rec.autos.simulators

stupid licensing ruins everything

Gerald Moo

stupid licensing ruins everything

by Gerald Moo » Fri, 10 Aug 2001 00:59:45

I wonder what the effect of a fresnel lens would be when used in
conjunction with the shutter-type 3D glasses.  From what I understand,
a fresnel lens increases the focal distance of objects viewed through
it?

I tried a fresnel lens once, it made my 17" monitor look like a 25".

Anybody tried the Wicked3d red-blue 3D glasses with N4 or GPL?

Gerald Moore


> Hi Todd,

> I just got those glasses a couple of weeks ago, and here is what I found
> (on a small monitor). The focusing length itself is, at least on
> distances of around 1m and farther not the real measure of depth. The
> eye (or at least, my eye :) ) and the brain rather quickly adapt to
> focusing on the screen distance but at the same time on a stereoscopic
> virtual image that is farther away. The focus is in my experience really
> not quite as important as the paralax for discerning object.

> Alos, do the following experiment. Write something on the top of a piece
> of paper, hold it at a stretched arm's length, close one eye, but then
> look at some object just above the top of the paper that is far away
> (assuming that you are holding the paper in such a direction ;) ). If
> it's bright enough (which means that your iris isn't open too wide),
> you'd probably still be able to read the text even though you're
> focusing at effectively infinity. Now, open both eyes and do the same,
> and you'll have a much harder time discerning things on the paper, as
> the paralax would ruin it all.

> That's basically the reason why shutter glasses give a rather good
> impression of depth even though yopur eyes are focusing on only the
> distance of the screen. The brighter the screen and the surroundings,
> the better it would work.

> -Gregor


> >   I get it now.  Never thought of that.  I bet that page flipping with 3-D
> > shutter glasses on a full size (proper FOV) screen would take care of that
> > automatically since you're effectively looking into, rather than at, the scene
> > and focusing the same as you would in real life.  On a small screen, it'd *sort
> > of* work, but not quite as well.  Agree/disagree?
> > Todd Wasson

Ruud van Ga

stupid licensing ruins everything

by Ruud van Ga » Fri, 10 Aug 2001 01:28:12


Are there any free REAL glasses that come with all these gadgets?
Seems to me the eye/brain is being fooled a lot; I can feel a headache
coming up. ;-)

Ruud van Gaal, GPL Rank +53.25
Pencil art    : http://www.marketgraph.nl/gallery/
Free car sim  : http://www.marketgraph.nl/gallery/racer/

Thom j

stupid licensing ruins everything

by Thom j » Fri, 10 Aug 2001 07:24:35

Great info Dave & I feel that "games have quite away to go
to achieve even 2D photorealism"..too What I would really
like to see [or shall I say "feel"] is the realistic body senses
while in any race car or bike!! 'i.e Speed, body G-force, &
everything the senses can feel while racing!! Any folks out
in development-land who'd like to tackle this one? :)

| I think you may be blending two senses of focusing here...
| depth of field is caused by the lens in your eye or camera adjusting for
one
| distance, and objects nearer or farther away being blurry depending on
| aperture (F-stop).  So a conventional computer 3d display is like a
pinhole
| camera--effectively zero aperture size and infinite depth of field--all
| objects are in perfect focus (although mipmapping and filtering can give
| some depth-of-field like effects within the surface of a textured object)
| The other effect of depth is the two images being out of place
horizontally
| (a la beer goggles) due to parallax between the two eyes (stereoscopic).
3D
| glasses of various sorts can give the stereoscopic depth effect, but not
the
| focusing effect.  The 3D glasses I've tried are problematic because the
| binocular depth information from your eyes is in conflict with the focus
| information.  However, I think if the screen is "too far away" rather than
| "too close", the effect is better, such as at an Omnimax with 3D glasses.
|
| I believe there is a technique where you have a reflective "subwoofer"
that
| flexes at a pretty high rate, with an image projected onto it from a
device
| capable of insanely high refresh rates (such as vector plotters)...
| basically the woofer acts like a variable convex mirror, so the image can
be
| layered in depth.  This gets you both 3D effects with no glasses involved.
| The problem is to render 60 FPS with 100 depth layers requires 6000 frames
| per second!  I think most demos of this have spinning wire-frame cubes and
| such, but one could conceive of some *** new way of doing this with
| full-motion 3D graphics, such as a graphics card that could render
triangles
| to multiple depth planes simulaneously, etc, etc.  (Caveat: my knowledge
of
| this device is extremely sketchy)
|
| However, I think games still have quite a ways to go to achieve even 2D
| photorealism...

