Cockpit view - IMHO overated and not so useful...

Couldn't agree more. If anything, cockpit view is more for casual racers and pad users. I can't understand why anyone with a wheel would feel the need for a distractingly inaccurate replication of its movements (lack of 900-degree rotation) to be displayed on-screen.
 
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It's really kind of sad to see how many gamers there are here. I had hoped to see it dominated by simmers, but I guess like any online game, the only goal is to win, not the experience.

In a simulation, the goal is to immerse the user in the experience of actually being there. In the high end military world. this means using dome screens and full cockpit mockups with functional instruments. However, in the civilian home market it means doing it in virtual. Your window into the sim world is your monitor/TV, and the "camera" is the virtual eyes of the virtual pilot you are controlling.

EVERY sim outside of the militart world will involve compromises. The most basic is that of lacking SOTP, or "human factor" (no g-loads, no risk of death, etc). That simply must be accepted. It does NOT prevent the simulation from being realistic. To assume so is a cop-out and nothing more.

What matters is what CAN be reproduced within the interface (computer, controls, and screen). This means, among other things, modeling the physics and damage properly.

But, given that your window to the world is your screen, and you are looking through your pilots eyes, you must see on your screen what he sees sitting in his virtual cockpit or cabin. This will mean Field of View and size will be limited, and lots of screen will be taken up by dashboards and instruments.

Again, this is the nature of the limitation of the interface. But no matter how one looks at it, it's simply more accurate/realistic/word-of-choice-here to have it than to eliminate it.

By eliminating it you lose immersiveness, you allow too much visibility, you still don't properly handle much of the FOV and zoom issues, and you also provide a sight perspective that is technically impossible to have (for a real person controlling a real craft from the inside).

The simple fact is, the vehicle you are controlling will provide vision obstructions. That's just the way it is. Turning that off to grant you an impossible view is really no different than turning on SRF. It's a crutch, unrealistic, and arguably, a cheat.

Of course, because your screen is not life-size and you don't have peripheral vision you will loose more than you would if you were actually there. But, this is similar to, and balanced by, the fact that you also don't feel the G's or fear or pain of injury from damage.

One might as well simply NOT play the game at all, because if they can not accept the limitations of FOV and zoom vs screen size, then they also should not accept the limited resolution (even at 1080p) compared to RL, and the lack of G, and death risk.


There really should be a host controllable setting for online to enforce premium cars and inside view only. I can only hope it comes as DLC or worst case, in GT6. Then the arcaders can go do their thing with their bumper cams and SRF (many don't use it, but hey, why not just go all out? arcade is arcade afterall), while people using "The Real Driving Simulator" as a sim can lock themselves into the cabin as they ought to be.
 
I like to be able to see the front of the car to "place" it. The reference is useful in that respect, and I picked that up mostly from Rally games. Random anecdote though, I had a go at the new hexapod mounted driving simulator we have at work(its a development tool, not a video game....for now...lol). Running pretty rudimentary code and in CarSim environment. The graphic shows no part of the car but you are sitting in a driving seat, with a real steering wheel and 3 40" LCD screen. Not being able to see the fender still bothers the crap out of me, and many others who don't necessarily play video game...

The motion sickness was another issue....
 
I must admit, I have to laugh when I hear how some love cockpit view for it's realism and immersion, while they are playing on a gamepad..!

Kaz, just go look at how Shift implements Hood Cam...

You can see the hood (who could have guessed it!). You still get the motion and immersion effects (blur, jostle of the body, etc.). You can see the car corners at eye level (not from slightly above, as in Roof Cam) and can judge apexes MUCH better.

And each car's individual instrumentation is superimposed, rather than the generic dials in GT5, which, if you play in this view a LOT, threaten burn-in to your plasma quite strongly.

GT5's so called 'bumper cam' is actually 'Hood ornament cam'. Same height as cockpit cam, but too far forward to be able to see your car. It's amazing what some people can get used to...
 
.....blah blah blah.....

There really should be a host controllable setting for online to enforce premium cars and inside view only. I can only hope it comes as DLC or worst case, in GT6. Then the arcaders can go do their thing with their bumper cams and SRF (many don't use it, but hey, why not just go all out? arcade is arcade afterall), while people using "The Real Driving Simulator" as a sim can lock themselves into the cabin as they ought to be.

