Official Ferrari Challenge Thread

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Great track videos, Monaco in sunset is faboulous :) Shame there are no headlights though.

However, those videos crancked up my wish for this game beyond any criticism towards pivot point. I want this game now :D

Quite agree, while I don't in anyway now think this will be a sim (and I'm certainly not going to take the word of the marketing department on the official website) it does look like a fun game. That and the list of tracks and cars is just getting too much to resist, one slight concern for me does however revolve around the DLC and exactly how much extra cars and tracks are going to cost us.


Regards

Scaff
 
Great track videos, Monaco in sunset is faboulous :) Shame there are no headlights though.

However, those videos crancked up my wish for this game beyond any criticism towards pivot point. I want this game now :D

I watched all of track videos and they really helped me to change my thoughts about this game. Like you I want it too.


PS: is it fully supporting g25?
 
I really really really hope they lower the FOV in the final game (or at least give the option to do so) because this instantly bothers me after watching every single footage of the game. I spent a lot of my time messing around with cockpit FOVs on PC sims, and I can tell you guys that the reason GT5P is immediately playable in cockpit view by everyone in general is because Polyphony Digital has the sense to maintain a FOV of around 60 degrees (if using a 4:3 aspect ratio).

Although it may lack some sense of speed (when compared to Forza 2 for example, which clearly uses a slightly higher FOV - 70, 75 degrees maybe), it gives this nice, flat look that doesn't mess up the player's ability to judge corner depth. Which is of course very crucial in a sim-based game. You can see that in the track layout vids on that Ferrari Challenge site, even the makers themselves can never stick to very clean racing lines! It's irritating when developers do this - crank up the FOV for instant speed gratification, but harming the driving experience in the long run.
 
FOV = Field Of View.

Thanks for that kikie ;). I'm so used to using FOV over at RaceSimCentral I just assumed that everyone would be familiar with the term.

I think they've really gone with FOV of 90 or so in this game. I really noticed this in one of the older preview vids with the cockpit view of the classic Testa Rossa (I think?) going through Eau Rouge, where the long bonnet of the car ended up looking so narrow, it's almost like you're on a powerboat rather than on a car!
 
I compared the video of FC:TC with a replay of GT5p and Delphic Reason and Scaff are right about that pivot thing. What this means about the physics of the game, I don't know but I guess that these two super mods ;) are right and Ferrari Challenge isn't a sim.


@ whlspn! whlspn = wheelspin?
 
I really really really hope they lower the FOV in the final game (or at least give the option to do so) because this instantly bothers me after watching every single footage of the game. I spent a lot of my time messing around with cockpit FOVs on PC sims, and I can tell you guys that the reason GT5P is immediately playable in cockpit view by everyone in general is because Polyphony Digital has the sense to maintain a FOV of around 60 degrees (if using a 4:3 aspect ratio).

Although it may lack some sense of speed (when compared to Forza 2 for example, which clearly uses a slightly higher FOV - 70, 75 degrees maybe), it gives this nice, flat look that doesn't mess up the player's ability to judge corner depth. Which is of course very crucial in a sim-based game. You can see that in the track layout vids on that Ferrari Challenge site, even the makers themselves can never stick to very clean racing lines! It's irritating when developers do this - crank up the FOV for instant speed gratification, but harming the driving experience in the long run.

That is a really good point.

I think at least having an adjustable FOV would be enough. Not to compare, but Test Drive Unlimited has such a feature. Move up, down, back, and forward in the cockpit, as if you were really moving the seat around. Maybe not ideal, but this could solve a lot of that problem. Hopefully, they're listening and can implement this feature.



;)
 
Something I forgot to mention in my previous post. I don't want to go on about that pivot thing but after playing Blimey!'s free sim - M3 Challenge -
, I watched a replay and it also has this pivot thing. I know that Blimey! stands for realisme and hardcore sims (GTR, GTR2, GTL etc...), so what is a hardcore sim doing with this pivot thing?

I don't know when a game's physics is sim based or arcade based.

It was always my personal opinion that DiRT had a very nice and realistic handling. The last few days I read that DiRT's handling physics is :ouch:.

I don't know anymore. :guilty:




:confused:
 
Something I forgot to mention in my previous post. I don't want to go on about that pivot thing but after playing Blimey!'s free sim - M3 Challenge -
, I watched a replay and it also has this pivot thing. I know that Blimey! stands for realisme and sims (GTR, GTR2, GTL etc...), so what is a sim doing with this pivot thing?

I don't know when a game's physics is sim based or arcade based.

It was always my personal opinion that DiRT had a very nice and realistic handling. The last few days I read that DiRT's handling physics is :ouch:.

I don't know anymore. :guilty:




:confused:

Listen, if you like Dirt, great. Play it and enjoy it. The same with this game or any of the more simulation based games, what matters is what you enjoy. It's not like playing a more advanced simulation is going to make a Formula 1 team visit your house and make you an offer to drive for them. Even among the more advanced simulation games there are personal preferences and differences. None of them perfectly match real life. Several posts have mentioned they have problems with Forza 2 but I think it does a nice job with its physics and has a great set of game options to create the experience you want. To each his own. I have a taste for games that replicate real physics more closely but I still play a few games that are not realistic but are just plain fun-- something like Sega Rally Revo.
 