---
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Dave Henri

stupid licensing ruins everything

by Dave Henri » Fri, 10 Aug 2001 08:20:31

ermmm ,what happens when Bud Bundy blows up?
dave henrie
(ps...who pioneered voice over the net?) {Who pushed for improvements in
streaming video?} [who first got Ecomerce working?]   <the same folks that
will someday bring a full-featured force feedback suit to consumers
everywhere>
dh

mark jeangerar

stupid licensing ruins everything

by mark jeangerar » Fri, 10 Aug 2001 16:11:42

Just to clear up one little point that's completely unimportant to the
(really cool) gist of the post:

If this thing flexes at a rate higher than 40 times a second it's officially
not a subwoofer as the "sub" stands for subsonic which, in most cases,
starts at about 40hz and goes down from there. "Woofer", however, is a
fairly flexible term. :-)

How do they keep it from making noise?

--

"Racing! - Science for the action minded."

mark

> I think you may be blending two senses of focusing here...
> depth of field is caused by the lens in your eye or camera adjusting for
one
> distance, and objects nearer or farther away being blurry depending on
> aperture (F-stop).  So a conventional computer 3d display is like a
pinhole
> camera--effectively zero aperture size and infinite depth of field--all
> objects are in perfect focus (although mipmapping and filtering can give
> some depth-of-field like effects within the surface of a textured object)
> The other effect of depth is the two images being out of place
horizontally
> (a la beer goggles) due to parallax between the two eyes (stereoscopic).
3D
> glasses of various sorts can give the stereoscopic depth effect, but not
the
> focusing effect.  The 3D glasses I've tried are problematic because the
> binocular depth information from your eyes is in conflict with the focus
> information.  However, I think if the screen is "too far away" rather than
> "too close", the effect is better, such as at an Omnimax with 3D glasses.

> I believe there is a technique where you have a reflective "subwoofer"
that
> flexes at a pretty high rate, with an image projected onto it from a
device
> capable of insanely high refresh rates (such as vector plotters)...
> basically the woofer acts like a variable convex mirror, so the image can
be
> layered in depth.  This gets you both 3D effects with no glasses involved.
> The problem is to render 60 FPS with 100 depth layers requires 6000 frames
> per second!  I think most demos of this have spinning wire-frame cubes and
> such, but one could conceive of some *** new way of doing this with
> full-motion 3D graphics, such as a graphics card that could render
triangles
> to multiple depth planes simulaneously, etc, etc.  (Caveat: my knowledge
of
> this device is extremely sketchy)

> However, I think games still have quite a ways to go to achieve even 2D
> photorealism...



> > >>   Yes, the blurring is something I hadn't considered.  That'd
> definately
> > >smooth
> > >> things out, good point.  What do you mean by depth of field?  Is this
> > >something
> > >> to do with the camera's focus and how objects closer or further from
> the
> > >focal
> > >> point appear slightly blurred?  If so, yes, that's another good point
I
> > >hadn't
> > >> considered.

> > >Yes. 3D games render everything in focus, which is uncommon for
> > >all the other mediums based on photography. What would have been great
> > >in a fps for instance is that everything with another distance than
> > >where you point the crosshair is out of focus. A bit more difficult
> > >with racing sims though, since the computer can not know where you are
> > >looking. But it is a bit weird that you can look at the horizon and
> > >tachometer at the same time where both is in perfect focus.