I brought this thread back from the dead to highlight an article I saw about Michael Schumacher getting "sim sickness" which many people get, myself included. If I TRY to run with the cockpit view, I feel nauseous within minutes. The bumper cam doesn't do that. So no thanks on forcing people to use the cockpit view.

And before you start calling people arcaders based upon YOUR OPINION of how a sim works you best know who you're talking about. My self and I know someone else who have posted on this topic have extensive real life racing experience, and we both use the "bumper cam", which has been proven to be in the same position as the cockpit, due to feeling sick in the cockpit. There are others here too who have this issue as well. You typify the elitism in this forum of playing the game a certain way making you better than everyone else. Its a video game, you're not better than any of us. And seriously, theres worse things to worry about in life.
 
It's really kind of sad to see how many gamers there are here. I had hoped to see it dominated by simmers, but I guess like any online game, the only goal is to win, not the experience.

In a simulation, the goal is to immerse the user in the experience of actually being there. In the high end military world. this means using dome screens and full cockpit mockups with functional instruments. However, in the civilian home market it means doing it in virtual. Your window into the sim world is your monitor/TV, and the "camera" is the virtual eyes of the virtual pilot you are controlling.

EVERY sim outside of the militart world will involve compromises. The most basic is that of lacking SOTP, or "human factor" (no g-loads, no risk of death, etc). That simply must be accepted. It does NOT prevent the simulation from being realistic. To assume so is a cop-out and nothing more.

What matters is what CAN be reproduced within the interface (computer, controls, and screen). This means, among other things, modeling the physics and damage properly.

But, given that your window to the world is your screen, and you are looking through your pilots eyes, you must see on your screen what he sees sitting in his virtual cockpit or cabin. This will mean Field of View and size will be limited, and lots of screen will be taken up by dashboards and instruments.

Again, this is the nature of the limitation of the interface. But no matter how one looks at it, it's simply more accurate/realistic/word-of-choice-here to have it than to eliminate it.

By eliminating it you lose immersiveness, you allow too much visibility, you still don't properly handle much of the FOV and zoom issues, and you also provide a sight perspective that is technically impossible to have (for a real person controlling a real craft from the inside).

The simple fact is, the vehicle you are controlling will provide vision obstructions. That's just the way it is. Turning that off to grant you an impossible view is really no different than turning on SRF. It's a crutch, unrealistic, and arguably, a cheat.

Of course, because your screen is not life-size and you don't have peripheral vision you will loose more than you would if you were actually there. But, this is similar to, and balanced by, the fact that you also don't feel the G's or fear or pain of injury from damage.

One might as well simply NOT play the game at all, because if they can not accept the limitations of FOV and zoom vs screen size, then they also should not accept the limited resolution (even at 1080p) compared to RL, and the lack of G, and death risk.


There really should be a host controllable setting for online to enforce premium cars and inside view only. I can only hope it comes as DLC or worst case, in GT6. Then the arcaders can go do their thing with their bumper cams and SRF (many don't use it, but hey, why not just go all out? arcade is arcade afterall), while people using "The Real Driving Simulator" as a sim can lock themselves into the cabin as they ought to be.
WELL said, well said. Couldn't agree more.

I brought this thread back from the dead to highlight an article I saw about Michael Schumacher getting "sim sickness" which many people get, myself included. If I TRY to run with the cockpit view, I feel nauseous within minutes. The bumper cam doesn't do that. So no thanks on forcing people to use the cockpit view.
You are absolutely right, you should not be forced to use cockpit view, that's why they included an "EXIT" button in each and every online lobby. As for those of us who race and want to race ONLY with those who want to accept the same challenges as we race with a "Force View" option is mandatory and NEEDS to be in the next update.
 
I brought this thread back from the dead to highlight an article I saw about Michael Schumacher getting "sim sickness" which many people get, myself included. If I TRY to run with the cockpit view, I feel nauseous within minutes. The bumper cam doesn't do that. So no thanks on forcing people to use the cockpit view.

