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- TRAPPIST-1g
- ProjectWHaT
Misano this weekend
^ We've already got some decent footage.
I also asked a (real life) racer who is driving in Misano to also visit the Kunos/ACC rig. Hopefully we will get some feedback and/or video?Doubt we will get any decent footage as i don't think there will be any media whatsoever. Assume it will be only fans, but my guess is that it's the E3 build anyways. Maybe plus Misano itself.
YesYou mean the one from E3?
Greetings from Kelvin. For those on Twitter. Read the quick "kind of" Q&A below this vid.
Needs better windshield raindrops (could be youtube compression) and more spray kicked up, but yes I agree physics is much better 👍
True, but i fear that it will be another game that the sound quality can not keep up with the visual quality, i question the reasons of being so difficult to advance in this area..
I agree, Sector 3 and SimBin studios did an incredible job with the RaceRoom, especially regarding the transmission model, it is well balanced and pleasant, it seems that they will remain unbeatable in this area, it is a pity we do not have news of the development of the GTR3.I think this topic needs a post by itself.
IMHO, this is the trickiest topic in simracing. Why?! Because the Devs are stuck in the middle of 2 jaws: Realism and Enjoyment.
Cars in real life, are not as "roary" as we think (especially from the interior). At least, that's why I see from real life replays and on-board footage.
If the Dev decides to go for authenticity, which most of them do by using lots of mics and actual car sounds recording; the result might be underwhelming for players who want more roar and intensity!
If the Dev decides to go for more "roary" fake sounds, some players might get upset calling it unrealistic/unauthentic! After all, why would you want a realistic physics model or realistic car models or realistic graphics but not a realistic sounds model?!
Let's not forget also, that a driver barely hears his car when driving in real life, due to external sounds isolation, earbuds, helmet, etc...
If the Dev is to adopt a realistic approach, most of us will get really upset!
Maybe PC2 approach in this matter with the helmet cam was a smart implementation.
Overall it's a tricky subject and a very hard task to balance.
Just curious, how difficult would it be to implement the best of both worlds? As in, giving an option to have 'Realistic' sounds or 'Enhanced' (roary in this case). Maybe a slider that can go between both?I think this topic needs a post by itself.
IMHO, this is the trickiest topic in simracing. Why?! Because the Devs are stuck in the middle of 2 jaws: Realism and Enjoyment.
Cars in real life, are not as "roary" as we think (especially from the interior). At least, that's why I see from real life replays and on-board footage.
If the Dev decides to go for authenticity, which most of them do by using lots of mics and actual car sounds recording; the result might be underwhelming for players who want more roar and intensity!
If the Dev decides to go for more "roary" fake sounds, some players might get upset calling it unrealistic/unauthentic! After all, why would you want a realistic physics model or realistic car models or realistic graphics but not a realistic sounds model?!
Let's not forget also, that a driver barely hears his car when driving in real life, due to external sounds isolation, earbuds, helmet, etc...
If the Dev is to adopt a realistic approach, most of us will get really upset!
Maybe PC2 approach in this matter with the helmet cam was a smart implementation.
Overall it's a tricky subject and a very hard task to balance.
If you want to get the most immersion out of a sim racing title, you have to run a wheel.
I'm not an elitist, just a realist.
What's more, we'll also be unveiling the PC Steam Early Access release date.
Wallet, were is my wallet.What's more, we'll also be unveiling the PC Steam Early Access release date.