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When Driver And Co-Driver Don't Mesh

DataSchmuck says...

I've played a lot of Rally racing games. I feel like this is an accurate depiction of what my co-driver would be saying during my driving.

VISOR CAM: Tony Kanaan at Road America

Khufu says...

Are you saying you believe this video was shot through the driver's actual eyes?

Either way, FOV is usually adjustable in racing games.

SeesThruYou said:

Wow, very cool! This video should be used by game developers when making racing games to know what FoV to use, because 9 times out of 10, they get it completely wrong and it looks nothing like reality.

VISOR CAM: Tony Kanaan at Road America

SeesThruYou says...

Wow, very cool! This video should be used by game developers when making racing games to know what FoV to use, because 9 times out of 10, they get it completely wrong and it looks nothing like reality.

ant (Member Profile)

UNREAL PARIS - Virtual Tour - Unreal Engine 4

fuzzyundies says...

tldr: Actually, games do this all the time, but usually only for water surfaces!

The reason for this is that the way you render a proper reflection is to "flip" the camera to the other side of the reflective surface plane: looking down on a lake, you'd render the water reflection from the point of view of the camera looking up from under the water surface, flipped over. This is called "planar reflection". In order to do this, you render your entire scene again, so it's not cheap. Also, the reflection only works for that one plane: if you had two altitudes of water (or two differently angled mirrors) they'd be on different planes and so you'd have to render a reflection for each one.

You can't render curved surface reflections this way, though. For example it doesn't work on a car (what plane would you flip the camera over?). For that, the trick is called "cubic environment maps". I won't go into the details, but it only really works well for faking reflections on objects since it shows the correct view from a single point. You can create them dynamically for things like racing games, but they require 6 scene renders (one for each face of the cube) for each environment map.

Half Life offered both techniques for water reflections, so one could fire that up and compare them that way.

This demo seemed to use environment maps for the mirrors and I suspect all of the other shiny surfaces.

Note that these techniques are to get detailed reflections: specular lighting (where you don't reflect an image, but instead mathematically simulate simple light bouncing) is easier and cheaper, since it's just math to get a color and strength.

You could do planar reflections for every mirror, but it's a full scene re-render for each one so your frame rate would tank or you'd have to take out other features. Compromises!

Game graphics is all trade-offs and smoke and mirrors: it's our job to fake things and make you think the game is doing sophisticated simulation when actually it's doing as little as it can to get as much as possible.

NaMeCaF said:

It's a shame that even with all this they still cant get proper 1:1 mirrors working in game engines

Shark Tank - Cycloramic

newtboy says...

I thought this was such a great idea with so many applications. I want to see it morphed into a phone racing game where you control the phone with voice control to run obstacle courses...what a great drinking game that could be.

What the Oculus Rift is really for

Payback says...

I think racing games would be easier with OR. True depth perception is hugely important with driving simulators.


...and no, I didn't fail the Gay test. I just don't have any interest in virtual prostitution.

Road Warriors... Extraordinary Irish Road Racing at 200mph

Futuristic highways in the Netherlands

In Soviet Russa: You seriously need a new pair of underwear

luxury_pie says...

>> ^shuac:

Is it that difficult to pay attention? I realize such a compilation could be made with any country's drivers...and the question stands.


To be a safe driver you simply have to be good a measuring risks. Most people are not, partially because they have no idea of the forces being applied to a moving vehicle.
And computer games of course, you will immediately run into someone after you played one of these racing games. Google that shit!

Arab guy doesn't seem too comfortable being taken drifting

EvilDeathBee says...

Really sick of drifting... well, sick of it when they cram them in racing games needlessly and tarnish a good game; Shift for example.

Having said that, going for an actual ride along would be awesomely terrifying.

Hybrid (Member Profile)

Riderless Motorcycle Continues After Crash

kennwart (Member Profile)

Who is this guy, and what lab was he built in?!?!

westy says...

>> ^Mcboinkens:

>> ^westy:
>> ^Mcboinkens:
<em>>> <a rel="nofollow" href='http://videosift.com/video/Who-is-this-guy-and-what-lab-was-he-built-in#comment-1063403'>^Seric</a>:<br />I wonder how good he would be if he'd spent that time learning real drums <IMG class=smiley src="http://static1.videosift.com/cdm/emoticon/blank.gif"><BR></em>
Yeah, you kind of shot yourself in the foot. He's using a real drum set, not to mention he is using very advanced drumming techniques. He probably learned to played the drums as a kid and then just found this game as a fun way to learn to play new, complex songs.
Furthermore, you should keep up with the new Rock Band coming out. The goal is shifting from just a fun way to chill with friends to actual tutorials on the instruments. The guitar is actually getting 6 strings with fingersensing technology, and it WILL teach those that want to learn to play, with enough effort of course. On the drums, the ride, crash, and high-hat will have different locations charted than the snare and toms, further enhancing gameplay.
Also, Westy, the analogy you made to racing virtually and for real is extremely off. The two focus on completely different things, one is mastering the course and memorizing lines, the other is having a solid team to tune your car, quick thinking out on the course, knowing the course AND dealing with the G's.