And before you start calling people arcaders based upon YOUR OPINION of how a sim works you best know who you're talking about. My self and I know someone else who have posted on this topic have extensive real life racing experience, and we both use the "bumper cam", which has been proven to be in the same position as the cockpit, due to feeling sick in the cockpit. There are others here too who have this issue as well. You typify the elitism in this forum of playing the game a certain way making you better than everyone else. Its a video game, you're not better than any of us. And seriously, theres worse things to worry about in life.

Hah!

If you get motion sickness, that proves my point, not yours. ;)

I am not elitist in as much as I don't care if people want to use an arcade view, I just don't want them trying to justify it as more realisitic when it's the complete and total opposite, and illustrates an utter ignorance of the nature of a simulator (regardless of "type" [ie, driving, flying, etc]).

It's as bad as the macho guys who thump their chests at how "mad skill3d" they are because they don't use driving aids (and also proceed to claim that turning ABS off in a car that actually has it is somehow more realistic. lol), for a game, like it helps them get chicks or something.

You can ignore the point if you like, but it is a fact - if you wish to call a cabin view "unrealistic" because you are unable to comprehend or accept the nature of a simulation (regarding interface limitations referenced above), then you are being hipocritical to play it at all, because there are far more egregious things - like floating HUDs, poor resolution compared to the Mk 1 Eyeball, and confined FOV with objects that are too small ("zoomed out", in a sense).

So basically, if you really hate cabin view, and/or it's too real to the point where it makes you sick (because it's messing with your mind, proving that it IS more immersive), then turn it off, state THAT as being the reason and be happy.

But you want to call it "more real", so you took offense to my post. ;)


It is a game (because it has no bearing on our lives or careers, as we use it for fun only), yet it is also a sim. But it won't pull chicks or pay the bills. So it's all good. But I am a an avid simmer of all types, and have too much time on my hands and like to argue. lol So these things sometimes get the better of me. ;)
 
Until the PS4 allows multiple monitors, and finally restores the ENTIRE field of view you can see when driving a car (peripheral vision is FAR more important than you think it is - try driving around with blinkers on if you don't believe me), cockpit view is no more nor no LESS 'arcade-y' than any other view in GT5.

Somehow, PD have managed to screw up EVERY view in GT5 except roof cam, which does a really good job of reproducing the cam position we see in a lot of TV race coverage. However, even THAT is not realistic for the driver, allowing you to see more track and opponents than eye level.

Cockpit cam isn't wide enough, 'bumper cam' should be 'hood cam', not Hood ORNAMENT cam, and chase cam exposes how bad the pivot physics are from that view (though they look great upon replay from track cam).

3 out of 4. Epic fail...

Just copy Shift's Hood Cam, for Pete's sake! Best we can do until multiple monitors or eye tracking REALLY works.
 
Hah!

If you get motion sickness, that proves my point, not yours. ;)

So basically, if you really hate cabin view, and/or it's too real to the point where it makes you sick (because it's messing with your mind, proving that it IS more immersive), then turn it off, state THAT as being the reason and be happy.

I believe you missed the point entirely... Schumaker gets sick when viewing cockpit cam, but DOESN'T in real life. That makes the cockpit cam the less real of the views. If immersion is to be realistic, then if you don't get sick IRL, it shouldn't make you sick in the game.

Are we clear, now?
 
Hah!

If you get motion sickness, that proves my point, not yours. ;)

I am not elitist in as much as I don't care if people want to use an arcade view, I just don't want them trying to justify it as more realisitic when it's the complete and total opposite, and illustrates an utter ignorance of the nature of a simulator (regardless of "type" [ie, driving, flying, etc]).

It's as bad as the macho guys who thump their chests at how "mad skill3d" they are because they don't use driving aids (and also proceed to claim that turning ABS off in a car that actually has it is somehow more realistic. lol), for a game, like it helps them get chicks or something.

You can ignore the point if you like, but it is a fact - if you wish to call a cabin view "unrealistic" because you are unable to comprehend or accept the nature of a simulation (regarding interface limitations referenced above), then you are being hipocritical to play it at all, because there are far more egregious things - like floating HUDs, poor resolution compared to the Mk 1 Eyeball, and confined FOV with objects that are too small ("zoomed out", in a sense).

