"Olly Greenfield" <loos...@earthlink.net> wrote in message <news:Djkm8.570$Tk.35477@newsread1.prod.itd.earthlink.net>...
> Has sim racing reached its technological summit ?
No.
Did it reach it in 1980? 1985? 1990? 1995? 1998? 2000?
No.
Has every single detail of the handling of a racecar been simulated?
No.
Has every single environmental detail been implemented?
No.
Has Artificial Intelligence been perfected?
No.
So I'd say, overall, no.
> I love racing sims, but
> over the last year or two I dont see much in the way of advancement in
> racing sims on any front.
Nascar 2002, Nascar 4, Rally Trophy, Grand Prix 3, F1 2002 are all
excellent sims. None are perfect, none are awful. All are much much
better than what we had 5 years ago. I call that advancement.
> I no longer wait eagerly for the next great game
> to arrive, as I once did some years ago. Has the genre matured to a point
> beyond which there is little possibility to find yourself amazed by a
> future game ?
Based on your tone, I'm guessing that you may be burned out on racing
sims. There's no shortage of interesting simulations coming out.
Maybe it's me, but I remember the days when Nascar 1 and Indycar 2
first came out, and that was it.
> The graphics are certainly not living up to the potential seen in Geforce 3
> or 4 tech demos. I don't even think current graphics really even live up to
> the potential of even a Geforce 2.
Hm. Nascar 2002 takes advantage of high-resolution textures and
requires faster texture filling and polygon rendering than a GeForce 2
is capable of handling at 30fps (or a Geforce 3 Ti200 in D3D, which
provides much better visual quality). I'm not sure how exactly it
isn't living up to the potential of a tech demo. Tech demos are
designed to make you go "Wow I need that video card." A racing
simulation is designed to make you go "Wow I am driving a race car".
Both utilize the cards to their fullest.
> We all seem pretty satisfied with just
> gaining a few dozen frames per second from each new iteration of graphics
> card, with the same old visuals. Mercedes Benz Truck Racing looks excellent,
> but couldn't it be even better with some extra programming instructions for
> those snazzy expensive Geforce 3's and 4's and ATI 8500's. Kind of like the
> old GLIDE instructions for 3DFX cards.
What do you want? We have antistropic filtering and NVIDIA's FSAA
implementation is finally getting close to where it should be.
But really, if you want higher visual quality, you ultimately need
faster fill rates and higher polygon counts rather than gimmicky
effects, which is what NVIDIA is attempting to provide. I want to be
able to run Nascar 2002 at 1600x1200x32 with 4x FSAA and full details
using D3D at 100fps with a full field of cars at Watkins Glen. I'm
not confident that there is a card capable of doing that yet.
> That would make them more worth
> spending $300 to $400 , than getting 70 frames per second versus 40 frames
> per second on my last generation card.
I've owned a Voodoo 4, Geforce 2, and Geforce 3. I have seen a huge
jump in quality and frames per second going one card to the next. For
starters, I can play every game I own at 1280x1024x32 with no
problems. Each card has provided an increase in resolution, texture
quality, and framerate. I'm not sure what more there is to want.
> Yet it seems that a new generation of
> videocards arrives well before all of the new graphical features of the last
> two generations of cards has even been implemented in any vidogame, let
> alone implemented in any racing sim. So yet another card is relegated to
> obsolescence before fulfilling its promise.
If a card's features haven't been implemented yet, how can it be
obsolete? I don't follow your logic here. If a game isn't pushing
the envelope in terms of 3-d rendering, then why would you need to
upgrade your video card?
> Also, as is often pointed out in this newsgroup, GPL is pretty much the high
> point in sim racing physics, even though it came out years ago.
I don't know what newsgroup you're reading. Papyrus fans have
universally concluded that Nascar 4 and 2002 have both improved on GPL
by leaps and bounds. There is a huge crowd that thinks F1 2002 is
better than GPL. I find Rally Trophy to be on par with, although some
would disagree. Even die hard GPL fans are moving on to other sims,
things are progressing.
> Is there
> simply no way to significantly improve physics modeling beyond GPL, or has
> it essentially been perfected in mimicing what happens in the real world to
> race cars ?
Again, Nascar 4 and 2002 have more detailed and realistic physics
modelling than GPL, and none of these sims perfectly mimic what
happens in a real car.
