dancardesigner
(Banned)
- 822
- dancardesigner
Fair enough. Now do the same with RFactor![]()
Mate if you do the test at home with prologue, and again on pc with Rfactor, GTR etc you will deffo notice it. Not to mention save me a lot of work.
Fair enough. Now do the same with RFactor![]()
Fair enough. Now do the same with RFactor
We've already had that. Believe me, we've already had that.
Judging on position of "Manettino" dial on DFGT - see pic below - the wheel on picture you're usng as evidence is also turned to the right.
Sorry
![]()
Mate if you do the test at home with prologue, and again on pc with Rfactor, GTR etc you will deffo notice it. Not to mention save me a lot of work.
That's how it works - you make the claim, you provide the evidence.
Besides, I don't have RFactor or GTR.
There may be a little delay, but if you're complaining about something that a majority of people don't even seem to be noticing, you may want to just learn to live with it.
OK, I've watched that video plenty of times now, slowed right down too, and have the following observations to make:
- If you want to be pedantic about it, lag can be measured to billionths of a second and less, so yes, there will ALWAYS be lag if you want to look close enough.
- When the two wheels are at or near centre, slow/small movements are replicated with insignificant lag. They both leave center at the same time, and the physical/virtual wheels are at 1:1 with each other in terms of movement/animation.
- Let's say the virtual wheel can only manage 180 degrees of movement in terms of animation - 90 each way from centre. At about 7 seconds, the guy turns the wheel sharply to the right, way more than 90 degrees from centre. For arguments sake, let's say that he turns the wheel 270 degress from centre. Even if he had turned the wheel 630 degrees from centre, the wheel animation would not have moved at all. Now, he soon whips the wheel back around. The animation on screen is not going to move until the physical wheel has turned 180 degrees, so you observe an apparent "lag" between the guy moving the wheel and the animation moving. However, the two wheels approach centre at the same time.
I suppose the important thing is that regardless of how the physical wheel and animated wheel line up in terms of movement, the car responds to the physical wheel movement precisely.
So, you are admitting that it's not just GT5 that has this "problem", it's prologue and all other sims out there. If so, what are you crying about? Not only that, since when do you drive the on-screen car by looking at the position of the virtual steering wheel? When you turn the physical wheel, the car responds in-game, that's all that matters. I play in bumper-cam mode most of the time anyway, so how the on-screen wheel behaves is a total non-issue anyway.You are so so wrong, just do the test with prologue and a PC sim if you have any, and turn the wheel fast to the right or left and watch the difference in response times, when you make sudden fast turns is where all this becomes noticably apparent. Until people do the test at home i refuse to argue with the nay sayers any further.
So, you are admitting that it's not just GT5 that has this "problem", it's prologue and all other sims out there. If so, what are you crying about? Not only that, since when do you drive the on-screen car by looking at the position of the virtual steering wheel? When you turn the physical wheel, the car responds in-game, that's all that matters. I play in bumper-cam mode most of the time anyway, so how the on-screen wheel behaves is a total non-issue anyway.
I'm not doing any "testing" because for one, I can't, and if I did, it would not be representative of your setup, so I'd get different results that I'm sure you'd argue against anyway, because clearly that all you like doing. Whatever you are seeing might upset you, but the rest of us can get on with the rest of our lives quite happily.
I'm sure you could find the same on FPS games where you whip the sticks around quickly, the on-screen animation appears to lag slightly. So what?
As long as the car responds on-screen, I fail to see how relevant it is as to how the animated wheel moves.
What I'm concerned about, is that the driver in game still only turns the wheel 180 degrees, while in both GT4 and GTHD the driver turned the wheel 900 degrees.
So far I'm only using the Sixaxis controller, but if I'd use a 900 degree wheel I think I would be distracted by the lack of movement on the in game wheel. Do you think they'll fix this?
^Basically this is what we need, instead we have this:
but for sure the animations will have the full 900deg. turning in the final product.. hopefully then it'll be less distracting.
Ummm, you have clearly lost the plot. I just watched that video of Prologue. Yes, I can see the animated wheel does not match the rapid movements of the physical wheel. However, the car on screen is responding accordingly and does not "lag" like you say.OMG, you legend, you just covered both topics in the same vid. Notice both the input lag and also the degree of rotation issue Strittan brought up.
You have killed two birds with one stone +1:tup:
Ummm, you have clearly lost the plot. I just watched that video of Prologue. Yes, I can see the animated wheel does not match the rapid movements of the physical wheel. However, the car on screen is responding accordingly and does not "lag" like you say.
If you admit that the input of the car is direct, and the wheel on screen does not directly match the behavior of the car, you ARE admitting that there is a delay between de wheel on screen and the actual wheel.As long as the car responds on-screen, I fail to see how relevant it is as to how the animated wheel moves.
Rubbish.Yes it does, it is just a lot harder to notice. It has to because the whole problem is related to screen delay not animation delay. You my friend have lost the plot.
Yes, read above, I am admitting there is a delay ON PROLOGUE between the wheel on screen and the actual wheel. What I am also saying is that this is meaningless, because the car itself responds directly to the wheel input.If you admit that the input of the car is direct, and the wheel on screen does not directly match the behavior of the car, you ARE admitting that there is a delay between de wheel on screen and the actual wheel.
Rubbish.
Yes, read above, I am admitting there is a delay ON PROLOGUE between the wheel on screen and the actual wheel. What I am also saying is that this is meaningless, because the car itself responds directly to the wheel input.
Guys, give it up already.
A lot of people can't drive with the cockpit view because there's a 'second' wheel in the picture.Yes, read above, I am admitting there is a delay ON PROLOGUE between the wheel on screen and the actual wheel. What I am also saying is that this is meaningless, because the car itself responds directly to the wheel input.
Guys, give it up already.