So basically, if you really hate cabin view, and/or it's too real to the point where it makes you sick (because it's messing with your mind, proving that it IS more immersive), then turn it off, state THAT as being the reason and be happy.

But you want to call it "more real", so you took offense to my post. ;)


It is a game (because it has no bearing on our lives or careers, as we use it for fun only), yet it is also a sim. But it won't pull chicks or pay the bills. So it's all good. But I am a an avid simmer of all types, and have too much time on my hands and like to argue. lol So these things sometimes get the better of me. ;)

No I said people who don't use the cockpit view doesn't always make them "arcaders" as you used it in a derogatory way. What we're not as good as you because the camera view doesn't let me play that way. If I didn't get sick from it I'd probably use it, even though its as unrealistic field of view as the "bumper cam".

You make this whole high and mighty post about it being a simulator so drive it that way, you want a simulator, buy yourself 3 PS3's and 2 more monitors and give yourself a true field of vision. Because for example, if you've ever rallied a car IRL you're looking out the side window for at least a 1/3rd of the time.

I believe you missed the point entirely... Schumaker gets sick when viewing cockpit cam, but DOESN'T in real life. That makes the cockpit cam the less real of the views. If immersion is to be realistic, then if you don't get sick IRL, it shouldn't make you sick in the game.

Are we clear, now?

Exactly, thank you.
 
I believe you missed the point entirely... Schumaker gets sick when viewing cockpit cam, but DOESN'T in real life. That makes the cockpit cam the less real of the views. If immersion is to be realistic, then if you don't get sick IRL, it shouldn't make you sick in the game.

Are we clear, now?

You still don't understand.

People get sick when they are passengers, but not drivers. Why? (rhetorical question to you, but _I_ will answer it) Because when you are along for the ride without being in control there is a disconnect.

Now hold on there skippy. Don't get excited about being in control of the sim. Yes, you are. But you also aren't moving, yet your eyes are telling you you are. There is another kind of disconnect. This one between the eye and the inner ear.

It is ONLY by virtue of the sense of immersion (and realism) inside the cabin that you get sick. Without that sense of immersion, the disconnect is lessened ot the point where it doesn't affect you as much.
 
Until the PS4 allows multiple monitors, and finally restores the ENTIRE field of view you can see when driving a car (peripheral vision is FAR more important than you think it is - try driving around with blinkers on if you don't believe me), cockpit view is no more nor no LESS 'arcade-y' than any other view in GT5.

Somehow, PD have managed to screw up EVERY view in GT5 except roof cam, which does a really good job of reproducing the cam position we see in a lot of TV race coverage. However, even THAT is not realistic for the driver, allowing you to see more track and opponents than eye level.

Cockpit cam isn't wide enough, 'bumper cam' should be 'hood cam', not Hood ORNAMENT cam, and chase cam exposes how bad the pivot physics are from that view (though they look great upon replay from track cam).

3 out of 4. Epic fail...

Just copy Shift's Hood Cam, for Pete's sake! Best we can do until multiple monitors or eye tracking REALLY works.

This is blatantly incorrect.

See above.

When lacking a physical cockpit with functional instruments, a sim must show on your window to the sim world what your virtual counterpart sees. Period. And when presenting a myriad of vehicle choices, you can't have accurate physical mockups of every single one of them. The only option is on-screen.
 
By eliminating it you lose immersiveness, you allow too much visibility, you still don't properly handle much of the FOV and zoom issues, and you also provide a sight perspective that is technically impossible to have (for a real person controlling a real craft from the inside).

The simple fact is, the vehicle you are controlling will provide vision obstructions. That's just the way it is. Turning that off to grant you an impossible view is really no different than turning on SRF. It's a crutch, unrealistic, and arguably, a cheat.

Of course, because your screen is not life-size and you don't have peripheral vision you will loose more than you would if you were actually there. But, this is similar to, and balanced by, the fact that you also don't feel the G's or fear or pain of injury from damage.

