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#1 | |
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Senior Member
Join Date: Nov 2005
Posts: 3,981
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For now there's a offscreen vid: http://www.operationsports.com/videoview.php?id=404 The enviornments and draw distance is just outright impressive.
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#2 | |
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ಠ_ಠ
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#3 | |
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Regular
Join Date: Mar 2007
Posts: 5,402
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That's always been the most disconcerting thing to me with a PC/Console racer in cockpit view (the view I prefer) is that unlike real driving, you can't look into the corner. This would be the perfect opportunity I think for a system like Natal to greatly enhance a "hardcore" racer as an enhancement rather than a control system. It would please me to no end to being able to look into a corner as I approach it and keep looking into a corner as I was going through it while in cockpit view. Granted a feature like that would be useless in chase cam view. Regards, SB |
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#4 |
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+ 1
Join Date: May 2006
Posts: 3,532
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I still think GT5 looks better, looks to me like they have more realistic colors. FM3 still looks very very well thought.
In terms of photorealism these racing games are starting to look closer and closer. Next gen games will be mindblowingly real
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"I'm going to get rich when i figure out how to stab people over the internet" Last edited by Cheezdoodles; 10-Jun-2009 at 09:38. |
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#5 | ||
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Hello :-)
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However it's replay, over compressed and also has some strange gamma going on (blacks are really dark). Playback on a TV, it seems half the screen is black at some points. Overall it looks very good, however while the edge aliasing isn't that bad (I'd guess it's full 4x), there is noticable texture shimmer going on. It appeared they are using bilinear anisotropic filtering with a slight mip bias on the ground... Made it look crisp in stills but there were definite mip-transition lines, and it'd go quite sparkly just before them. There was also (what I assume) was shader aliasing in some of the chrome highlights on the cars, but these were so small I'm not that surprised. One would hope they will tweak this, because otherwise it looked very good. HDR, (I assume replay only) Motion blur, subtle Dof and the like were all very, very good. The motion blur alone has a huge number of samples, however it seems to be done at a lower resolution (not too surprising). **EDIT* they seem to have taken down the 720p download version... Quote:
Considering how 60fps was repeatedly mentioned as a key selling point, I would doubt that will not include cockpit views in the final product. |
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#6 | |
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Definitely looks like 4xMSAA and exhibits the points you described. Though it's a tad blurry, the shader aliasing can sort of be seen at around 1:10 on the rear lights.
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#7 | |
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Senior Member
Join Date: May 2007
Location: Manhattan, KS
Posts: 1,740
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I think a better application for that would simply be mapping that function to the right analog stick. Gas and brake on the triggers, steer on the left stick, shift on the bumpers, and "look" on the right stick. |
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#8 | ||
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Quote:
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Submit to Donimation, Global Donimation. |
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#9 | |
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Regular
Join Date: Mar 2007
Posts: 5,402
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Quote:
Then again perhaps this just sounds better thinking about it than it would be in practical use. But I have no problem turning my head 5-10 degrees while still keeping the entire TV screen in view. I wouldn't like that thumbstick changing views, what happens then if you have a proper steering wheel? Plus, it just adds more to controller overload. There's already some games I haven't played after being overloaded with too many controls. A side effect of getting older. /sigh... Regards, SB |
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#10 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 8,797
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#11 |
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Member
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I've got 2 X360's, and I've been considering getting 3 monitors for triplehead PC gaming, so with one more X360 and 3 copies of Forza 3, I should expect something fantastic, right? Well, the framerate of the E3 demo seemed to be cut in half from the single-screen gameplay. I would hope the final game could achieve 60fps in triple-screen mode, considering how much money would have to be spent to run it that way.
Forza 3's not taking the lead for racing graphics in my eyes, but I remember thinking that the graphics engine would be great for use in a new Ridge Racer game. I didn't think nearly as highly of Forza 2 with it's poor implementation of environment mapping on the cars, and psychedelic color blending and lighting.
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Submit to Donimation, Global Donimation. |
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#12 | |
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Member
Join Date: Dec 2004
Posts: 826
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BTW the cockpit view seems to be running @ 30fps right now even in single screen. Perhaps this is why the E3 demo you saw was running @ 30 with triple-screen??