> Somehow N4 and NR2002 do not seem to be much improved over GPL,
I love all 3 games and I disagree wholeheartedly. The tire models in
GPL are worthless. It's a great sim, tons of fun, but as Dave Kaemmer
has said himself it is nowhere near close to accurately modeling the
interaction between tire and pavement, which is *the* most important
aspect of any racing game calling itself a sim.
> and in some respects actually feel inferior to GPL, IMHO.
I find it hard to believe you've even played these games, if you've
made this statement. Regardless, maybe you just need to take a brake
from racing. I was burned out on racing sims around 96 and didn't
pick them back up until 98. Most of last year I noodled with GPL here
and there but couldn't get into the way I wanted. Now I race for an
hour or two every chance I get. Take some time off and see if you're
into it again.
> Are the additional
> real world physical forces that are lacking in GPL's physics model simply
> too trivial to waste CPU cycles on modeling, providing little or no
> potential for improving the genre?
Every successive game featuring Dave Kaemmer's physics work has
improved the handling model in some way. To many, the subtle changes
to the tire model in N2002 has pushed it so far above every other sim
that it is untouchable. I'm talking about GPL diehards here.
<snip force feedback bit>
I hate force feedback and find it distracting and nothing at all like
a real car (considering NASCAR uses power steering, I wonder how much
you actually feel through the wheel anyway) so I can't add to what
you've said.
> different from mud or gravel or hard packed dirt. Rally Trophy is a very
> good off-road sim, but I never had the impression that the road surface
> irregularities were likely to cause me to crash while negotiating a dirt
> straightaway at speed, while by comparison GPL sometimes leaves me feeling
> one twitch away from being out of control even on smooth asphalt
> straightaways at max speeds, as the car wanders a bit from side to side.
This could have as much to do with your steering settings and your car
setup as anything. With full linearity on a good wheel using an 8th
of an inch of toe at and a 60/30/1 diff I never feel remotely out of
control in GPL unless I'm trying to drive too fast instead of
concentrating harder. Also, part of the difficulty of GPL likely has
to do with the unrealistic tire model, since increasing the fidelity
of the tire model in N2002 has made the sim easier to drive.
> Shouldn't an off-road racer be that much more difficult to control at high
> speeds coming down a bumpy dirt straightaway, putting you that much more on
> the edge of being out of control ?
Have you checked your speedometer? I generally don't start feeling
out of control until I start hitting speeds I don't normally drive in
real life. I think there's a huge difference between the amount of
control you have over the car at 200mph in GPL vs 100mph in Rally
Trophy.
> Having ridden motocross bikes down relatively smooth sand trails, I know
> from experience that 60 MPH on sand is far more adrenaline inducing than 60
> MPH down a freeway.
I find Rally Trophy much more exciting at 60-80mph than I do GPL. GPL
feels like a cakewalk under 100mph. Whether this is realistic I do
not know. I think the sensation of speed in RT may actually be
exaggerated somewhat, since I always feel like I'm driving faster than
I really am.
> control. I have noticed that in VIPER RACING the force feedback effects will
> sometimes be so strong as to cause me to over compensate in trying to
> control a fish-tailing situation, and actually cause me to make the car
> fishtail even worse until I lose control entirely.
Weird. I do this regularly in Viper Racing and Rally Trophy without a
force feedback wheel. I'm not God's gift to sim-racing, but I'm in
the top 50% I'd reckon and I still occasionally trigger uncontrollable
yaw.
> be incorporated into a home racing sim, for obvious reasons. However, are we
> at a deadend with respect to possible innovative peripherals that might be
> supported
> in a games code ?
Moreso than making you literally feel the handling, I'd prefer if
simracing looked at flight sims to see how they deal with the lack of
physical sensation. Flight sims might be stuck in a rut, but they
still have tons of features that have yet to catch on with simracing,
or are just starting to be adopted (such as the driving school
approach). I think that if there are real innovations to be made in
the area of relaying information to the driver, it will be done
through the use of an intuitive and useful heads up display rather
than vibrating diapers. Imagine if there were a HUD with a traction
circle display, or if there was some sort of a marker placed on the
edge of the screen to represent cars that would normally be in your
peripheral vision.
> Anybody have any ideas where PC racing Sims are headed over the next few
> years given the practicalities of the videogame business, or where you
> would like to see them go ideally if developers actually cared what you
> wanted or thought, instead of just about mass marketing appeal.
I think that Papyrus may be the only person even
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