One might as well simply NOT play the game at all, because if they can not accept the limitations of FOV and zoom vs screen size, then they also should not accept the limited resolution (even at 1080p) compared to RL, and the lack of G, and death risk.

This is where your argument falls apart. As you have said, you would need a television of extraordinary dimensions to match a real cars field of view. What you fail to highlight, is the importance of the size of a driver's field of view.

You claim a genuine simulation view would replicate a real cars vision obstructions, which I agree with. What I don't agree with, is that cockpit view is in any way, realistic. Currently, I'm using a 42' LCD screen, which I would assume is about average. Now, that field of view is unrealistically small and the problem increases with cockpit view. The televisions size is vision obstruction enough. Imagine blacking out a race cars front window to replicate a 42' screen. Pretty realistic huh?

But, as you so eloquently put it, "one might as well simply not play the game at all".
 
Only by ignoring just about every point I made are you able to come up with this, DrkPhnyx...

First of all, explain Shumaker barfing in cockpit view. Go on, I'll wait...

Then explain why the sim driver sees LESS than the real driver. Go on, I'll wait...

Then explain why, even on cars where there IS already a model of the instruments, it doesn't get displayed. Or why such a small detail (compared to modeling in detail the entire car) can't be scanned. Shift managed it, for all its' arcade roots, but GT5 can't.

I've got all day...
 
The cockpit view is so far from realistic it is not funny, and this is true of most all games. At least Shift created a sense of motion while using it; GT's just "vibrates".

When I drive my real car, sure, I can see my hands, dash, and the wheel....through my PERIPHERAL VISION. I can't read my speedo for example without glancing down at it or look in my mirror without glancing at it. In racing games, it is in my actual view (no need to glance) while something like my hands holding the controller is in my peripheral vision. Unless I'm going to sit one foot away from my 50 inch TV to force such things as the dash/wheel into my peripheral vision, it simply doesnt work like reality.

while people using "The Real Driving Simulator" as a sim can lock themselves into the cabin as they ought to be.
So.....since GT1-4 lacked any form of cockpit view, they werent sim's?
 
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No I said people who don't use the cockpit view doesn't always make them "arcaders" as you used it in a derogatory way. What we're not as good as you because the camera view doesn't let me play that way.

Exactly what I said. You want to beleive it's "more real", so you took offense to my post. All you've done is repeat that after saying "no". lol


If I didn't get sick from it I'd probably use it, even though its as unrealistic field of view as the "bumper cam".

You make this whole high and mighty post about it being a simulator so drive it that way, you want a simulator, buy yourself 3 PS3's and 2 more monitors and give yourself a true field of vision. Because for example, if you've ever rallied a car IRL you're looking out the side window for at least a 1/3rd of the time.

Ok, you and some other's don't get it.

Seriously, this post is not about attitude - but feel free to interpret it that way if you wish.

This will be long, so bear with me.

Let's look at the theoretical concept of the ULTIMATE simulation. The absolute pinnacle ever possible to achieve with unlimited technology. I hate to use this as an example, but it's easy because more people know it - The Matrix.

You plug yourself physically into a computer and it totally over-rides your senses and physical body, projecting tailored sensations to all your senses (down to internal sensations of inner ear, adrenaline, etc), and all your motor control impulses are intercepted and used to control your virtual self while your physical self remains motionless.

Now, in this, you experience G-loads, heat, wind, the feel of the controls, and see everything you would see if you were inside the actual machine.

Ok. Now most people think that is the only thing that can be called a simulator. This is absolutely not true. Simulators actually go back to pilot training for WWI. This is what I keep saying about limitations of the interface, ya just gotta accept them and do the best possible thing within them. Moving on...

Now that the bar has been set, let's step it back toward the current reality in increments.

One step away from the above would be a set of 'trodes or DNI (Direct Neural Interface) which pipes in sight and sound, but does not over-ride your physical being, so you will still move around and have to close your eyes and remain in an otherwise quiet room.

You still see everything you would if you were actually there for real though. And your head movment and even eye movement still work with the expected result.


Still too far from present day. So let's step back once more.

