rec.autos.simulators

Driving view in sims

Ian Georg

Driving view in sims

by Ian Georg » Sat, 24 Aug 2002 21:06:06

Hi Tom,

Maybe I wasnt clear enough, although most of the other guys managed to
figure it out:) I just think it should be possible for the developers to
play with as an "option".  Driving home last night, I chucked my car around
on the way home( 10km of twisty road over a small mountain) and one's
looking direction follows the "line", rather than the bonnet. It could be
disorienting in a sim, perhaps, but maybe worth trying. One's head is part
of a dynamic system which includes the car, and can be modeled.

I simrace using a projector, which gives a realistic feel to most sims, but
I think some sort of head movement, if well implemented, could make it even
better.

Or, maybe not.

Cheers
Ian



Gunnar Horrigm

Driving view in sims

by Gunnar Horrigm » Sat, 24 Aug 2002 21:17:47


> On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken

> >What's 'so ridiculous' about controlling the POV (virtual drivers head)
> >with a head mounted tracking device?

> Umm... POV turns as you turn your head? Unless the monitor changes
> it's position according to the head movement, then I'd say it's pretty
> ridiculous...

I don't think you actually turn your head with these things.  as I
understand it you shift it slightly to the left/right, and the view
rotates.  a bit weird, for sure, but IMHO it sounds like it could work
pretty good.

like Ruud said, it's a bad idea when you're sliding.

--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
        gnus don't kill people.  gnus-summary-lower-score kills people.

Schoone

Driving view in sims

by Schoone » Sat, 24 Aug 2002 22:12:10

Keep in mind that with this head tipping in a real car your also
experiencing gforces.  Your inner ear tells your brain the motions and such.
In a game there would be no sense of this and thus it may become more
awkward and unrealistic.
Sims can only so far simulate visual and audio components but there is much
more to life than these senses.


> Hi Tom,

> Maybe I wasnt clear enough, although most of the other guys managed to
> figure it out:) I just think it should be possible for the developers to
> play with as an "option".  Driving home last night, I chucked my car
around
> on the way home( 10km of twisty road over a small mountain) and one's
> looking direction follows the "line", rather than the bonnet. It could be
> disorienting in a sim, perhaps, but maybe worth trying. One's head is part
> of a dynamic system which includes the car, and can be modeled.

> I simrace using a projector, which gives a realistic feel to most sims,
but
> I think some sort of head movement, if well implemented, could make it
even
> better.

> Or, maybe not.

> Cheers
> Ian



> > Well, I was going to stay completely out of this string because when I
> > first read it, I thought the "premise" was so ridiculous.....that it
> > wouldn't make it past three replies before completely dying off.  When
> > I opened the string again tonight (I first saw it this morning).....I
> > was totally taken back by the number of replies.

> > I still think the premise is completely silly......but maybe I'm
> > missing something?  So, I want to ask a question (or two):

> > What are you guys thinking you will accomplish with this except
> > confusing your brain?  You can't do this in real life (in a race car or
> > anywhere else).....so why is it necessary to do it in a sim racing
> > environment to improve "driver immersion?"

> > If I get a sensible answer to this.....I'll have more to say.

> > TP

Ruud van Ga

Driving view in sims

by Ruud van Ga » Sat, 24 Aug 2002 22:23:12




>> On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken

>> I'd go with the POV turning slightly (15-20 degrees maybe, could be
>> user adjustable) towards the direction of the car's movement, ie. not
>> tied to the steering wheel obviously...

>like Ruud said, it's a bad idea when you're sliding.

A nice example: start Racer (0.5.0beta5), select the Fer312, view 0
(press 0). This has 'follow_velocity' on. Then spin. :))

This points the camera in the velocity direction and is nice to get
some simple movements, until you spin.

