rec.autos.simulators

stupid licensing ruins everything

J. Todd Wass

stupid licensing ruins everything

by J. Todd Wass » Tue, 07 Aug 2001 15:18:03

  I am probably the only one here that will agree with you on this one :-)
This is caused IMO by the data the tire model in GPL uses.  Peak force slip
ratio is around 20+%, rather than maybe 10% or so.  The slip angle curve is
pretty far out of wack too, although the peak forces generated are probably
about right (hence cornering speeds are probably right, but you'll be "sliding"
at a larger slip angle than you probably would in the real cars.  I'm not sure,
but it's quite possible that other sims have this data more accurately
estimated.  In other words, the GPL cars drive like their tires are extremely
soft.  This will cause exactly the kind of difficult feedback and "unnecessary
translation" you've been talking about.  I've tried it in my sim too.  Setting
the peak force slip ratios and angles to high levels (like GPL) causes
unpredictablility just as you've described.

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://www.racesimcentral.net/

J. Todd Wass

stupid licensing ruins everything

by J. Todd Wass » Tue, 07 Aug 2001 15:32:30

  I can't say why the sense of relative speed is prefect because I haven't
played CPR or GP3 (I'd bet it's FOV choice).  However, the tires probably feel
more alive and easier to anticipate because GPL's lateral and longitudinal
force curves appear IMO to be exaggerated along the slip angle and slip ratio
axes..  That means the tires act like they're too soft and squishy, basically.

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

Mike G. Mai

stupid licensing ruins everything

by Mike G. Mai » Tue, 07 Aug 2001 16:02:14

go play pole position then.

who's wrong... the world? or you?

"THE WORLD!"

Mats Lofkvis

stupid licensing ruins everything

by Mats Lofkvis » Tue, 07 Aug 2001 16:50:16



> >I'm sorry, but I don't think you can prove a sense of speed
> >mathematically.  he does have a point, 36fps just isn't enough.

> This always confuses me.  Isn't video at the movies only 24 fps?
> Television is 30?  Yet there is no perceptible stutter there.

The frame rate needed to avoid obvious stutter (*) in a film with
motion blur is very different from the frame rate needed to give
a realistic sence of motion in a computer simulation (without
motion blur, but note that although adding motion blur would hide
the stutter it won't necessarily improve the sence of speed much.)

It wouldn't be the main reason of course, but it won't help either.
Ignoring the obvious lack of g-forces etc, with a video camera
the low resultion will be a much bigger problem than the framerate,
especially since the need for high frame rate increases with
resolution (and hence decreases with low resolution.)

      _
Mats Lofkvist

(*)  Actually it is often easy to see stutter when watching a
     movie. It seems to be most evident in slow pans filmed
     in bright light (motion blur hides stutter, maybe bright
     light scenes are filmed with shorter exposure times, thus
     reducing the motion blur?)

Olav K. Malm

stupid licensing ruins everything

by Olav K. Malm » Tue, 07 Aug 2001 17:16:15


> (*)  Actually it is often easy to see stutter when watching a
>      movie. It seems to be most evident in slow pans filmed
>      in bright light (motion blur hides stutter, maybe bright
>      light scenes are filmed with shorter exposure times, thus
>      reducing the motion blur?)

Very nice observation. :)

It's the shutter speed that makes motion blur, but anyone familiar
with a camera knows that the 1/24 second speed needed for a perfect
motion blur is still a too long exposure time. Then again, maybe
cinematic film needs longer exposure that the familiar 35 mm single
picture camera ?

The V5 got hardware motion blur, sadly, no game uses it, and none will
:( Do the GeForce3 have this capability ?

--
Olav K. Malmin
remove .spam when replying

Gunnar Horrigm

stupid licensing ruins everything

by Gunnar Horrigm » Tue, 07 Aug 2001 18:30:19



> >> > Where GPL falls flat:
> >> > Sense of speed

> >> IT'S A REALISTIC SENSE OF SPEED, it was proven mathematically.

> >I'm sorry, but I don't think you can prove a sense of speed
> >mathematically.  he does have a point, 36fps just isn't enough.

>   This always confuses me.  Isn't video at the movies only 24 fps?  Television
> is 30?  Yet there is no perceptible stutter there.  

TV and movies will give you lots of speed blurring and antialiasing,
which probably helps.  they also have depth of field -- something that
haven't seen much use in computer games yet.

anyway; stuttering in computer games is often caused by double
frames.  if you have:

a) an animation running at a constant, solid 30 fps
b) an animation running at 100 fps, but the computer can only barely
   render fast enough, so you see two identical frames ones a second
   (because the computer can't keep up)

then animation a will look smother.

hardly, but you can't compare real-life footage and rendered images
like this.  or you can compare them, of course, but they're quite
different. :)

--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
                               myk, trygg og god.

Gunnar Horrigm

stupid licensing ruins everything

by Gunnar Horrigm » Tue, 07 Aug 2001 18:32:12


sure, but who says the exposure time has to be 1/framerate?

--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
                    to err is human -- to forgive is bovine.

Uncle Feste

stupid licensing ruins everything

by Uncle Feste » Tue, 07 Aug 2001 20:29:16


>I haven't driven a car via
> remote control through a camera mounted in the***pit, but it seems that it
> would be tough to drive, yet a frame rate of 24-30 wouldn't really be the
> reason, would it?