A 'glo-go' rig - Gloves/Goggles, as seen in the movie Johnny Mnemonic. Here an HMD (Head Mounted Display) replaces the interface cable or electrodes, with tiny screens which occupy your entire field of vision and high-tech headphones which block outside sound over-ride and replace both your senses of sight and sound. Input can be monitored via camera (like Kinect or Move), or through wearing super sensitive GPS and accelerometer equipped devices ("gloves"), or, in the case of a simulation where your body movememnts don't matter, you can just grab hold of a set of physical controls which can have FFB applied.

With this, you still are totally immersed in the sight and sound just as you would be, you aren't seeing your physical body (or the physical world at all), head tracking works properly and eye tracking isn't needed because of the screen size and proximity. You even get to feel the sensation of having your backside in a racing seat and harness strapped over your shoulders. Yet... crucially, you still lack the inner ear sensations.

Now, just for a bit of snark - this is where people claiming things like needing a million monitors for any shred of realism would say "since you aren't feeling the G's, it can't be called realistic", which makes me wonder if they are just dense, or simply operating with an agenda. But at any rate.....


For many, the above would be the ultimate with modern technology (short of a moving platform), and with enough money, it's actually do-able today.

But that's the key - enough money. It simply isn't there to develop that because the consumer can not acquire it.

So we need to step back yet again. We need to move the display away from our heads, and pipe it to a normal screen instead of an HMD.

And now you see the point. All you do is move that display. You still are looking through your virtual counter-part's eyes. Seeing what they would see. Only, because we are using a normal screen, we also see our living rooms or computer rooms too. And - that fact does not matter in the slightest. In the pursuit of simulation, you have to show the view of the pilots eyes, were he to be in there, AND, when you do not have access to a full cockpit mockup, the cockpit and instruments MUST be displayed on the screen.

Turning it off is in truth, no different to turning off fuel consumption, or damage, or simplifying the physics.

Yes, there are inherent limitations - you DON'T see the full field of view, you don't have items in life-size, and you can't look around in the same manner. But you are still seeing through your virtual eyes, seeing the cockpit around you just as you would if you were there, and having your view blocked by a-pillars or canopy bars and dash-boards. There are only so many ways to point out the relavance of those items - they are equal to physics, fuel use, and damage. In fact, it's arguable that it's MORE important than fuel use or damage even. And as cited prior, the fact that the disconnect is intensified so much that people get sick from it simply proves the point beyond contention (any logic based contention at any rate).


Now I'll go the other direction -> GT1 was realistic. Realistic for a simulation on the PS1. The PS1 didn't have the power to do things like weather or damage. It didn't have the peripherals for control input. It didn't have the resolution for cabin views. But, it did everything possible within the limitations, and for it's interface and era, it was indeed realistic.

Remember above how I said simulators have been around since 1917. They were crucial for pilot training and for air-crew training in WW2 (and after), and for astrounaut training from Apollo on-ward. If they were not realistic in any way shape or form as you guys are effectively claiming (by proxy, since you (<- collective "you", not singular) claim that without head tracking and a thousand monitors on a life-size video wall it's not realistic), then it would have been not only non-effective as a training tool, it would actually have been a dangerous detriment to said pilots, air-crews and astronauts.

Now, since we have the PS3 and the power for cabin views (along with everything else - improved graphic detail, improved physics, damage, etc), we must add that, and when doing so (as has been done), we achieve simulation/realism all over again, just that it's MUCH improved from GT1.

And regarding the physical controls - it's up to the end user. Since the sim designer made it with replica controls in mind, if the user doesn't wish to use them, that's on them - it does not render the application any less of a sim (only the given method of use of it). Likewise however, if they do choose to use replica controls, it is purely for the physical sensation and motion - absolutely NOT for the visual aspect, all visual aspects of the sim are on-screen. ALL. You must learn (or be able) to separate what you see around you from what you see on the screen.

Some people can't do that. This is why some people get motion sickness. So adjust accordingly. But where you run afoul is by trying to call those adjustments (which are inherently designed to reduce immersion) "more real". It's not. It is in fact, quite the opposite.