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Steve Blankenshi

Driving view in sims

by Steve Blankenshi » Sat, 24 Aug 2002 22:34:00

Tom,

Assuming you're addressing the turning POV in general and not the mouse
thingy:

In tight hairpins (like the last corner at SP), it better enables you to
visualize your apex and exit line, without compromising your car control.
You surely do not keep your gaze pinned at hood center in real life in slow
180 degree turns.  While you can, of course, simply look at a different
point on the screen in a sim, FOV limitations of the monitors the majority
of us play on limit the view ahead to an unrealistic one.  Allowing POV to
follow wheel rotation in such situations changes this for the better.  I've
messed with it a good bit in F1-2002 and speak from recent experience.

But this relates only to low speeds, and I agree that large POV changes at
speed are wildly disorienting.  Thus my suggestion for settable rotational
limits and damping them down to zero as speeds rise.  That's an important
point.  Most of the guys on the HG forum have discovered that the larger
angles are indeed NOT good for general use, as I did in about 2 seconds.  As
said, mine's about 5 degrees at the moment, which is a compromise since it's
not speed-sensitive in F1-2002.  Ideally it would be less at high speed and
a more at very low speeds.

Bottom line is that I think it can be a positive addition if done properly
and with full user-adjustability.  That has yet to be done.

Cheers,

SB

PS - Do you have any experience with bike sims?  They pretty much all use a
moving POV that's not locked to the chassis in an attempt to mimic the rider
crawling around on the bike.  It's a bit different at first, but after a
short adjustment, I always choose that view over one locked to the bike.
Much more realistic, imho.


> Well, I was going to stay completely out of this string because when I
first
> read it, I thought the "premise" was so ridiculous.....that it wouldn't
make
> it past three replies before completely dying off.  When I opened the
string
> again tonight (I first saw it this morning).....I was totally taken back
by
> the number of replies.

> I still think the premise is completely silly......but maybe I'm missing
> something?  So, I want to ask a question (or two):

> What are you guys thinking you will accomplish with this except confusing
> your brain?  You can't do this in real life (in a race car or anywhere
> else).....so why is it necessary to do it in a sim racing environment to
> improve "driver immersion?"

> If I get a sensible answer to this.....I'll have more to say.

> TP



> > Hi All

> > Don't you think that the driving experience in sims would be heightened
if
> > one's view behind the wheel was not dead forward but rather in the
> direction
> > of the cars movement.  If you think about how your head moves when you
> > drive, you follow the direction the car is going, not just look straight
> > ahead.

> > For instance, if you let the back hang out in a corner, you would be
> looking
> > slightly sideways, following the corner, rather than staring straight
> ahead
> > at the kerb.  I wonder if any sims ever implemented something like this.

> > Cheers
> > Ian, TT man

Dave Henri

Driving view in sims

by Dave Henri » Sat, 24 Aug 2002 22:35:33

"Schooner"
   Current sims that is.   Seems like at least a year ago there was a
website showing a device you place on your forehead, using a headband, that
would induce motion sensations.  So sitting still, a sim could trigger the
proper hooks, much like force feedback and the device would cause you to
feel g-force type motion,  braking, acceleration, turning...Racing and
Flying would seem to be the two types of programs that would benefit the
most from such a mind-bender.
dave henrie

Jussi 'Igor' Koukk

Driving view in sims

by Jussi 'Igor' Koukk » Sat, 24 Aug 2002 22:36:31




>> I'd go with the POV turning slightly (15-20 degrees maybe, could be
>> user adjustable) towards the direction of the car's movement, ie. not
>> tied to the steering wheel obviously...

>like Ruud said, it's a bad idea when you're sliding.

I think he said it's a bad idea when you spin... when sliding, your
POV would be *slightly* turned to the direction of the movement, maybe
something like 20 degrees if the angle between the car body and
direction of movement is 40 degrees.