You have to remember that in GPL your controller inputs are framerate
dependant, whereas in your example they are not.  Big difference there
alone.  ;-)

--

Fester

Ruud van Ga

stupid licensing ruins everything

by Ruud van Ga » Tue, 07 Aug 2001 20:43:13


IIRC=if I recall correctly. :)
Problem is that EYES have 170 degrees of vision, but the monitor in
front of you is only ... degrees wide in that view. So there's
problem; in a real car you can see more (if not wearing a helmet ;-)
).
170 degrees in your sim looks ridiculous since it's in a 20-30 degree
view when sitting behind your computer.
Although I must add FOV sometime since it has a great effect I think
on sensation of speed and is dependent on the person and the distance
that he/she's sitting at.

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

Ruud van Ga

stupid licensing ruins everything

by Ruud van Ga » Tue, 07 Aug 2001 20:44:18




>> and of course, if you really want to then set up three machines with a
>> centre and left/right monitor with the peripheral PCs showing different
>>***pit views.

>> All FOV issues resolved :-)

>yes!  DOOM did that.

Didn't Doom use 90 degrees for easy X=Y functions? Yikes! ;)
I'm starting to feel like Kyle.

Ruud van Gaal, GPL Rank +53.25
Pencil art    : http://www.racesimcentral.net/
Free car sim  : http://www.racesimcentral.net/

Ruud van Ga

stupid licensing ruins everything

by Ruud van Ga » Tue, 07 Aug 2001 20:46:22

On Fri, 3 Aug 2001 14:08:47 -0400, "ymenard"





>> > > Where GPL falls flat:
>> > > Sense of speed

>> > IT'S A REALISTIC SENSE OF SPEED, it was proven mathematically.

>> I'm sorry, but I don't think you can prove a sense of speed
>> mathematically.

Sure you can, and if not every sim has it right then it was done
intentionally. It's the simplest thing to do to get meters/second
right.

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

Gunnar Horrigm

stupid licensing ruins everything

by Gunnar Horrigm » Tue, 07 Aug 2001 20:44:28


> On Fri, 3 Aug 2001 14:08:47 -0400, "ymenard"




> >> > > Where GPL falls flat:
> >> > > Sense of speed

> >> > IT'S A REALISTIC SENSE OF SPEED, it was proven mathematically.

> >> I'm sorry, but I don't think you can prove a sense of speed
> >> mathematically.

> Sure you can, and if not every sim has it right then it was done
> intentionally. It's the simplest thing to do to get meters/second
> right.

yes, I know.  I'm arguing that this is detatched from the _percieved_
speed.  I just don't have any very good arguments. :)

--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
                          DE RECTIS NON TOLERANDUM EST

Ian

stupid licensing ruins everything

by Ian » Sun, 05 Aug 2001 18:16:16

I'm just a plethora of uselessness. No knowledge here ! ;)

--

Ian P
<email invalid due to spammers>


> Eldred I can not speak for Ian P but aint I just a plethora of
> useless knowledge!! :)..... -Me


> | Like I've said before - I'm *obviously* not picking up the same cues as
> the
> | faster drivers can.  They can tell when they're at the limit, and put
the
> car
> | there at will.  I realize I'm over the limit when I'm sliding backwards
> towards
> | the fence...
> |
> | Eldred

> "Thom j." writes:
> |
> | >Ian P you have described PC sim or any 2D monitor [& it is
> | >2D not 3D!] game, photograph, Avi, etc. "Spot-On!" below!
> | >It is all "personal subjective perception!" no more, no less.
> | >

> | >| I think you have a valid point there.
> | >| Different people probably perceive what they see (and hear) on a
> computer
> | >| monitor (and speakers) differently.
> | ><snipped for space>

> ---
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Ruud van Ga

stupid licensing ruins everything

by Ruud van Ga » Tue, 07 Aug 2001 22:27:43




>> On Fri, 3 Aug 2001 14:08:47 -0400, "ymenard"




>> >> > > Where GPL falls flat:
>> >> > > Sense of speed

>> >> > IT'S A REALISTIC SENSE OF SPEED, it was proven mathematically.

>> >> I'm sorry, but I don't think you can prove a sense of speed
>> >> mathematically.

>> Sure you can, and if not every sim has it right then it was done
>> intentionally. It's the simplest thing to do to get meters/second
>> right.

>yes, I know.  I'm arguing that this is detatched from the _percieved_
>speed.  I just don't have any very good arguments. :)

Ah ok. Also what I notice in real life is that moving around with
objects close by makes for more speed impression. I mean, driving
50mph in a city is felt as faster than driving it on a wide highway.
(in real life)

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

Mats Lofkvis

stupid licensing ruins everything

by Mats Lofkvis » Tue, 07 Aug 2001 23:08:09



> > It's the shutter speed that makes motion blur, but anyone familiar
> > with a camera knows that the 1/24 second speed needed for a perfect
> > motion blur is still a too long exposure time.

> sure, but who says the exposure time has to be 1/framerate?

Nobody :-)

But it's quite obvious that the exposure time can't be longer
than 1/framerate leaving us with the possible range from zero
to 1/framerate.

      _
Mats Lofkvist


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