> >   I get it now.  Never thought of that.  I bet that page flipping with
3-D
> > shutter glasses on a full size (proper FOV) screen would take care of
that
> > automatically since you're effectively looking into, rather than at, the
> scene
> > and focusing the same as you would in real life.  On a small screen,
it'd
> *sort
> > of* work, but not quite as well.  Agree/disagree?
> > Todd Wasson
> > ---
> > Performance Simulations
> > Drag Racing and Top Speed Prediction
> > Software
> > http://www.racesimcentral.net/

mark jeangerar

stupid licensing ruins everything

by mark jeangerar » Fri, 10 Aug 2001 16:50:40


I ultimately prefer the static for the feel it gives but I am faster without
it. In the static I can run all day and recover from my mistakes in a more
natural way. But, I believe that is because I am more sensitive to wheel
spin and locking and rotation that I drive more mellow. I am less willing to
take it over the edge because I am aware that it's over the edge. Also, in
the***pit I have made, while there is much greater sense of speed,
position on track, lateral acceleration, braking pressure, attitude, track
surface, pitch, crown, and suspension movement in the front. The rear of the
car is not readily apparent. There are problems with it that could be sorted
out maybe, but considering no mirrors, pit board, or lefty/righty I've given
up on it completely and never drive it. But I did learn something about GPLs
"drive model" in the process. On your first outing, take it to Monaco.

http://www.racesimcentral.net/~m.jeangerard/GPVLF2/stuff/ferrari.cam Get this file and
drop it in your cars\cars67\ferrari folder. (Make sure to back up you
ferrari.cam if you already have one.) Then go to your player\playersname
folder and open player.ini. Scroll down until you are in the
[ Personal Information ] section.

There you will find the line:
drivingView = 1                          ; driving view

Change the 1 to a 9 and away you go. This is now your F10 view and when you
get in the car it will already be activated. When you press F10 it puts you
back in default driving view and rewrites the player.ini to drivingView = 1.
So don't F10 until you are done with the static***pit.

Notice the hole in the "floor". I don't know why that is there, nor do I
care. But I do think it lends to the sense of speed. I noticed that when I
move the driver down, there is more sense of speed. It's also harder to look
properly up the track and this could lead to slower times as well. I also
noticed that a more forward view gives a greater sense of front grip, and a
more rearward view gives a greater sense of rear something. (not sure what,
but the thing started handling like a Vette.) So, there you have it. Give it
a try. It's pretty useless but hey, It's just another Monza race on VROC.
(Kyalami?) Might as well do something different for a change. :-)

I always try to take that into account when I think about these things, but,
lack of data, you know?

mark

PS Would I have gotten reamed if I'd attached  that 1kb file to this post?

mark jeangerar

stupid licensing ruins everything

by mark jeangerar » Fri, 10 Aug 2001 16:57:53


I've got smoke turned on, but have to see any come from my tires. Maybe I
need to drive harder.

Check my reply to Jonny Hodgson for detailed info in the static***pit.

I never watch replays. Well, rarely. There are 3 reasons I watch replays:
1. I want to see who's fault it was.
2. I want to see who the race list dropped.
3. It was posted on the VegeServer. (The name Bruce#33 in the header being a
primary motivator.)

A lot of people get that.

--

"Racing! - Science for the action minded."

mark

mark jeangerar

stupid licensing ruins everything

by mark jeangerar » Fri, 10 Aug 2001 17:02:32



> Does that mean that you only get out of shape 2% of the time, or that at
least
> you know WHY more in GP3?  I know I'm not asking that question correctly,
but I
> hope you understand what I'm *trying* to ask...

Absolutely. I'm not sure I phrased that right. But in GPL, mistakes commonly
turn into situations that cost me time. In GP3, I can get through them with
little or no time loss and then make up anything I did lose somewhere else.

--

"Racing! - Science for the action minded."

mark

mark jeangerar

stupid licensing ruins everything

by mark jeangerar » Fri, 10 Aug 2001 17:20:39


There's incar footage of Graham Hill lapping at Monaco that is stuck in my
head that indicates the opposite to me. I'm not well versed in slip angles,
but the way he drove, while possible in GPL, is certainly the slow way
around.

This is exactly what has me bugged. Why you... instead of me? "-)

There is no other way to learn a car or a course. But come race day, when
I'm trying to run down Asgier or hold Jan at bay, I want to be able to
stretch those limits a little. Get in a little hot or jump the cornerm put a
wheel off while trying to make the track *that* much wider. In GPL I am at a
loss for the ability to go faster than I already am without terminal
mistakes.