Further, if you don't have a clutch pedal with adjustable FFB and a 6-speed shifter that identically matches the car you're in, under your point of view, can you really call that "realistic"? If you are honest, then no, you can not. Because you are taking it incorrectly, leading to a double-standard, and the very point of contention here. (many wheels only have paddle shifters too, so you end up shifting a Cobra with wheel paddles....)


Regarding head tracking. This would be preferable. Or some micro-stick even. Because, yes, you do look in the direction of movement, not the center line of the vehicle. But, wonderwoman view (bumper cam) doens't solve that either. You might get a little more, but not enough. And until we get the hardware, or code optimization (GT5 updates, or PS3 OS updates) to allow the PS Eye to work in all cars, we are stuck and have to live with that limitation (just like the limitations of resolution and screen size).

For flight sims, my Cougar HOTAS ("Hands On Throttle And Stick") has a micro-joystick which I typically use to control the view direction. So I can look around me in combat. Something like that would be workable too. (bit more unweildy here though as my left hand moves far less on a throttle than it does on a wheel lol) Many people use Track IR. I personally don't like being blasted in the face with IR, but it is a step closer to actually being there.

Of course - what happens when that is implemented then? Under the premise that screen size is too small so cabin view is too restrictive, OR that having "2 wheels" is "not realisitc", then what do you do when you are looking around? Can't claim lack of visibility as a justification, so you MUST then include interior obstructions (dash, a-pillars, etc). You can't very well look down to no wheel or pedals then. And you still have a limited FOV and level of "zoom" (not really zoom, but close in principle), as well as overall screen size and resolution. So we are back to the beginning with what we already have now. With the current level of technology and on this interface, cabin on IS more realistic and is more of a sim.


Again, I don't care if you don't like to use it or can't. You paid the money, play how you like and enjoy it. Just don't blow smoke up my a$$ about wonderwoman view being more real. That's all. (and don't try to deny me and others the option of making it a restriction in an online room we set up - you don't have to play in that room if you don't wish to)
 
Only by ignoring just about every point I made are you able to come up with this, DrkPhnyx...

First of all, explain Shumaker barfing in cockpit view. Go on, I'll wait...

Then explain why the sim driver sees LESS than the real driver. Go on, I'll wait...

Then explain why, even on cars where there IS already a model of the instruments, it doesn't get displayed. Or why such a small detail (compared to modeling in detail the entire car) can't be scanned. Shift managed it, for all its' arcade roots, but GT5 can't.

I've got all day...

I already did. You missed it. Go back and look. ;)
 
i agree with everyone here. The bumper cam gives a more realistic feel of what the car is doing compared to the cockpit view. What you see from the cockpit view is nothing like what you really see sitting inside a car.
 
I already did. You missed it. Go back and look. ;)

Good grief! I'm not going to argue with someone that brings up the Matrix as an explanation...!

What's missing here is EMPATHY. Just because YOU don't barf when you are in cockpit view doesn't mean that everybody that does is a wimp. I mean... Micheal Frickin' Shumaker, for Pete's sake!

There's a big splash screen on GT5 bootup that might clue you in to how different people experience the same thing differently. Responses to game experience vary all the way from not at all to to epileptic seizure. The head shaking in GT5 affects a LOT of people, people who don't feel that way as either a driver OR as a passenger. You seem to be incapable of acknowledging that. I guess, as long as YOU feel a certain way, that's the way it IS, eh?

You make no reference to other games, which have VERY different in cockpit motion effects. Are they all wrong, and only GT5 is right? Or is there, after all, perhaps a better way to simulate the experience, which perhaps emulates reality to a better degree..? There is considerable documentation that many feel GT5's head effects to be wrong, with effects all the way to nausea, and those same people report no problems with more highly regarded 'sims' like iRacing, etc..

But, I guess as long as YOU don't feel them, they are all wimps and arcade fanboys?

Empathy. Look it up.
 
DrkPhnyx there is no getting away from the fact that the amount of camera shake :nervous: in Cockpit view is unrealistic and goes against your pursuit of realism. If you have been on track in real life, you will understand that your eyes stabilize images on the retina during head movement by producing an eye movement in the direction opposite to head movement, thus preserving the image on the center of the visual field. For example, when the head moves to the right, the eyes move to the left, and vice versa. Since slight head movement is present all the time, the VOR is very important for stabilizing vision.