However, when the POV turning angle is limited, I really don't see why
this would cause any problems while spinning either :/  When the spin
starts the POV turns towards the movement, say max 20 degrees, and
when the car continues to spin, the POV stays at 20 degrees until the
car has spinned 180 degrees (or rather until 140 degrees and then the
POV gradually turns straight ahead). If the car keeps spinning, then
the POV is turned to the other direction until it's once again facing
the direction of the movement. Hope this makes some sense ;) I have no
idea how hard it would be to implement something like this eg. in
Racer, but IMO it sure would be cool =)

- Igor -

Ruud van Ga

Driving view in sims

by Ruud van Ga » Sat, 24 Aug 2002 23:17:10



Surely not running under Windows! That'd be dangerous for your health
once something passes out. ;-)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Ruud van Ga

Driving view in sims

by Ruud van Ga » Sat, 24 Aug 2002 23:23:20

On Fri, 23 Aug 2002 13:34:00 GMT, "Steve Blankenship"

...

You said this was locked purely to the wheel rotation, right? Hm, that
seems like a nice 15-minute break I could in Racer. (speedsensitive
then; with min_pov_angle and min_speed and max_pov_angle+max_speed to
interpolate between.

Combined with G-forces that shock the head (but that isn't in yet,
although I guess I could take the pure G-forces and use that as an
offset directly, hm, another 15 minutes).

Interesting. *prints out own post*.

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Steve Blankenshi

Driving view in sims

by Steve Blankenshi » Sun, 25 Aug 2002 00:19:38

Yes, it's tied to wheel angle in F1-2002.  Not intended to use that way by
the game's designers I'm sure, but someone found it was possible by editing
the PLR file to map multiple functions to inputs, and that by mapping the
game's normal look left/right function to the X-axis left/right you got a
smoothly-rotating POV.  Your max glance angle is also editable, so you can
tweak that, too.  Max wheel lock = max glance angle, so if you set max
glance angle to say, five degrees (.0877 radians), 20% of your wheel's
rotation gives you a POV rotation of one degree.  That keeps the POV fairly
stable at speed as is, since your inputs are smaller at speed.  As for the
speed sensitivity, it should work pretty much like Papy's low-speed steering
lock boost, only coming in below 30mph or some such number.  So I think
you'd need:

max high speed rotation
max low speed rotation
speed at which to transition between the two
a nice smooth curve for switching, although linear might do if the
transition speed is low enough

I suppose you might be able to do a smoothing routine on wheel position to
damp the effects of rapid corrections; not sure what a proper interval would
be.  Probably best to leave all the above in tweakable txt settings.

Cheers,

SB



> On Fri, 23 Aug 2002 13:34:00 GMT, "Steve Blankenship"

> ...
> >Thus my suggestion for settable rotational
> >limits and damping them down to zero as speeds rise.  That's an important
> >point.  Most of the guys on the HG forum have discovered that the larger
> >angles are indeed NOT good for general use, as I did in about 2 seconds.
As
> >said, mine's about 5 degrees at the moment, which is a compromise since
it's
> >not speed-sensitive in F1-2002.  Ideally it would be less at high speed
and
> >a more at very low speeds.

> You said this was locked purely to the wheel rotation, right? Hm, that
> seems like a nice 15-minute break I could in Racer. (speedsensitive
> then; with min_pov_angle and min_speed and max_pov_angle+max_speed to
> interpolate between.

> Combined with G-forces that shock the head (but that isn't in yet,
> although I guess I could take the pure G-forces and use that as an
> offset directly, hm, another 15 minutes).

> Interesting. *prints out own post*.

> Ruud van Gaal
> Free car sim: http://www.racer.nl/
> Pencil art  : http://www.marketgraph.nl/gallery/

Gerry Aitke

Driving view in sims

by Gerry Aitke » Sun, 25 Aug 2002 00:24:15


> On Fri, 23 Aug 2002 07:08:45 +0100, Gerry Aitken


> >> Again, what we need is some sort of mouse-control for our head

> >http://www.dansdata.com/trackir.htm

> >The technology is here already.