You do reolise that G forces are only relivent in F1 and indy car maby some of the other high speed single seaters and evan then you could easily train for that over a year ? other than the phisical strain Gforces actual make driving a car ALLOT ESEAR as you can feal what the car is doing where as in a game you have to go of the stearing collom alone.
you allso reolise that the teams in f1 pritty much compelaty set the car up for the driver ?
You do know that Driving simulators are not just used for learning the layout of the track right? and that in f1 since testing time is so limited drivers themselfs spend a huge amount of time in the simulator testing the teems setups and car modificatoins that the mechanics have done for them ?
Have you ever played a sim racing game ? top sim racers have to do far more tweeking and car set up than a real driver would ever be exspecvted to do , allso sim drivers Drive FAR FAR tighter than a real world driver ever would litraly 100% on the limit to the millimeter.
sim racing is allso far closer and requires more race craft than the vast majorty of other pro forms of racing , due to the fact you can see far less and people are driving closer to the limmit , i dont know if u ever watch f1 but 90% of the grid hardly push the limit interms of race craft.
The largest fundimental factor that stops incredably tallented sim racers compeating in the real world is CASH pure and simple , you have to be a ritch basterd to race and thats without getting anny money back.
Things are slowly changing though , seems that more and more scoller ships are opaning up offering top level sim racers the chance to race in the real world
http://www.ferrari.com/Engli
sh/Formula1/News/Headlines/Pages/100901_F1_Maranello_unveils_new_online_simulator.aspx


I won't waste too much time responding, but you are basically spouting bullshit. NASCAR drivers take 2-3 Gs on turns, and that's about as low as it gets in racing. Your point on teams setting up the cars actually furthers my point. Virtual drivers that set up their own cars are not mechanics, they just get numbers off of the internet and in-game time trials. The true mechanics don't do it that way.
Furthermore, you are incorrect when you assume that driving simulators they use are video games. They cost thousands of dollars and are inside of model cars that can represent true G force feelings.
On to the next point, virtual drivers can get exact drive-lines down because they are not exposed to real racing conditions. Sitting on a couch moving a thumbstick is not the same as turning a steering column in the middle of a track. Less pressure too. Screw up on XBOXLive? Just quit. Screw up in real life and you lose what could be your career, car, or just money in general.
Granted, there may be 1 or 2 sim drivers that could actually compete(and do well ), but like I said, your anology comes nowhere close to Rock Band drums vs. real drumsets. Anyway..


Im sorry but your the one talking out your arse , The point was regardless of how many G you exsperance anything below GP2,and most drivers would be fine with it given a month to get used to it. allso annything below GP2 and the G's make driving easer than sim racing not harder , as it allows you to feel what the car is doing.


Lets focus on road racing as I don't know or care that much about nascar.

to specificity answer your points

1) Red bull use Rfactor pro which is likely to be fairly simular (going by what the people that make Rfactor have said) to normal r factor it just outputs more data and gives the team far better data as to what effect there modifications have made.

Lets bare in mind that all the top sim racers pretty much use Rfactor as there default simulator

Allso there is enough steering collom feed back in Iracing ,Rfactor , Netcar pro to alow a driver to become a significantly better driver by training on it so long as they are using annything above a g25 for input. ITS NOT SIMPLY A CASE OF LEARNING RACING LINES , simulators like Rfactor , Iracing give enoughf feel for you to drive reactively , They allso simulate close racing and sim racers will get to exsperance more racing with other people and as a rsult develop more race craft faster . Remember when all the poker players came from online and totaly dominated real world poker players , this was simply due to the fact that they played thousends more hands than evan vintage poker players , this is what will and has happend with top end sim racers. the onyl difference is you have to be a ritch basterd to get into motor sport in the first place this is why sim racers dont often trasnfer its a totaly riged sport controled by the ritch of the world , but this is slowly chainging.

2) The sole resoin that sim racers drive to the limit is that it dosent cost them annything to crash the car repatedly to find the limit , once they have found it they can pritty much stick to it.

ARE YOU FUCKING KIDDING ME WHY THE FUCK WOULD I BE TALKING ABOUT xbox360 ? THERE ARE NO GAMES EVAN CLOSE TO SIMULATOR STANDERD ON THE 360 WHY WOULD YOU EVAN BRING THIS UP WTF?

3) There are a good number of top sim racers that would rape the vast majorty of real world drivers , they are far more or equaly skiled than real world drivers they just have never had the money to drive in real life. If you consider there are probably only what 1000 top level competative road drivers , the top 20 sim racers would be able to compete with 80% of the gird in F1 and they represent the best of the best.



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