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Good EA Sports Quote.

22 posts by 15 people · 10 May 2002 03:03 UTC - 11 May 2002 11:43 UTC

EA Sports rep claims real physics look wrong

Mike Beauchamp relayed a remark from an EA Sports Canada representative at his university that real physics models did not look right on screen, so they were altered. Simbin's Ian Bell called it nonsense, saying ISI put real-world figures into its engine, and others noted EA Sports Canada made Need for Speed rather than F1 2002. Posters discussed how values in config files can still be scaled in code and whether the speaker was simplifying for a lay audience.

With Ian Bell (Simbin)

physics/realism debateindustry/businessF1 2002

Automated summary.

Mike Beauchamp 10 May 2002 03:03 UTC#121114
All this talk about F1 2002 reminded me of a great quote that the EA Sports Representative that came to my school said. It went something like this: "We tried to use real physics models, but they just don't look right. Even though the formulas may be proper, when you see it on the computer screen most people tend to think there is something wrong with it. That's why we just use our own formulas for physics and stuff. With our game F1 2002 for example, we set our gravity to be like 100 times the actual force of gravity. If we set it to the proper value, the car would just fly off the track, and it would be impossible to drive." Maybe the guy was just fudging a more complicated thing to get a point across easier.. afterall my university isn't the smartest around :) Either way, it's a funny quote. He also mentioned lots of things of doing games with real physics wouldn't sell.. Mike http://mikebeauchamp.com
On a related note, I've seen where actual fighter pilots, have said, that if X flight sim actually modelled X plane's flight, etc., flight simmers would think it was an arcade game. -John "Mike Beauchamp" <[email hidden]> wrote in message news:sTGC8.33864$[email hidden]... > All this talk about F1 2002 reminded me of a great quote that the EASports
Quoted text (9 lines)> Representative that came to my school said. It went something like this: > > "We tried to use real physics models, but they just don't look right. Even > though the formulas may be proper, when you see it on the computer screen > most people tend to think there is something wrong with it. That's why we > just use our own formulas for physics and stuff. > > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the car
would
Quoted text (14 lines)> just fly off the track, and it would be impossible to drive." > > > Maybe the guy was just fudging a more complicated thing to get a point > across easier.. afterall my university isn't the smartest around :) > > Either way, it's a funny quote. He also mentioned lots of things of doing > games with real physics wouldn't sell.. > > Mike > http://mikebeauchamp.com > > >
"Mike Beauchamp" <[email hidden]> wrote in message news:sTGC8.33864$[email hidden]... > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the carwould > just fly off the track, and it would be impossible to drive." Clearly their phsyics engine is still as shafted as it was with 2001 then Doug
That is an amazing statement. > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the carwould > just fly off the track, and it would be impossible to drive."
... Well it scared me :) Seems ridiculous - Perhaps 2 wrongs making a right. Ash "Carol Bekker" <[email hidden]> wrote in message news:DWOC8.12413$[email hidden]... > That is an amazing statement. > > > With our game F1 2002 for example, we set our gravity to be like 100times > > the actual force of gravity. If we set it to the proper value, the car > would > > just fly off the track, and it would be impossible to drive." > > >
Are you serious? This is crazy... can you post a link to the page where you took this quote from? thanks... "Mike Beauchamp" <[email hidden]> wrote in message news:<sTGC8.33864$[email hidden]>...
Quoted text (21 lines)> All this talk about F1 2002 reminded me of a great quote that the EA Sports > Representative that came to my school said. It went something like this: > > "We tried to use real physics models, but they just don't look right. Even > though the formulas may be proper, when you see it on the computer screen > most people tend to think there is something wrong with it. That's why we > just use our own formulas for physics and stuff. > > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the car would > just fly off the track, and it would be impossible to drive." > > > Maybe the guy was just fudging a more complicated thing to get a point > across easier.. afterall my university isn't the smartest around :) > > Either way, it's a funny quote. He also mentioned lots of things of doing > games with real physics wouldn't sell.. > > Mike > http://mikebeauchamp.com
That is just about the greatest load of bumph I've read. From every conceivable angle, ISI put real world figures into the sim engine. Maybe he was talking about the console versions. Ian Bell www.simbin.com "Mike Beauchamp" <[email hidden]> wrote in message news:sTGC8.33864$[email hidden]... > All this talk about F1 2002 reminded me of a great quote that the EASports
Quoted text (9 lines)> Representative that came to my school said. It went something like this: > > "We tried to use real physics models, but they just don't look right. Even > though the formulas may be proper, when you see it on the computer screen > most people tend to think there is something wrong with it. That's why we > just use our own formulas for physics and stuff. > > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the car