There are other numerous points regarding the general make up of GT5 that could bring into question your holding it up as a driving simulator, but I wont go into them now. :)
 
I prefer the view closest to the view I would have actually driving the car - cockpit view.

I use roof cam for rally stages that I am unfamialiar with (I get an earlier idea where the road goes).

3rd person view when using a wheel and seat rig feels to me like you are driving a forklift!

And yes the view from the cockpit can be obstructed-it is that way in real driving situations-that is why some race series use spotters for the drivers.

Also why there is such a thing called the driver's blindspot .
 
I like to drive backwards, holding down the rearview button, locked in the trunk, and playing with my view of the TV from a nearby closet Mirror. I forget which actual game view I'm using though. Bumper for me :) Cockpit is nice, but bumper is just "better" for me.
 
Everyone goes on about wanting it to be a SIMand then they use bumper cam? Heardly simulation that is it. Cockpit cam when I can, faster or not!
 
Remember above how I said simulators have been around since 1917. They were crucial for pilot training and for air-crew training in WW2 (and after), and for astrounaut training from Apollo on-ward. If they were not realistic in any way shape or form as you guys are effectively claiming (by proxy, since you (<- collective "you", not singular) claim that without head tracking and a thousand monitors on a life-size video wall it's not realistic), then it would have been not only non-effective as a training tool, it would actually have been a dangerous detriment to said pilots, air-crews and astronauts.
Except for you forget that those were built to size, they were in a "cockpit" and these machine exerted actual g's upon the person, so quit trying to use them as an exmaple of how a purely visual "cockpit" is more realistic.
 
Exactly what I said. You want to beleive it's "more real", so you took offense to my post. All you've done is repeat that after saying "no". lol




Ok, you and some other's don't get it.

.. blah blah blah blah

No, I didn't say it was more real, i said I and others (Including MICHAEL SCHUMACHER a man who knows way more about what should be real or not in a racing sim than you or I being that hes probably been in the most advanced ones in the world), have a legitimate medical issue with using the cockpit view, and the "bumper" view is a perfect compromise. Does that make us less of a "sim" racer than you?? Wow I'm gonna go cry in my pillow now.

You have your own theory on why it is the way it is and the virtual world and blah blah blah blah, but you're missing the point entirely, and instead you write us a book report on your THEORY because thats all it is. Then you talk down to anyone who doesn't play it YOUR WAY. Thats the point everyone is trying to make, but keep posting book reports, because hearing you beat your theory to death on this forum is REALLY useful to everyone.
 
The problem with GT5 is it does not give you a choice to change some of that setting. In rFactor for example, you can disable the on screen wheel, change your FOV, view height, sitting position, amount of look ahead(your FOV shifting toward the direction steered, simulating you looking at the corner(compensating if you don't have a 3 screen setup), camera movement(due to G-force, curbing, bumps...etc). And that game is as old as GT4. PD is just falling for the general follies of typical Japanese game dev of not looking outside of their scope to see what others are doing....

Like I said, I use cockpit view or roof/hood view since IRL, I use them in my peripheral vision to place my car. The lack of reference in the hood ornament view/bumper cams bothers more than semi-obstructed field of vision.

The whole Schumacher deal is not surprising at the least, as I said we just got a simulator at work, and in their presentation the supplier of the equipment has an entire presentation on simulator sickness. Some people gets it worse than others. In the list they mentioned that Asian is typically more affected by it than Caucasian, women more than men, people with more real-life seat time more than people with less...etc. Same reason why some people can't watch 3D movie or play FPS games. I remember reading an article on Toyota's simulator that Trulli hates it while Glock loves it. Its irrelevant in most cases anyway, the condition differs case by case...The sensation you get from a moving platform sim vs game like GT5 is huge though, there is the whole factor of your feeling vs graphic on screen vs the environment the simulator is in, and they all f-around with your inner ear....
 
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Am i the only person who uses 3rd person view(behind the car). It just feels more right for me and its what i have always driven Granturismo like. However in Race Driver GRID i can't use any view except cockpit view for some reason.
 
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