> I've one of these, works great in IL-2. I think however that in a
> racing sim you'll only want to use the headtracking along the X-axis.

Agreed.
Gerry Aitke

Driving view in sims

by Gerry Aitke » Sun, 25 Aug 2002 00:26:27


> On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken

> >What's 'so ridiculous' about controlling the POV (virtual drivers head)
> >with a head mounted tracking device?

> Umm... POV turns as you turn your head? Unless the monitor changes
> it's position according to the head movement, then I'd say it's pretty
> ridiculous...

You are completely wrong. I use a head tracker to change the POV in IL2
and it works brilliantly.
Ashley McConnel

Driving view in sims

by Ashley McConnel » Sun, 25 Aug 2002 00:34:03



> > On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken

> > >What's 'so ridiculous' about controlling the POV (virtual drivers head)
> > >with a head mounted tracking device?

> > Umm... POV turns as you turn your head? Unless the monitor changes
> > it's position according to the head movement, then I'd say it's pretty
> > ridiculous...

> You are completely wrong. I use a head tracker to change the POV in IL2
> and it works brilliantly.

I am getting confused Gerry.  Can you explain a little how this works.  I am
genuinely interested (not being funny).  I would think if you turned your
head to look up out of the plane you would end up looking over the monitor
(for example).  Is it just controlled by a special mouse driver....perhaps I
could implement it as an experiment?

Thanks!
Ash
http://www.siroccoracing.com

Gerry Aitke

Driving view in sims

by Gerry Aitke » Sun, 25 Aug 2002 01:22:47





> > > On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken

> > > >What's 'so ridiculous' about controlling the POV (virtual drivers head)
> > > >with a head mounted tracking device?

> > > Umm... POV turns as you turn your head? Unless the monitor changes
> > > it's position according to the head movement, then I'd say it's pretty
> > > ridiculous...

> > You are completely wrong. I use a head tracker to change the POV in IL2
> > and it works brilliantly.

> I am getting confused Gerry.  Can you explain a little how this works.  I am
> genuinely interested (not being funny).  I would think if you turned your
> head to look up out of the plane you would end up looking over the monitor
> (for example).  Is it just controlled by a special mouse driver....perhaps I
> could implement it as an experiment?

Hi Ash

You set the mouse sensitivity in a software control panel. All this
software comes with the unit, but ultimately it uses the Microsoft mouse
driver. Because you can scale how much you turn your head you don't end
up looking away from the monitor to any uncomfortable degree. I turn my
head between 12 o'clock and 10 o'clock to look from 12 o'clock to 5
o'clock in IL2 for example. The human brain can easily be fooled by
visual input, and even this small movement feels very convincing and
natural, you feel like you are turning your head much more than you
really are.

I've tried this technology on real world pilots and they both said it
added to the immersion by a factor of 10. I wouldn't use any other
method to pan the view in flight sims, if a flight sim doesn't use mouse
look then I don't buy it.

Racing sims need to allow panning left and right to be controlled by the
mouse, that's all. How hard do you think that would be? Do you think you
could work it into your sim?

Cheers

Gerry

Tom Pabs

Driving view in sims

by Tom Pabs » Sun, 25 Aug 2002 02:46:51

Steve...

You seem to have the most sensible approach to this issue......so I'll
respond about the whole of it......in reply to you.

Real Racing:

The driver operates the race car according to two sets of input, 1) Visual
data coming to the eyes, and 2) G-force data primarily at the small of the
back at contact with the seat.  These are the two "data input" sources the
brain accepts and uses to command driver input to race/drive the car.  The
visual data dominates the brain's decision making process (several hundred
times per second), while the brain merely "checks in" with the G-force data
from time to time (only two to three times per second), to merely confirm
the visual data's validity.  [This is why our "screen only" simulators even
work at all to produce driver immersion.]  Since we don't get any G-force
data (currently) in our sims, the brain has to be "educated" when we sim
race not to check in for this data input.  That can take a little "learning"
but its done fairly quickly.  This is the process that is the reason it is
often harder for real-world drivers to do than non-real world
drivers.....and the reason sim racing is more difficult for real world race
drivers to pick up on (at first).

