Scaff
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- ScaffUK
While I would agree with you in regard to vision, VR on the PS4 just isn't good enough for the money currently, on PC its a different story.You are quite right. I think mostly the same, maybe my english is not food enough to summarize with the proper expressions
I just wanted to point out that
- the enjoyable experience is subjective and has a wide wide range in a PS title’s users.
- 100% simulation is hardly achievable because of the limitations of platform. Another example: you can turn your head and have a periferical sight of 360 degrees IRL, while in a top rig you can have lets say 3 monitors - which is far from reality. Tactile feedback can be nailed but what about your other parts besides your hands? And that’s why...
- these titles are always about the balance of modelled reality and “playable”, usable methods - with the widely available rigs / circumstances, as I think. I can imagine that making those filtering and making your model “dumber” than it could be is a pain for the developers, but a necessity in terms of marketing and having a “succesful” product on market.
As a sidenote, let me mention Norbert Michelisz, as a real WTCC driver and a sim rig developer, and active user of racing factory simulators, not games. He use to say “quite close” but never “is the same”.
However with regard to tactile, it not just my hands that feel it, far from it. My rig is isolated and the tactile unit attached directly under it. As a result I feel it throughout my entire body, from the shifter and pedals vibrating from the engine, to curbs being felt on the correct side, to impacts and off track excisions (going off track and into the gravel in some titles will have the entire rig shaking). Dog-boxes gear changes can be felt as they should) and landing a big jump in rally titles will give a good thump in the backside and back.