Arwin said:
ou would have been right if it weren't for the d-pad, which has remained the preferred method of control for many controller players. The d-pad has considerable steering aid to make sure that you can't steer too much, something which is not present when using the analog stick. (I've extensively compared front wheel movement with all three methods of control)
Actually the steering aid is there as well on sticks, it's just not nearly as invasive as it is with the d-pad and the manner in which it works is different. Also I wouldn't necessarily treat wheel movements as an accurate method of detecting the actual angle of attack being input. It's not uncommon for an older title to just map analog input to the the displayed wheel angle but doesn't input that angle of attack into it's friction calculation.
Arwin said:
Again, vice versa isn't even necessarily true - you can't make as sudden transitions from left to right with a wheel as you can with a controller, d-pad or analog stick both.
You don't necessarily want sudden transitions. On a primitive title it's fine, but on a more accurate title, you'll just exceed the grip of your tire really quickly and the car will just plow (or you'll exceed the rear grip and your car now thinks it's a 80's 911).
Mintmaster said:
Good to know. I hate the deadzone in GT3, and as a consequence I almost used the stick like I would use the d-pad (sort of like PWM).
That's why it's there... Thankfully it's going away on newer and newer titles, but if you've over had to watch a bunch of average people play testing your racing title you'd wince if you knew how many people drive analog sticks as if they were binary inputs (even if there is no dead zone); and that leads me to...
Mintmaster said:
I disagree about the d-pad, though. Racing games put a rate limiter on how fast the simulation's internal wheel moves when controlled by a digital input for obvious reasons. Most games map to an analogue control in a 1:1 manner.
Which is why a lot of titles *don't* map 1:1 with analogue sticks (all the time).
Mintmaster said:
I'm not saying it's cheating, but D3v0ur3r's analogy is flawed. It is physically impossible for a controller to match the input sequence of a mouse, but it can match a wheel.
Actually that's not entirely accurate. A mouse can only input what a game will allow it to, just like a stick. You wanna spin around at 900º a second? Go ahead you can do it with both. The only problem is that when it comes to the mouse (and typically you're not going to do that with an optical mouse practically either) you have more resolution so precision aiming is still relatively easy while retaining the very high rate of input. You *can* help the stick out a bit by offering variable rates (RC aircraft and helicopters have been doing this for decades), or by making the stick input non-linear, but IMO that simply adds too much complexity (particularly if title is fast-paced).
What a mouse has over a stick is two things, resolution and there's no zero position. The former I elaborated above, with the latter a stick ultimately has to return to zero to cease input where as a mouse has no zero position (for more fun try playing with a mouse vs. a digitizer). So the user is constantly fighting the stick. Losing the return spring doesn't really help since that makes it harder for a user to find zero on the stick (although it does FPSs interesting).
All FPSs are doing is using a mouse as a visual pointer, and desktop GUIs proved long before FPSs that the mouse is generally the most ideal visual pointer for computers (although I know some people are really good on FPSs with trackballs as well). Other input methods simply require more aids to make them more palatable as in input method. Same goes for steering wheels where more than a century of automobiles have generally shown that the wheel is the most ideal control input for a car.
mintmaster said:
Arwin and I don't think so, and Arwin even went so far as to suggest that the controller has an advantage. There may be correlation, but that doesn't imply causation
And you and Arwin are both wrong. The pad (or stick for that matter) has no advantage unless there are either aids to assist input or the user inputing data is a machine.
mintmaster said:
Would you drive better with a 3 foot wheel instead of standard sized? The former has more travel, after all. It's just a matter of what your abilities are.
No, it would be a detriment. Why do you think suicide knobs exist? The ratio of your steering rack is going to be the larger factor.
Mintmaster said:
(Regarding FF, I never found it helps me with driving. It's a fun effect and adds to immersion, but that's it. Sound alerts me of slippage just as well.)
Sounds alert you just as well because it's a aural aid that's not necessarily very realistic. G-forces are going to tell you more than anything only you really can't simulate those very well in most games. The next most obvious notifier will be your wheel. As you're losing traction your wheel is going to become light in your hands as there's not enough friction in the tire to center your wheel. Force feedback gives you this sensation (a vibrating seat would also translate this as well to some degree). In fact you may not hear much of any aural notifier. In a more realistic racing game, the softness of your tire compound, it's amount of wear and it's temperature are going to dictate how much noise it makes, and in many cases you won't get much of a squeal. Rather you often will get more of a rumble at best (which you'll feel more than hear), and you may not hear it over the noise of your powerplant or the wind.
mintmaster said:
However, you cannot make a machine that aims with a controller in the same manner as a mouse does.
Again, wrong! It all boils down to sample rate. All aiming in a game is, is simply accumulating input in a direction. If you're having a machine deliver the input, then it just boils down to input device sample rate.