That's a selective quote, and it shifts the context of the original
statement (do you work for a tabloid? ;-).
QUOTE: "I don't think it is a case of the roof cam giving an advantage *over
reality*...".
The statement was about a realistic viewpoint. The***pit camera gives a
disadvantage compared to what is available visually in real life, it is not
necessarily a disadvantage compared to the other cameras available. Imagine
a game with only one drivable camera - the***pit view. That would still
give a disadvantage compared to the visual aspects of driving a car in real
life, but it doesn't make it a disadvantage over any other viewpoints simply
because there is no alternative viewpoint to compare to.
The point is, driving from the***pit view is actually less realistic in
terms of visual input than the roof cam. Considering the main method of
knowing what the car is doing in a simulator is by looking at the screen
[1], whereas in real life you can feel it through your arse, it seems
pointless to handicap yourself *even more* from driving the car on the limit
on top of the inherent problems with simulators which we all know about. So
maybe there should be a Force Roof Cam option in N2003...
Stopping head-movement from the***pit view, and allowing the user to move
the camera forwards or backwards as they see fit would be a huge
improvement. Not a FOV change, like in Grand Prix 3, but actually moving the
camera position and camera target around until you get a natural angle for
the camera, which you are comfortable driving from, will not move around
inside the car, but still retains the***pit graphics (so you can have them
just off the bottom of the screen if you like). How about a hat-switch on a
steering wheel so you can move your head left and right, up and down? I know
in my 3D engine this is extremely simple to do; in fact, all the cameras use
this arrangement, so you can get every possible angle quite easily, both
inside and outside the car.
Wow, this is getting quite serious for a tongue-in-cheek post...
Nick.
[1] Force feedback (when done properly, which only Papyrus seem to be able
to do, and they still have a way to go), gives a nice feel to what the front
end of the car is doing, and a force feedback brake/clutch would be amazing,
especially for GPL. But visual clues give the best idea of what a simulated
car is doing, which is also another reason why a viewpoint fixed to the car
is better to drive with than one which is relatively free to move around the
***pit, as in N2002, and N2003 I guess.