It's not like playing a more advanced simulation is going to make a Formula 1 team visit your house and make you an offer to drive for them.
Where did that come from, did I mention something like that? It's a hobby not a job.

traind
I have a taste for games that replicate real physics more closely ...
Me too! :)
 
No, you didn't mention anything like that but sometimes the people on the forums get too wrapped up in this stuff when, at the end of the day, it's just a way to enjoy ourselves a bit in between all the responsibilities life throws at us. :)
 
whlspn = wheelspin?
👍

A few things to be clarified here...

Delphic Reason
I think at least having an adjustable FOV would be enough. Not to compare, but Test Drive Unlimited has such a feature. Move up, down, back, and forward in the cockpit, as if you were really moving the seat around. Maybe not ideal, but this could solve a lot of that problem. Hopefully, they're listening and can implement this feature.

That's actually adjusting the Point of View (POV), and not Field of View (FOV). POV affects your virtual position in the car, while FOV adjusts the scope of your vision. A lot of people think that the end result of adjusting both of these separately (if the game allows you to) can actually lead to the same result, but it doesn't. Adjusting POV is exactly like how you mentioned, but adjusting FOV to higher angles actually "skews" the view so much that a sharp bend can actually appear to be much shallower than it really is.

It's not too bothersome for arcadey games. But for simulation-oriented games, where accurate steering input is required, this can lead to very rough driving. When I first lowered the FOV in GPL from its default 78 to 60, I actually gained seconds in laptimes - proof that I was led to overdriving the car previously, when by logic, you'd think that it would've bothered me more now, considering that I'm seeing less of the road.

kikie
I watched a replay and it also has this pivot thing. I know that Blimey! stands for realisme and sims (GTR, GTR2, GTL etc...), so what is a sim doing with this pivot thing?
Don't confuse a camera's pivot point with that Colin McRae series' trademark handling pivot! What I'm saying is that normally for behind the car views, there has to be a pivot point for the camera to swing around. This pivot is usually located near the driver's position in the car.

There hasn't been a replay of Ferrari Challenge from the trackside camera views, so it's pretty hard to judge if they're really using a pivot handling model or not. At the moment, I'd probably say that the cars in the gameplay vids are a touch oversteery.

One other thing that bothers me is that the car really wobbles after running over a curb, as if the suspension is made of jelly :(!
 
That's actually adjusting the Point of View (POV), and not Field of View (FOV). POV affects your virtual position in the car, while FOV adjusts the scope of your vision. A lot of people think that the end result of adjusting both of these separately (if the game allows you to) can actually lead to the same result, but it doesn't. Adjusting POV is exactly like how you mentioned, but adjusting FOV to higher angles actually "skews" the view so much that a sharp bend can actually appear to be much shallower than it really is.

Hmmmm... I'm not sure you fully understood what I was getting at. If you move the driver way up in the car (increase seat hight to somewhat unrealistic levels, as opposed to how seats actually move in the real world), the view one would have of the track would be a higher angle, thus effectively raising the FOV. This wasn't something that was given very much thought in TDU, as the range for adjustment wasn't much. Definitely huge room for improvement (add that to a long list of needed improvements, starting with the physics :crazy:). Raising ones view of the track, and thus getting a higher angle, is raising the FOV. Unless, we are just misunderstanding each others terminology. Are you talking about actually changing the depth of field and the angle? Any chance of seeing a video reference?



;)
 
Hmmmm... I'm not sure you fully understood what I was getting at. If you move the driver way up in the car (increase seat hight to somewhat unrealistic levels, as opposed to how seats actually move in the real world), the view one would have of the track would be a higher angle, thus effectively raising the FOV. This wasn't something that was given very much thought in TDU, as the range for adjustment wasn't much. Definitely huge room for improvement (add that to a long list of needed improvements, starting with the physics :crazy:). Raising ones view of the track, and thus getting a higher angle, is raising the FOV. Unless, we are just misunderstanding each others terminology. Are you talking about actually changing the depth of field and the angle? Any chance of seeing a video reference?
I get you clearly, but what you're doing in TDU is still just moving up your POV. I think you've got your definitions wrong here.

Imagine that you're using a camera. If you move about with your camera, whether up, down, left, right or even back and forwards, then that's the equivalent of adjusting your POV in-game. But if you stay in one position and start to zoom in or out, then that is what you would be doing in-game when you say that you're adjusting your FOV. Adjusting FOV is simply widening or narrowing your cone of vision (and yes it is measured by degrees).

Now raising the seat height might give you a better viewing angle of the road (which is what I think you're trying to say :)), but you should also notice that you're now seeing less of the dashboard and more of the roof. I'll just try and grab a few example shots later to explain better.

Back to this game, anyone displeased with the now too contrasty colours? I loved the earlier shots, where the colours on the cars especially were much more subtle but the sunlight looked very bright.
 
This POV/FOW thing is also something that Gran Turismo series actually had in PSone days - as bumper cam is concerned.