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My 3D Odyssey: TNT->GeForce256->GeForce2 GTS->GeForce 3->GeForce 4200 Ti->Radeon 9800SE(softmod)->GeForce 6600GT->Radeon X1800XL->Geforce 8800GT ->Radeon HD 4870 (512) *Now Playing* |
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#13 | |
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Member
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__________________
Submit to Donimation, Global Donimation. |
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#14 |
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Senior Member
Join Date: May 2007
Location: Manhattan, KS
Posts: 1,740
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Well, now that I think about it, I honestly think the best alternative would be a system that works automatically. It "looks" into corners automatically, and can be adjusted for strength (lots of look, or not so much). This takes all of the problem away from the user and can enhance the cockpit view. Hopefully someone does something like this.
That said, I'm still not sold on head tracking. In "real life" you move your head and look, w/out returning to a fixed position. In this case, you are adjusting what is displayed on screen by moving your head away from the screen. It's just a seriously "unnatural" feeling. Just simulating what it would feel like looking at the computer screen makes me uncomfortable. Last edited by tha_con; 10-Jun-2009 at 16:47. |
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#15 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 8,797
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It can be a lot more subtle than you think. It's also not a new idea at all!
Like here: |
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#16 | |
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Regular
Join Date: Mar 2007
Posts: 5,402
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Ah, perhaps someday a mainstream racer will include that out of the box. I would seriously pick up racing games again... As well as flight sims... Regards, SB |
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#17 | |
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Senior Member
Join Date: Oct 2005
Posts: 1,743
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Its unnatural to use a static display and head tracking in such manner. While driving you tend to steer in the direction you are looking, which in reality works very well when corning. But in the head tracking scenario you create a scenario that breaks that hand to eye coordination and turns it into hand to head coordination. |
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#18 | |
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Regular
Join Date: Mar 2007
Posts: 5,402
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As when using a static display you are always looking forward while you're turning either left or right. This is a bit disorienting for me as not only do I not see where I'm turning, but my head doesn't turn to reflect the fact that I'm turning. Neither system will get it perfectly like RL at least not without VR style head mounted displays or a screen that curves around you at least in a half sphere.. However, as least this pseudo system will allow the view to change. One less thing to be disoriented with. And at least some movement of the head to track with the change in direction that your hands are telling you should be happening. Regards, SB |
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#19 | |
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Senior Member
Join Date: Oct 2005
Posts: 1,743
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I not sure how its less disorienting to create a situation where when your head and eyes aren't pointing in the same direction that the object that your eyes are directly focused on is not oriented in space as it would be in reality One way to remedy your issue to is by having racing game not make use of the whole screen vertically and creating a wider viewing angle. Last edited by dobwal; 10-Jun-2009 at 21:39. |
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#20 |
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Senior Member
Join Date: Nov 2005
Posts: 3,981
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Can we just leave the PR bs off this site?
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#21 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 8,797
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By the way, chespace confirmed that all new screenshots that have been released have been made with the new and improved photomode. So if there were any doubts (probably not too many), there you have it. Still though, the cars look awesome and the detail with which they are being rendered is pretty amazing.
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#22 | |
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Member
Join Date: Aug 2006
Location: Istanbul
Posts: 497
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Quote:
__________________
- "At Turn 10, we don't do bullshot ..." :lol: |
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#23 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 8,797
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#24 |
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Senior Member
Join Date: May 2007
Location: Manhattan, KS
Posts: 1,740
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I stand by my suggestion that the POV should change slightly (and most certainly automatically) when you turn.
I view a lot of the new found suggestions for this ridiculous NATAL project to be nothing more than initial desires, but in the end, they simply won't work. It's just new car smell. I forsee limited application, just like Wii, some break out use, while the rest is just worthless. The tech has potential, but throwing it at every genre you can is just going to expose it's flaws and weakness, rather than highlight it's strengths. I'll never change my stance that head tracking (for this specific purpose) in a racing game is absolutely unnatural and useless. |
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#25 | |
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Hello :-)
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