Since we don't get G-force data in our sims....let's drop that part of the
equation for the remainder of this discussion, and focus only on the visual
data.  Is that fair?

The visual data we receive when racing is primarily coming from the "driver
point of reference" focus point.  I'll call this the "POR".......nickname.
Some scientist say this POR is not actually a "point"...but a focus
reference area.....a "patch" of the track, if you want to call it that.  For
purposes of discussion only, let's just say this is a "point."  That isn't
germane to the issue, in my opinion.  This POR is not a fixed distance from
the nose of the race car.....but it does have a fairly "fixed" ratio of
"distance vs. speed".....i.e., as the race speed increases, the distance the
POR is from the nose of the car increases, and visa versa.  Next, the brain
fixes the race car as static positioned.....and it then moves the world
about the nose of the race car......maintaining its focus on the POR (this
what the brain does....whether the world is doing this or not, that's the
translation made by the brain of all the movement in front of the car).
Again, the fact that our brains do this is another reason why our simulators
can have decent driver immersion....since the view on the monitor moves much
like the brain's interpretation of movement in the real world.  And finally,
the "race track" (defined by the visual area representing the left edge to
the right edge of the track....widening as it is further from the nose,
narrowing as it approaches the nose).....ALWAYS moves from the
distance.....directly to the nose of the car.  The POR is ALWAYS somewhere
inside this track POV.  Under only rare circumstances (which I will describe
later), the POR is never at a position that would require the driver to
actually turn his/her head to see it.  That....is the key issue of why this
POV movement you guys are talking about is silly.  You do not move your head
in the real world to maintain contact with the POR.....so why would
"simulating that" on our computers make them more realistic?  That's my
point.

However, moving the POV as you guys describe.....would interfere with the
brain's ability to interpret this movement as being from the car's movement
on the track.  And, since the brain can not "double check" itself by
visiting the driver's G-force center a couple times a second.....it wouldn't
take long for the brain to start becoming confused by this
"extra-curricular" movement of the screen.  If you confuse the brain in this
way, you decrease driver immersion.....not increase it.

As I said....there are a small number of unique situations where the driver
can not keep the POR within his/her POV (usually something between 75 and 95
degrees, depending on the type of car you are in, i.e., closed wheel
GT/sedan type race car.....or an open wheel race car, and the helmet's
natural restriction of peripheral vision...and so forth.

Here's the three most likely:

1.  When a turn (or even a straight part of the track with a brisk rise in
elevation) is at the top of a steep rise in the track......as the driver
approaches, his POR (based on his current speed) will want to be at point
that is "over the top" of the rise.  The driver, briefly....can not see his
POR.  Example turn like this on a real-world track:  Turn 3a at Sears Point
Raceway.

2.  When a turn is at the bottom of a steep slope......a similar thing
happens as in #1....the driver briefly can not see his POR (its blocked by
the roof of the car....and can even be blocked by the top/side of the
helmet....in an open wheel car - but open racers usually have less of an
issue with this type of POR block....than in #1.  Example of a turn like
this on a real-world track:  Coming down into the last turn (after going
under the foot bridge) at Road Atlanta.

3.  On temporary street circuits, the POR is blocked often during a lap,
because the speed of the car places it around the corner of a turn that has
tall armco in the inside radius and this blocks the POR from the driver
temporarily.  This is why drivers often describe racing on temporary street
circuits as like "racing in a tunnel".....this happens often on street
circuits...maybe 30% of the lap has the driver's POR blocked.  Some drivers
adapt well to this, others do not.

