> Have you ever considered how best to simulate the effect of a roadway
> rushing towards you at 200kph?
> Of course you have.....after all, part of your task it to portray this
> sensation in a manner that will give the player an effective sense of the
> speed at which a racing car travels.
> However, have you ever considered what my son refers to as "blurring"?
> He said to me last night "Dad", (he calls me that at times) "Dad........why
> don't they BLUR the edges of the picture as it comes towards you?" He then
> went on to explain this question (I obviously looked puzzled to him!) by
> pointing out that when you are driving in a car, the scenery moves towards
> you at (what appears to be) increasing rapidity and the closer it gets the
> more blurred the periphery of the "picture" gets until the edges of the
> road, the sh***y, posts, poles, etc. are simply a blur.
> I tested this theory out today on the way to work and he is absolutely
> correct.
> But this doesn't happen in a sim. I fired up GPL tonight and, at speed down
> Masta straight at Spa, those items on the edge of my vision (as seen from
> the viewpoint of the driver...not me sitting at my desk!) were as clearly
> defined as those items in the centre of the screen a kilometre away.
> I tried it with ICR2, NASCAR3, SCGT...all the same: there is no blurring
> effect a all.
> It is therefore my opinion that one of the effects that a developer could
> look into would be to recreate this real-world factor.
> Is this feasible? Can it be effectively simulated?
> I would be curious to read educated comment.
We have a fullsize car and truck simulator here at work, with 3 big
screens in the front, and the effect of a sharp image with bad
framerate on the edges is a real problem.
What we need is the motion-blur effect. Think of a cinematic
movie. It's 24 frames per second, and every computergamer would call
that jerky. But it isn't, because things in movement is blurred if you
study each frame. A frame of movie is what happened during the whole
1/24th of a second, but a frame on the computer is what everything
looks like at that particular time.
There is a very good article somewhere on the web about this, and the
link has been posted many times here on r.a.s. I just can't remember
it, sorry.
btw, the new 3DFX T-buffer is supporting cinematic motion-blur, but
the software has to support it. When new sims will support this
feature, we're talking business.
--
Olav K. Malmin
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