would
Quoted text (14 lines)> just fly off the track, and it would be impossible to drive." > > > Maybe the guy was just fudging a more complicated thing to get a point > across easier.. afterall my university isn't the smartest around :) > > Either way, it's a funny quote. He also mentioned lots of things of doing > games with real physics wouldn't sell.. > > Mike > http://mikebeauchamp.com > > >
Yepp Agree!. You just have to look at the physics-files for the cars in F1 2002 to see that the numbers they put into the game is the real ones. "Ian Bell" <[email hidden]> wrote in message news:LXQC8.2377$[email hidden]... > That is just about the greatest load of bumph I've read. From every > conceivable angle, ISI put real world figures into the sim engine. Maybehe > was talking about the console versions. > > Ian Bell > www.simbin.com > >
Mike Beauchamp <[email hidden]> wrote in message news:sTGC8.33864$[email hidden]...
Quoted text (8 lines)> "We tried to use real physics models, but they just don't look right. Even > though the formulas may be proper, when you see it on the computer screen > most people tend to think there is something wrong with it. That's why we > just use our own formulas for physics and stuff. > > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the car would > just fly off the track, and it would be impossible to drive."
Heard a similar story from the guys at my uni who helped with Vanishing Point. They ended up, IIRC, with tyres around mu = 2 to avoid the cars feeling like they were on ice. Jonny
>"Mike Beauchamp" <[email hidden]> wrote > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the carwould > just fly off the track, and it would be impossible to drive." Ah so now the confirmation that F1 2002 is basically just F1 2001 patched 6months later sold in a box ;) -- -- Fran�ois M�nard <ymenard> -- http://www.ymenard.8m.com/ -- This announcement is brought to you by the Shimato Dominguez Corporation - helping America into the New World...
>"Carol Bekker" <[email hidden]> wrote > Perfectly possible to have real values in the ini files, especially coefs. > Can all be scaled and fudged about in the code if needed. Coefs are still coefs, just values. Even if it's "there" to be tweaked, it might not be the reality of what the ini files tell you. -- -- Fran�ois M�nard <ymenard> -- http://www.ymenard.8m.com/ -- This announcement is brought to you by the Shimato Dominguez Corporation - helping America into the New World...
It's modeled physics, so it's also scale dependant. I don't know about his explanation, but to a degree I can concede that certain things might have to change. The same physics model doesn't always work when you change scales, for example. A bee the size of a person would not be able to fly, so I would have to model his wing (tinsel) strength and muscle mass to about 100 times that which the actual scale allows. Then you have to consider which physics profile you're going to follow from there. Stop at fudging the muscle mass or continue along that line? If you continue, you've got to change his eating habits to supply enough energy for the increased muscle mass, which means he'd spend his entire life eating, and nothing else. That doesn't even account for heart rate and size needed for the delivery of the nutrients, which also don't work when kept to scale. It can get complicated, but in the end that bee just doesn't scale well and if you want to make it work, what you end up with doesn't resemble a bee very much. Appearance is another thing that changes with scale. When I was doing a lot of train modeling in HO scale, there were places that called for, let's say, 1/2 inch stone covering. In scale, each stone is then .0625 inches. On the layout, you couldn't even see the texture and it looked wrong, so you cheat a little by making the stone larger. It looks perfect unless you have a scale person standing near it and some picky friend points out that the pea-stone is the size of the person's hand. To model a train line that was supposed to be a few miles away on a mountain, I'd change everything to N scale to give the impression of depth (otherwise it's hard to make 20 feet of layout look like a few miles). Is it proper scale? No, but it sure looks better and more realistic. I know that computer race cars aren't bees or model trains, but modeling physics is still modeling. A road surface at 150� affects the handling of a car. That can be modeled, but what about the shadows cast by grandstands and other things that cool the temperature on certain parts of the track? The track temperature should gradually cool until the center of the shadow, and each shadow, being a different size, would have different temperatures. Take this and a hundred other nuances, one thing affecting another, and I doubt that we have enough processing power to model all these changes. Does that mean that the physics model is flawed? Certainly. There are limitations on modeling physics; many due to technology, and some just because things don't scale well. I think we shouldn't look for, or expect, or even want a pure physics model. Maybe the best thing a game developer can deliver is something that makes us FEEL like the experience is real. If fudging the physics makes something seem more realistic than a proper model would, I'm all for it. I like realism, but I don't want to feel the pain when I crash in GPL. -- Slot Tweaks & Reviews www.slottweak.com "Mike Beauchamp" <[email hidden]> wrote in message news:sTGC8.33864$[email hidden]... > All this talk about F1 2002 reminded me of a great quote that the EA Sports > Representative that came to my school said. It went something like this: > > "We tried to use real physics models, but they just don't look right. Even > though the formulas may be proper, when you see it on the computer screen > most people tend to think there is something wrong with it. That's why we > just use our own formulas for physics and stuff. > > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the car would > just fly off the track, and it would be impossible to drive." > > > Maybe the guy was just fudging a more complicated thing to get a point > across easier.. afterall my university isn't the smartest around :) > > Either way, it's a funny quote. He also mentioned lots of things of doing > games with real physics wouldn't sell.. > > Mike > http://mikebeauchamp.com > > >
Stefano, the quote isnt' from a webpage. It was from a lecture that someone from EA Sports Canada gave at my school (university of windsor) Mike http://mikebeauchamp.com "Stefano Casillo" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> Are you serious? This is crazy... can you post a link to the page > where you took this quote from? > > thanks... > > > > "Mike Beauchamp" <[email hidden]> wrote in message
news:<sTGC8.33864$[email hidden]>... > > All this talk about F1 2002 reminded me of a great quote that the EASports > > Representative that came to my school said. It went something like this: > > > > "We tried to use real physics models, but they just don't look right.Even > > though the formulas may be proper, when you see it on the computerscreen > > most people tend to think there is something wrong with it. That's whywe > > just use our own formulas for physics and stuff. > > > > With our game F1 2002 for example, we set our gravity to be like 100times > > the actual force of gravity. If we set it to the proper value, the carwould
Quoted text (7 lines)> > just fly off the track, and it would be impossible to drive." > > > > > > Maybe the guy was just fudging a more complicated thing to get a point > > across easier.. afterall my university isn't the smartest around :) > > > > Either way, it's a funny quote. He also mentioned lots of things of
doing > > games with real physics wouldn't sell.. > > > > Mike > > http://mikebeauchamp.com
LIke I said, he could have just said it to prove a point.. I doubt he had anything to do with the programming of F12002 at all or anything Mike http://mikebeauchamp.com "Andreas Nystrom" <[email hidden]> wrote in message news:0qSC8.37229$[email hidden]...
Quoted text (17 lines)> Yepp Agree!. You just have to look at the physics-files for the cars in F1 > 2002 to see that the numbers they put into the > game is the real ones. > > "Ian Bell" <[email hidden]> wrote in message > news:LXQC8.2377$[email hidden]... > > That is just about the greatest load of bumph I've read. From every > > conceivable angle, ISI put real world figures into the sim engine. Maybe > he > > was talking about the console versions. > > > > Ian Bell > > www.simbin.com > > > > > >
"Mike Beauchamp" wrote... > Stefano, > the quote isnt' from a webpage. It was from a lecture that > someone from EA Sports Canada gave at my school (university > of windsor) First off, EA Sports Canada did some of the Need for Speed games and are AFAIK not involved with ISI and F1 200x. Secondly, NFS games, though fun in their own right, are not exactly sims. Thirdly, how long ago was this? Jan. =---
Last Chance "U"! It takes some guts to admit you go to Windsor <G> Wayne Hutchison University of Western Ontario grad '88 "Mike Beauchamp" <[email hidden]> wrote in message news:9AVC8.9969$[email hidden]...
Quoted text (21 lines)> Stefano, > the quote isnt' from a webpage. It was from a lecture that someone from EA > Sports Canada gave at my school (university of windsor) > > Mike > http://mikebeauchamp.com > > "Stefano Casillo" <[email hidden]> wrote in message > news:[email hidden]... > > Are you serious? This is crazy... can you post a link to the page > > where you took this quote from? > > > > thanks... > > > > > > > > "Mike Beauchamp" <[email hidden]> wrote in message > news:<sTGC8.33864$[email hidden]>... > > > All this talk about F1 2002 reminded me of a great quote that the EA > Sports > > > Representative that came to my school said. It went something like
this:
Quoted text (27 lines)> > > > > > "We tried to use real physics models, but they just don't look right. > Even > > > though the formulas may be proper, when you see it on the computer > screen > > > most people tend to think there is something wrong with it. That's why > we > > > just use our own formulas for physics and stuff. > > > > > > With our game F1 2002 for example, we set our gravity to be like 100 > times > > > the actual force of gravity. If we set it to the proper value, the car > would > > > just fly off the track, and it would be impossible to drive." > > > > > > > > > Maybe the guy was just fudging a more complicated thing to get a point > > > across easier.. afterall my university isn't the smartest around :) > > > > > > Either way, it's a funny quote. He also mentioned lots of things of > doing > > > games with real physics wouldn't sell.. > > > > > > Mike > > > http://mikebeauchamp.com > >
