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Re: GTR Demo. 1 Negative

6 posts by 5 people · 09 May 2004 22:29 UTC - 11 May 2004 04:16 UTC

> However I am disappointed with the way they have the "outside world" image > jump up and down to simulate the undulating track surface. You probably tried this already but try adjusting the 'G-force simulation' slider to 0, this help makes things less distracting but doesn't eliminate it totally. Personally, I LOVE the way the demo is. The track and car bumping/moving independently within cockpit view is one of the features that makes this game so impressive and immerse. Would be nice for the option to turn it down or off for those that don't care for it however. Perhaps, Arcade mode will have this option for less realism?
There is a slider for the virtual "head movement", I think it's labelled as "gravity" or something sort of obscure. Anyways, you can mess with that to try and help... The car's interior image is far from fixed though, it does a lot of moving around.. Also, I'm sure it doesn't cost any extra CPU cycles to "move the outside world", you are moving regardless.. so drawing the circuit while going forward is no different to the CPU (or GPU) than while bouncing up and down. Your point about the dash/interior doing more of the pitching so we can concentrate on the road does make sense to me. I'm sure the makers of the game also are aware of this, and have come to the current settings as a balance between these two ways of conveying this effect. But again, since it's a demo, it could change huge for the final release.. Personally, I sort of like the effect after getting used to it. -- Mike Beauchamp http://www.therevox.com - custom electro-theremins and stuff. http://www.mikebeauchamp.com - mike's personal site. "Nigel Nichols" <[email hidden]> wrote in message news:c7m9p9$3ob$[email hidden]... > I must say first impressions that the GTR Demo is one of the better thats > been made available for some time. > > However I am disappointed with the way they have the "outside world" image > jump up and down to simulate the undulating track surface. > Sadly the car interior image is fixed on the screen while the outside world > does all the pitching and rolling and leaping about to simulate the cars > attitude as we get on the brakes and run over curbing etc. > This makes it hard to focus on the track and surely must cost CPU cycles to > move the outside world in such a way. > To prove my point I ran GPL and Nascar 2002 again to see how it was done > there and difference is, those two latter sims have 3D cars. The cars image > on our screen pitch, role and generally move up and down over the track > surface while the outside world stays still vertically. > > No I am no authority at driving a real car of this calibra. And I know that > the drivers take a fear amount of bumping about especially in the hard > suspenioned cars that GTR is representing. However, real drivers have "feel" > feedback from the seat of their pants while us armchair racers rely a great > deal more of visual feedback from our "racetrack" and therefore I feel the > outside world should be feed to us smoothly as possible. > The onscreen cars/dash interior should do all the pitching, bumping and > rolling. > > I also realize this is a demo so things could be different in the full > realease. > My 2 cents worth. > > Take care all > > Nigel Nichols-- > Redline Race Controls > http://www.wave.co.nz/~lakewood/Redline2.htm > > >
Yes, the default is a bit much but even turning it down to 50% makes the driver movement much less distracting. The cockpit actually does move more than the driver if you look closely. It's great that it's adjustable and it adds to the immersion so I don't really see it as a negative.
I really like it because it reminds me of when I'm racing in real life. I was going down the back straight at Watkins Glen, and other then it being loud as hell because my windows were open, my head was bobbing back and forth like no tomorrow...since then I've started to do more neck exercises, but I don't wanna know how bad it is in these high powered cars. -Stuart Becktell "Mike Beauchamp" <[email hidden]> wrote in message news:[email hidden]... > There is a slider for the virtual "head movement", I think it's labelledas
Quoted text (7 lines)> "gravity" or something sort of obscure. Anyways, you can mess with that to > try and help... > > The car's interior image is far from fixed though, it does a lot of moving > around.. Also, I'm sure it doesn't cost any extra CPU cycles to "move the > outside world", you are moving regardless.. so drawing the circuit while > going forward is no different to the CPU (or GPU) than while bouncing up