Don't even worry about CPR. It's old and something will come along that
equals it and I'll be sure to point it out. MTBR is Mercedes Benz Truck
Racing. I've only ever driven the demo but just that was 18 times as good as
the F1RC full release. Swedish Touring Car Championship 2 is also a good
buy. Both MTBR and STCC2 are probably best labeled as arcade titles, but as
far as physics and drive model goes, they are blurring the lines between
arcade and sim.

--

"Racing! - Science for the action minded."

mark

mark jeangerar

stupid licensing ruins everything

by mark jeangerar » Fri, 10 Aug 2001 17:27:36



Just for the record. Radial plys do go radially from bead to bead but the
steel doesn't. It would break. In the standard passenger car tire there are
usually two plys of a synthetic material like rayon that make up the case
and sidewalls. The steel belts are typically bias plys (cross ply) and are
confined to the tread area. There is a lot more flex in a radial tire so the
steel helps the tread stay where it needs to be but mostly helps with
puncture resistance. The added tread plys can be anything from rayon to
kevlar. Bias ply tires are a lot stiffer than radials.

--

"Racing! - Science for the action minded."

mark

mark jeangerar

stupid licensing ruins everything

by mark jeangerar » Fri, 10 Aug 2001 17:34:24



It just occurred to me that the center of  my 17 inch monitor is 35 inches
from the bridge of my nose. Maybe sim makers should add a little adjustment
for that in their games. I can't get any closer and as Asbjorn says, he
doesn't want to get any further.

--

"Racing! - Science for the action minded."

mark

mark jeangerar

stupid licensing ruins everything

by mark jeangerar » Fri, 10 Aug 2001 17:44:26


Yeah, I've never driven a vintage open wheeler. Or a new one for that
matter. But my stance has always been:

My 1965 Mustang was easier to apex than the GPL cars. I can't imagine the 67
F1 was worse than the worst handling car I've ever driven. Radials or not.
That Mustang was a real piece of pucky. But I could (usually) get it by a
bit of guardrail without contact.

I have a question I've been thinking about concerning the tires. I was 6 in
1967. I  grew up in a tire family. I remember the tires when I was six. They
were almost chalky to the touch when they were brand new. But stiff as a
board. A couple of hot laps later and the tread felt almost exactly like the
case on my computer monitor here. Certainly more like the monitor than any
modern tire. What do you remember about the grip?

--

"Racing! - Science for the action minded."

mark

Gerry Aitke

stupid licensing ruins everything

by Gerry Aitke » Fri, 10 Aug 2001 18:16:19


> > When it comes to issues such as single wheel lockups at the front or
> > rear, I can read what's going on from the yaw behaviour. For example,
> > if the rear has locked (rear brake bias too hot?) and you've got even
> > a fraction of steering lock dialed in, the tendency of the rear to
> > "buck" is detectable from the body movement alone. This isn't
> > translation, it feels very direct and natural to me. Even though I am
> > way down the learning curve compared to some around here, I can still
> > lock a wheel without flying off the track, and I can bring it back
> > from the great beyond at least 50% of the time in a broad variety of
> > situations. Most imporantly, the other 50% of the time I know what I
> > did wrong -- I'm not driving blind.

> This is exactly what has me bugged. Why you... instead of me? "-)

Forgive me for saying this, but maybe you're just not that good a
driver? I remember when I first started racing GPL, I was minded to
believe that my version had less grip and the clock ran faster than
everybody else's. Of course it wasn't that at all, it was just a
combination of poor driving technique and a bad input device.

My girlfriend often drives GPL, she crashes and spins her way around the
Oring in about 2:00-ish but never complains that it's anything but her
lack of skill that's
to blame.

Gerry

Jan Verschuere

stupid licensing ruins everything

by Jan Verschuere » Fri, 10 Aug 2001 20:30:57

Depends on whether you'd call yourself a good driver...

                    GPLRank
Gerry Aitken          -5.35
Mark Jeangerard       -8.87

Jan./ GPLRank: +10.07 and considering myself "fair" ;-))
=---
"Pay attention when I'm talking to you boy!" -Foghorn Leghorn.


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