Proof you can't please everyone there, as I saw that it was 'fixed to horizon' and was pleased as I found that vastly more immersive / realistic and comfortable than having it 'fixed to cockpit'Slightly annoying that the camera doesn't "roll" with the car, but always keeps pointing up. I hope that can be configured, as I find it very immersion breaking (I'm aware that this can make people motion sick, so I understand if it defaults to this)
Like you say, in real life your body does it itself, so I want to be able to lean my head myself, and not have the game do it for me. I understand that people have different preferences and comfort levels, so would be nice to have the option. But knowing that PD is deadly allergic to any form of configurability, I don't have much hope for it.Proof you can't please everyone there, as I saw that it was 'fixed to horizon' and was pleased as I found that vastly more immersive / realistic and comfortable than having it 'fixed to cockpit'
To me, in real life your head isn't fixed to the cockpit, your body senses the orientation change of the car and physically compensates, which is what the 'fixed to horizon' allows your brain to do, except it follows the visual cue of the car moving to tilt your head appropriately or adjust your point of focus etc.
As you say though, hope it's changeable for your benefit, it would fit with the two 'wobble' options in the existing cockpit view so fingers crossed
Why would it? In real life you tilt your head to compensate for the roll of the car...Slightly annoying that the camera doesn't "roll" with the car, but always keeps pointing up. I hope that can be configured, as I find it very immersion breaking (I'm aware that this can make people motion sick, so I understand if it defaults to this)
I think, things you do by reflex dont really need to have some form of "intended input" when replicated in games.Like you say, in real life your body does it itself, so I want to be able to lean my head myself, and not have the game do it for me. I understand that people have different preferences and comfort levels, so would be nice to have the option. But knowing that PD is deadly allergic to any form of configurability, I don't have much hope for it.
Because in game it suddenly puts my head at an angle compared to my body, while in reality my head is straight. When using a wheel it causes a mismatch between where my real wheel is and where the ingame wheel is.Why would it? In real life you tilt your head to compensate for the roll of the car...
You could be right, I didn't notice in psvr? so will have to wait and see when my headset arrives...Because in game it suddenly puts my head at an angle compared to my body, while in reality my head is straight. When using a wheel it causes a mismatch between where my real wheel is and where the ingame wheel is.
The whole point of VR is to have your ingame head movements match your real head movements.
If the game doesn't compensate for me, I can still just move my head to do it myself (as I should be doing). In real life the universe doesn't somehow rotate my vision when my body rolls, I have to rotate my head myself. A VR game should match that experience. It can have an option to keep level with the horizon for added comfort for those who want/need it, but it shouldn't be enforced.
Edit: Also, I think you'll find that in real life, oval drivers do not keep their head level with the horizon, but level with the car.
On tracks with not a lot of banking it isn't very noticable, but I've tried it in the past with multiple games on banked ovals, and it is very obvious there. Luckily those games allowed me to turn it off.You could be right, I didn't notice in psvr? so will have to wait and see when my headset arrives...
It seems they could find a way to make the Sophy AI trigger when cars are close to you, to limit AI usage and reduce performance demands. It's rare that you're bumper to bumper with more than four people, and tagging Sophy AIs in and out could make it feel like you're racing an entire grid of Sophies.Based on what @Jordan said about how good it can be.
If they had the full game and a full grid of cars all with Sophy, there could be a large drop in people who would bother playing online.
Maybe this would be one of the reasons it is limited to 4 cars at present too.
I dont think the performance of the PS5 for Sophy is the problem, but what I understand of Mr Lattes comment is, that he thinks "a campaign/offline mode that is filled with Sophy AI instead of Garbage Track 7 Absent Intelligence ()" would lead to players stick to offline for a much better feeling of racing. Presumably as Sophy is much cleaner than what most people may be experiencing in the majority driver ratings. I dont know about the rest of the world, but as long as the working hours are not over, I simply cant test and try on my own endIt seems they could find a way to make the Sophy AI trigger when cars are close to you, to limit AI usage and reduce performance demands. It's rare that you're bumper to bumper with more than four people, and tagging Sophy AIs in and out could make it feel like you're racing an entire grid of Sophies.
I'm with PaMu1337 here. Check out the footage right at the beginning of this video:
When the driver changes from the steep bit to a flat bit and vice versa, the car "rolls" around the view. I agree that tilting ones head is something that happens naturally, but the very technical, pronounced approach shown in the video, in my opinion, breaks immersion.
See this video as an example
Note what happens to the drivers head when he enters the banking: it stays level with the car (even leans in a bit)
I meant that I have to tilt my head to keep fixed on the horizon. I shouldn't have to tilt my head to keep it with the car."If the game doesn't compensate for me, I can still just move my head to do it myself (as I should be doing). In real life the universe doesn't somehow rotate my vision when my body rolls, I have to rotate my head myself."
Causes a bit of contradiction? Having the camera locked to the horizon means you have to tilt your head when you go up the banking, which it reads like you want to happen? If the camera was locked to the cockpit, you'd never need to move your head because it would follow the car's orientation.
Ah yep I see what you meant, was my misinterpretation.I meant that I have to tilt my head to keep fixed on the horizon. I shouldn't have to tilt my head to keep it with the car.
I want it to be locked to the cockpit, and I would have to move my head myself to keep it level with the horizon. I explicitly don't want to have to tilt my head when I enter a banking to keep it level with my car.
My full body should be matching the ingame body, so my head relative to my body should be the same as the ingame head relative to the ingame body.
I believe so and why wouldn't it be, its VRSorry if it's already been covered, but one question I have, is the driving limited to cockpit view?
Mine still at preparing to ship and has been for over a day. How long was yours at this status please?Mine has just shipped DPD next day (UK).
Mine was at Preparing To Ship from Friday when the payment first appeared as pending, I think it was the same for 24LemonsMine still at preparing to ship and has been for over a day. How long was yours at this status please?
Thanks, I only placed order on Saturday so don't expect to be the 1st to get it.Mine was at Preparing To Ship from Friday when the payment first appeared as pending, I think it was the same for 24Lemons
I'd hope that VR could be the thing that gets me into cockpit view, I'm just worried that the FOV offered by the head set still seems too narrow.I believe so and why wouldn't it be, its VR
You will only see this on TV, with the headset right in front of your eyes, it literally is outside of our own field of sharp sight.Have to get used to the foveated rendering on the reviews as it makes the game look "worse" or whatever.
Hopefully, it has a toggle setting like the flat screen mode. I know in flat screen, I prefer to have the car move independently because it visually feeds me camber information. In VR, it's just not necessary.With regards to head angle on the banking, that's the first thing I noticed in that video and in another that was showing the new track. There was a section that had some banking to it and the car started to rotate around the driver's head, Gyruss style. This kind of head tracking is in almost every VR racer out there, but can be turned off in those sims. It seems to always be the view that's on by default. Hopefully there's an option to lock the driver's head to the car. It feels much more real and you can be a lot more precise with placing the car.