Is it possible that while they can input all the real numbers for the physics to make it as real as possible on paper, CPUs still don't have the power to model all the things that influence it? Things such as in depth enviromental conditions (wind, atmospheric pressure, et al), in depth tire grip, and all those other things we overlook in the real world. Maybe current CPUs just don't have the power to model all that for all the cars. I find that statement a bit odd myself and I am sure that there is much more of an answer than what was given. HH "Mike Beauchamp" <[email hidden]> wrote in message news:sTGC8.33864$[email hidden]... > All this talk about F1 2002 reminded me of a great quote that the EASports
Quoted text (9 lines)> Representative that came to my school said. It went something like this: > > "We tried to use real physics models, but they just don't look right. Even > though the formulas may be proper, when you see it on the computer screen > most people tend to think there is something wrong with it. That's why we > just use our own formulas for physics and stuff. > > With our game F1 2002 for example, we set our gravity to be like 100 times > the actual force of gravity. If we set it to the proper value, the car
would
Quoted text (14 lines)> just fly off the track, and it would be impossible to drive." > > > Maybe the guy was just fudging a more complicated thing to get a point > across easier.. afterall my university isn't the smartest around :) > > Either way, it's a funny quote. He also mentioned lots of things of doing > games with real physics wouldn't sell.. > > Mike > http://mikebeauchamp.com > > >
Hahaha.. yeah, I'll admit it.. the school is pretty cruddy. :) Mike http://mikebeauchamp.com "Wayne Hutchison" <[email hidden]> wrote in message news:7zZC8.6255$[email hidden]...
Quoted text (10 lines)> Last Chance "U"! It takes some guts to admit you go to Windsor <G> > > Wayne Hutchison > University of Western Ontario grad '88 > > > "Mike Beauchamp" <[email hidden]> wrote in message > news:9AVC8.9969$[email hidden]... > > Stefano, > > the quote isnt' from a webpage. It was from a lecture that someone from
EA
Quoted text (22 lines)> > Sports Canada gave at my school (university of windsor) > > > > Mike > > http://mikebeauchamp.com > > > > "Stefano Casillo" <[email hidden]> wrote in message > > news:[email hidden]... > > > Are you serious? This is crazy... can you post a link to the page > > > where you took this quote from? > > > > > > thanks... > > > > > > > > > > > > "Mike Beauchamp" <[email hidden]> wrote in message > > news:<sTGC8.33864$[email hidden]>... > > > > All this talk about F1 2002 reminded me of a great quote that the EA > > Sports > > > > Representative that came to my school said. It went something like > this: > > > > > > > > "We tried to use real physics models, but they just don't look
right. > > Even > > > > though the formulas may be proper, when you see it on the computer > > screen > > > > most people tend to think there is something wrong with it. That'swhy > > we > > > > just use our own formulas for physics and stuff. > > > > > > > > With our game F1 2002 for example, we set our gravity to be like 100 > > times > > > > the actual force of gravity. If we set it to the proper value, thecar > > would > > > > just fly off the track, and it would be impossible to drive." > > > > > > > > > > > > Maybe the guy was just fudging a more complicated thing to get apoint
Quoted text (12 lines)> > > > across easier.. afterall my university isn't the smartest around :) > > > > > > > > Either way, it's a funny quote. He also mentioned lots of things of > > doing > > > > games with real physics wouldn't sell.. > > > > > > > > Mike > > > > http://mikebeauchamp.com > > > > > >
Yeah, I agree.. he was probably dumbing things down a lot for the audience. :) Mike http://mikebeauchamp.com "HeadHunter" <[email hidden]> wrote in message news:joZC8.2387$[email hidden]... > Is it possible that while they can input all the real numbers for the > physics to make it as real as possible on paper, CPUs still don't have the > power to model all the things that influence it? Things such as in depth > enviromental conditions (wind, atmospheric pressure, et al), in depth tire > grip, and all those other things we overlook in the real world. Maybe > current CPUs just don't have the power to model all that for all the cars.I
Quoted text (13 lines)> find that statement a bit odd myself and I am sure that there is much more > of an answer than what was given. > > HH > > > "Mike Beauchamp" <[email hidden]> wrote in message > news:sTGC8.33864$[email hidden]... > > All this talk about F1 2002 reminded me of a great quote that the EA > Sports > > Representative that came to my school said. It went something like this: > > > > "We tried to use real physics models, but they just don't look right.
Even > > though the formulas may be proper, when you see it on the computerscreen > > most people tend to think there is something wrong with it. That's whywe > > just use our own formulas for physics and stuff. > > > > With our game F1 2002 for example, we set our gravity to be like 100times
Quoted text (9 lines)> > the actual force of gravity. If we set it to the proper value, the car > would > > just fly off the track, and it would be impossible to drive." > > > > > > Maybe the guy was just fudging a more complicated thing to get a point > > across easier.. afterall my university isn't the smartest around :) > > > > Either way, it's a funny quote. He also mentioned lots of things of
doing
Quoted text (9 lines)> > games with real physics wouldn't sell.. > > > > Mike > > http://mikebeauchamp.com > > > > > > > >

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