and
Quoted text (19 lines)> down. > > Your point about the dash/interior doing more of the pitching so we can > concentrate on the road does make sense to me. I'm sure the makers of the > game also are aware of this, and have come to the current settings as a > balance between these two ways of conveying this effect. But again, since > it's a demo, it could change huge for the final release.. > > Personally, I sort of like the effect after getting used to it. > > -- > Mike Beauchamp > http://www.therevox.com - custom electro-theremins and stuff. > http://www.mikebeauchamp.com - mike's personal site. > > > "Nigel Nichols" <[email hidden]> wrote in message > news:c7m9p9$3ob$[email hidden]... > > I must say first impressions that the GTR Demo is one of the better
thats > > been made available for some time. > > > > However I am disappointed with the way they have the "outside world"image
Quoted text (41 lines)> > jump up and down to simulate the undulating track surface. > > Sadly the car interior image is fixed on the screen while the outside > world > > does all the pitching and rolling and leaping about to simulate the cars > > attitude as we get on the brakes and run over curbing etc. > > This makes it hard to focus on the track and surely must cost CPU cycles > to > > move the outside world in such a way. > > To prove my point I ran GPL and Nascar 2002 again to see how it was done > > there and difference is, those two latter sims have 3D cars. The cars > image > > on our screen pitch, role and generally move up and down over the track > > surface while the outside world stays still vertically. > > > > No I am no authority at driving a real car of this calibra. And I know > that > > the drivers take a fear amount of bumping about especially in the hard > > suspenioned cars that GTR is representing. However, real drivers have > "feel" > > feedback from the seat of their pants while us armchair racers rely a > great > > deal more of visual feedback from our "racetrack" and therefore I feel > the > > outside world should be feed to us smoothly as possible. > > The onscreen cars/dash interior should do all the pitching, bumping and > > rolling. > > > > I also realize this is a demo so things could be different in the full > > realease. > > My 2 cents worth. > > > > Take care all > > > > Nigel Nichols-- > > Redline Race Controls > > http://www.wave.co.nz/~lakewood/Redline2.htm > > > > > > > >
Nigel Nichols 10 May 2004 17:15 UTC#37891
I must say first impressions that the GTR Demo is one of the better thats been made available for some time. However I am disappointed with the way they have the "outside world" image jump up and down to simulate the undulating track surface. Sadly the car interior image is fixed on the screen while the outside world does all the pitching and rolling and leaping about to simulate the cars attitude as we get on the brakes and run over curbing etc. This makes it hard to focus on the track and surely must cost CPU cycles to move the outside world in such a way. To prove my point I ran GPL and Nascar 2002 again to see how it was done there and difference is, those two latter sims have 3D cars. The cars image on our screen pitch, role and generally move up and down over the track surface while the outside world stays still vertically. No I am no authority at driving a real car of this calibra. And I know that the drivers take a fear amount of bumping about especially in the hard suspenioned cars that GTR is representing. However, real drivers have "feel" feedback from the seat of their pants while us armchair racers rely a great deal more of visual feedback from our "racetrack" and therefore I feel the outside world should be feed to us smoothly as possible. The onscreen cars/dash interior should do all the pitching, bumping and rolling. I also realize this is a demo so things could be different in the full realease. My 2 cents worth. Take care all Nigel Nichols-- Redline Race Controls http://www.wave.co.nz/~lakewood/Redline2.htm
Thanks guys I be honest and did not realize there was the option to tone it down the movement. I look for it and see what effect it has for me. Cya Nigel -- Redline Race Controls http://www.wave.co.nz/~lakewood/Redline2.htm Damien Evans <[email hidden]> wrote in message news:[email hidden]... > Yes, the default is a bit much but even turning it down to 50% makes the > driver movement much less distracting. The cockpit actually does move more > than the driver if you look closely. It's great that it's adjustable and it > adds to the immersion so I don't really see it as a negative. > >

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