> asking for is 3D modelled trees and I can tell you as someone who has done
> my share of 3D modelling that you do NOT want the rendering overhead of
> anything as detailed (and chaotic) as a tree using up your computer's
> abilites while you are trying to run a racing simulator.  Trees, grass,
> shrubs, etc. are among the most complex things to model effectively due in
> large part to their minute detail.  Common tricks like re-using objects
and
> groups of objects (instances, blah blah blah) would look too obviously
fake
> as trees.  You have to use a lot of polygons/surfaces to make a tree look
> realistic.  There may be something to trying to recreate them from
particle
> emitters running REALLY SLOW, but that, too, has a lot of overhead you
don't
> want to deal with.

> ~daxe
> http://www.snakefoot.com/artfart.htm

Erwan Gourvene

I have to admit it...

by Erwan Gourvene » Wed, 19 Apr 2000 04:00:00

I really don't understand why it's so difficult to do the "hands"
for the wheels.
Many old games like GPL, Toca2, Rally 2000, etc... have them, so
a game which will be release in mid-2000 can't have that stuff.
It's a shame ?
And the GP4 will only have the  99 season, why not the 2000 ?
The 2000 will be out in 2001-2002 ? Great !?!
I am waiting like all you here for GP3 but they are some huges
bads aspects that i can't really appreciate.



> exactly, most sims run what is a wireframe base which is texturised,
imagine
> wireframing branches? ouch.

> even in a kickass pc on a CAD application you'd have problems just viewing
a
> realistic tree wireframe.





> > > I wish these racing sims had more actual photos of trees and other
> > scenery.
> > > For example, the trees all look like painted skeletons of trees.  They
> > need
> > > to be 3D and not look like sheets of cardboard when you drive side-on.

> > A photo is 2D and isn't going to look 3D from any angle.  What you are
> > asking for is 3D modelled trees and I can tell you as someone who has
done
> > my share of 3D modelling that you do NOT want the rendering overhead of
> > anything as detailed (and chaotic) as a tree using up your computer's
> > abilites while you are trying to run a racing simulator.  Trees, grass,
> > shrubs, etc. are among the most complex things to model effectively due
in
> > large part to their minute detail.  Common tricks like re-using objects
> and
> > groups of objects (instances, blah blah blah) would look too obviously
> fake
> > as trees.  You have to use a lot of polygons/surfaces to make a tree
look
> > realistic.  There may be something to trying to recreate them from
> particle
> > emitters running REALLY SLOW, but that, too, has a lot of overhead you
> don't
> > want to deal with.

> > ~daxe
> > http://www.snakefoot.com/artfart.htm

Martyn Danb

I have to admit it...

by Martyn Danb » Thu, 20 Apr 2000 04:00:00

wtf do u need hands for?

are not your own hands on a wheel in front of u?
4 arms and hands would be nice tho

To me the hands are just clutter and a distraction, when i sit in my car
i don't see another set of hands and wheel in front of my own....

I guess for us spectators that only ever see racing from an incar view
it may seem more real to have the hands on the wheel onscreen, but to
simulate driving not spectating the hands are unneccessary IMO, the
wheel maybe if it shows driver information.

jus my thots

Md


> I really don't understand why it's so difficult to do the "hands"
> for the wheels.
> Many old games like GPL, Toca2, Rally 2000, etc... have them, so
> a game which will be release in mid-2000 can't have that stuff.
> It's a shame ?
> And the GP4 will only have the  99 season, why not the 2000 ?
> The 2000 will be out in 2001-2002 ? Great !?!
> I am waiting like all you here for GP3 but they are some huges
> bads aspects that i can't really appreciate.



> > exactly, most sims run what is a wireframe base which is texturised,
> imagine
> > wireframing branches? ouch.

> > even in a kickass pc on a CAD application you'd have problems just viewing
> a
> > realistic tree wireframe.





> > > > I wish these racing sims had more actual photos of trees and other
> > > scenery.
> > > > For example, the trees all look like painted skeletons of trees.  They
> > > need
> > > > to be 3D and not look like sheets of cardboard when you drive side-on.

> > > A photo is 2D and isn't going to look 3D from any angle.  What you are
> > > asking for is 3D modelled trees and I can tell you as someone who has
> done
> > > my share of 3D modelling that you do NOT want the rendering overhead of
> > > anything as detailed (and chaotic) as a tree using up your computer's
> > > abilites while you are trying to run a racing simulator.  Trees, grass,
> > > shrubs, etc. are among the most complex things to model effectively due
> in
> > > large part to their minute detail.  Common tricks like re-using objects
> > and
> > > groups of objects (instances, blah blah blah) would look too obviously
> > fake
> > > as trees.  You have to use a lot of polygons/surfaces to make a tree
> look
> > > realistic.  There may be something to trying to recreate them from
> > particle
> > > emitters running REALLY SLOW, but that, too, has a lot of overhead you
> > don't
> > > want to deal with.

> > > ~daxe
> > > http://www.snakefoot.com/artfart.htm


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