Does anyone else feel the alleged speed does not match the appearance speed
looking out the window in Live for Speed? I followed an AI car around the
track and looked out the side window as the car was doing 171 km/hr. The
rate at which things passed by the side window did not appear to be at that
speed, more like 100 km/hr.
Just my opinion.
M Knorr
"M Knorr" <[email hidden]> wrote in message
news:OXLQ9.22121$[email hidden]...
> Does anyone else feel the alleged speed does not match the appearancespeed
> looking out the window in Live for Speed? I followed an AI car around the
> track and looked out the side window as the car was doing 171 km/hr. The
> rate at which things passed by the side window did not appear to be atthat
> speed, more like 100 km/hr.
>
> Just my opinion.
>
> M Knorr
I think that's quite a common thing in sims, because of the lack of
peripheral vision. Have a play with the FOV angle and see if it helps.
:0)
Yeah, I stuck my head out the Window and the breeze felt more like 80.
"M Knorr" <[email hidden]> wrote in message
news:OXLQ9.22121$[email hidden]...
> Does anyone else feel the alleged speed does not match the appearancespeed
> looking out the window in Live for Speed? I followed an AI car around the
> track and looked out the side window as the car was doing 171 km/hr. The
> rate at which things passed by the side window did not appear to be atthat
Quoted text (7 lines)
> speed, more like 100 km/hr. > > Just my opinion. > > M Knorr > >"M Knorr" <[email hidden]> wrote in message
news:OXLQ9.22121$[email hidden]...
> Does anyone else feel the alleged speed does not match the appearancespeed
> looking out the window in Live for Speed? I followed an AI car around the
> track and looked out the side window as the car was doing 171 km/hr. The
> rate at which things passed by the side window did not appear to be atthat
> speed, more like 100 km/hr.
I've found sense of speed to be related to FOV (field of view/vision)
as opposed to any issues with the physics engine or simulation. For
example Cart Precision Racing had a somewhat exaggerated sense
of speed due to the "tunnel vision" FOV present in that game. MS
no doubt hoped that would hide the non-existant modelling in the
game. (although a car which turned around it's centre instead of the
tyres would be a pretty nimble machine)
In short - I agree that the "sense of speed" seems less than it does
in real life (and other simulations) but IMHO it's more of a perspective
issue than any major failing the graphics or physics engine. It's possible
this FOV decision was made to allow a proper 3d cockpit view with
a decent view of the surroundings.
iksteh
"iksteh" <[email hidden]> wrote in message
news:3e13ecd9$[email hidden]...
> "M Knorr" <[email hidden]> wrote in message
> news:OXLQ9.22121$[email hidden]...
> > Does anyone else feel the alleged speed does not match the appearance
> speed
> > looking out the window in Live for Speed? I followed an AI car aroundthe
possible
> this FOV decision was made to allow a proper 3d cockpit view with
> a decent view of the surroundings.
>
> iksteh
>
>Well, I looked out of the side window to check my theory. At 170 km/hr
things close to the road simply don't move past the car fast enough. By
looking out the side window, the FOV should not matter as you are not
"perceiving" things moving toward you but actually seeing the scene moving
past. So it is not a matter of "sense of speed" but rather true speed.
My thinking is that the scale of the road may not be correct. Whilst this is
difficult to check without knowing the length of the track etc I will try to
time a car going past an object at a known speed. Does anyone know the
length of the small car in lfs?
M Knorr
Quoted text (16 lines)
> > track and looked out the side window as the car was doing 171 km/hr. The > > rate at which things passed by the side window did not appear to be at > that > > speed, more like 100 km/hr. > > I've found sense of speed to be related to FOV (field of view/vision) > as opposed to any issues with the physics engine or simulation. For > example Cart Precision Racing had a somewhat exaggerated sense > of speed due to the "tunnel vision" FOV present in that game. MS > no doubt hoped that would hide the non-existant modelling in the > game. (although a car which turned around it's centre instead of the > tyres would be a pretty nimble machine) > > In short - I agree that the "sense of speed" seems less than it does > in real life (and other simulations) but IMHO it's more of a perspective > issue than any major failing the graphics or physics engine. It's"M Knorr" <[email hidden]> wrote in message
news:EB4R9.26198$[email hidden]...
<snip>
> Well, I looked out of the side window to check my theory. At 170 km/hr
> things close to the road simply don't move past the car fast enough. By
> looking out the side window, the FOV should not matter as you are not
> "perceiving" things moving toward you but actually seeing the scene moving
> past. So it is not a matter of "sense of speed" but rather true speed.
FOV will affect your side view too.
Consider that FOV will affect the total left to right
distance visible on your screen and that this will affect
the rate at which objects travel past.
eg - FOV of say 70 degrees might let you see 50 metres
left to right at a distance from the car of 25 metres. A
higher FOV (say 80) would increase the left-right distance
at the same distance from the car. Therefore a given
object at the same speed would take longer to cross
the screen, giving a lower impression of speed than objects
flashing past.
> My thinking is that the scale of the road may not be correct. Whilst thisis
> difficult to check without knowing the length of the track etc I will tryto
> time a car going past an object at a known speed. Does anyone know the
> length of the small car in lfs?
You may be right regarding scale.
I'd estimate 4 meters for the gti. A ford focus 3 door hatch is
4152mm.
iksteh
> > My thinking is that the scale of the road may not be correct. Whilstthis
> > is difficult to check without knowing the length of the track etc
Scawen released the track graphics in a custom .smx format so replay
analyser programs can use the data. Find out more at
http://lfs.bhmotorsports.com/RAF.htm
With a bit of thought you can measure anything you like on the track - IMO
it's a completely reasonable scale. The Blackwood GP track is just over 3300
metres in length (measured along track centreline).


