What does the brain do (temporarily) when it can't have access to the
driver's POR?  Well, the answer is varied and depends on the driver.  I
temporarily move my POR up track...towards my car.....until I can see
it.....but its still a very uncomfortable period (even though its only a
split second)....for me.  Other driver's I know just "suspend" driver
input...temporarily...until the POR is back in view at the normal distance.
I'm not going to say much more about this "adaptation" because its really
complicated.  But, not all drivers "adapt" to this situation in the same
way.  That's a whole new study (perhaps why some drivers are really good on
street circuits and others are terrible on them).

Sim Racing:

So, the only places where your guy's "POV mover" (to keep the POR on screen)
would actually help....is in one of the three situations above.  Are you
suggesting that we should implement being able to see over hills, and around
corners?  That is why I think the premise of all this is totally ridiculous!

Being able to quickly turn your head left or right....in a racing
situation....which is very rarely needed.......is already implemented with
the "look left, look right" buttons.  Automated movement of the driver's POV
would be unrealistic to the real-world and simply confuse the brain
immensely.

Now...in a flying sim, this whole concept would be very realistic.....and
would add to pilot immersion.  Because, in an airplane, the pilot
moves/turns his/her head often to sweep the skies at or near 180 degree
POV's.  But not in a racing sim.

TP

"Steve Blankenship" <steveNOSPAMblankens...@comcast.net> wrote in message

news:cRq99.34935$Aw4.1501298@bin2.nnrp.aus1.giganews.com...
> Tom,

> Assuming you're addressing the turning POV in general and not the mouse
> thingy:

> In tight hairpins (like the last corner at SP), it better enables you to
> visualize your apex and exit line, without compromising your car control.
> You surely do not keep your gaze pinned at hood center in real life in
slow
> 180 degree turns.  While you can, of course, simply look at a different
> point on the screen in a sim, FOV limitations of the monitors the majority
> of us play on limit the view ahead to an unrealistic one.  Allowing POV to
> follow wheel rotation in such situations changes this for the better.
I've
> messed with it a good bit in F1-2002 and speak from recent experience.

> But this relates only to low speeds, and I agree that large POV changes at
> speed are wildly disorienting.  Thus my suggestion for settable rotational
> limits and damping them down to zero as speeds rise.  That's an important
> point.  Most of the guys on the HG forum have discovered that the larger
> angles are indeed NOT good for general use, as I did in about 2 seconds.
As
> said, mine's about 5 degrees at the moment, which is a compromise since
it's
> not speed-sensitive in F1-2002.  Ideally it would be less at high speed
and
> a more at very low speeds.

> Bottom line is that I think it can be a positive addition if done properly
> and with full user-adjustability.  That has yet to be done.

> Cheers,

> SB

> PS - Do you have any experience with bike sims?  They pretty much all use
a
> moving POV that's not locked to the chassis in an attempt to mimic the
rider
> crawling around on the bike.  It's a bit different at first, but after a
> short adjustment, I always choose that view over one locked to the bike.
> Much more realistic, imho.

> "Tom Pabst" <tmpa...@attbi.com> wrote in message
> news:lpk99.3626$_91.429@rwcrnsc51.ops.asp.att.net...
> > Well, I was going to stay completely out of this string because when I
> first
> > read it, I thought the "premise" was so ridiculous.....that it wouldn't
> make
> > it past three replies before completely dying off.  When I opened the
> string
> > again tonight (I first saw it this morning).....I was totally taken back
> by
> > the number of replies.

> > I still think the premise is completely silly......but maybe I'm missing
> > something?  So, I want to ask a question (or two):

> > What are you guys thinking you will accomplish with this except
confusing
> > your brain?  You can't do this in real life (in a race car or anywhere
> > else).....so why is it necessary to do it in a sim racing environment to
> > improve "driver immersion?"

> > If I get a sensible answer to this.....I'll have more to say.

> > TP

> > "Ian

...

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