With PS2 transition onwards, it become one of the plethora of the useful features that dissapeared from the series for good. :(
 
This POV/FOW thing is also something that Gran Turismo series actually had in PSone days - as bumper cam is concerned.

With PS2 transition onwards, it become one of the plethora of the useful features that dissapeared from the series for good. :(

Took me a while to recall that, simply because it really has been a while! :D

amar212
Erogamer tested game on special event on Silverstone, but they actually said NOTHING about the game itself in 2-page preview. Game journalists sometimes have no idea what should be their focus. Below is the link for the ultimate example of that conslusion.

http://www.eurogamer.net/article.php?article_id=134485

Every major gaming site should have a racing game specialist onboard, that knows what exactly to look out for when judging a game, especially one with sim aspirations like Ferrari Challenge. Only to be fair to the game and their fellow readers. Just to highlight their ineptitude, Eurogamer actually lavishly praised GRID...

And whadayaknow, the cockpit view pic in that preview demonstrates perfectly that super-wide FOV I was talking about!
 
Now raising the seat height might give you a better viewing angle of the road (which is what I think you're trying to say :)), but you should also notice that you're now seeing less of the dashboard and more of the roof. I'll just try and grab a few example shots later to explain better.

Still a bit confused.

If you move the "virtual" seat forward, and up, you would be widening your cone of vision (moving seat forward, and thus widening your view. Moving seat up to raise viewing angle of the track). This way you would definitely not see "less dashboard and more roof". You would be minimizing both and maximizing your cone of vision. Of course, what I am taking about is adjusting in somewhat unrealistic ways (as opposed to a seats true range of travel). The only way this could not be applicable (to your terminology) is if you are talking about actually widening (i.e. "skewing") the view in a similar way in that a fish eye lens distorts your view to see a wider range.

Imagine that you're using a camera. If you move about with your camera, whether up, down, left, right or even back and forwards, then that's the equivalent of adjusting your POV in-game. But if you stay in one position and start to zoom in or out, then that is what you would be doing in-game when you say that you're adjusting your FOV.

In a video game where there is no actual person, there is absolutely no difference in the two. If you move the seat forward or back, you are effectively zooming forward and back. Unless, you are talking about "distorting" the image to widen and/or heighten the cone of vision.

Back to this game, anyone displeased with the now too contrasty colours? I loved the earlier shots, where the colours on the cars especially were much more subtle but the sunlight looked very bright.

Yes, very much so. It looks a bit cartoonish now.

This POV/FOW thing is also something that Gran Turismo series actually had in PSone days - as bumper cam is concerned.

I really miss that. Add it to a long list of things I miss from the first two GT games.



;)
 
^^^ Ummm may be I can help!
From what I understand ...
POV - Pretty much a flat vision or flat perspective (point of view)
FOV - More or less like a Concave / Convex mirror, the point of view isnt changing, but adjusting the view from concave to convex (or vice versa)..

Say for egs, if I have flat mirror on the side view mirror on my car, i will have to move my head around a lot to see more from that mirror, but because the side view mirror of my car has a convex mirror for wide angle view, so I dont need to change MY Point of View (POV), all I changed is the field of view (FOV) by having a convex mirror...

Am I any where close here????
 
Erogamer tested game on special event on Silverstone, but they actually said NOTHING about the game itself in 2-page preview. Game journalists sometimes have no idea what should be their focus. Below is the link for the ultimate example of that conslusion.

http://www.eurogamer.net/article.php?article_id=134485

What did everyone think of the quote below? (from Eurogamer)

"there's a real connection to the track, thanks to a bespoke physics that applies centrifugal force to each tyre. With the assists off, the complexity of the Ferrari is - often tragically, in my case - right there on the screen, generally ploughing into the tyre wall. With them on, the cars retain a wilful charisma, yet the game starts to approach a restrained arcade feel. It's still a caricature of sorts - when Bruno Senna, cousin to Ayrton and the game's 'test driver', tweaked things for absolute accuracy, none of the developers could get the cars to go in a straight line - but comprehensive assists allow you to select your own sweet spot."
 
What did everyone think of the quote below? (from Eurogamer)

"there's a real connection to the track, thanks to a bespoke physics that applies centrifugal force to each tyre. With the assists off, the complexity of the Ferrari is - often tragically, in my case - right there on the screen, generally ploughing into the tyre wall. With them on, the cars retain a wilful charisma, yet the game starts to approach a restrained arcade feel.

I already said that long ago, but some people here still do not believe in me. And start to point defects over the game...

It's still a caricature of sorts - when Bruno Senna, cousin to Ayrton and the game's 'test driver', tweaked things for absolute accuracy, none of the developers could get the cars to go in a straight line - but comprehensive assists allow you to select your own sweet spot."

About this one I just have to say that Bruno is nephew to Ayrton. lol

EDIT: There are some rumour that FC:TP may get released early 9 or 16 of May. But it all points to 16. But its nothing official its just what I heard this morning.
 
Here is some more useful info:
http://ps3.ign.com/articles/869/869115p1.html

(I know that Formula One cars have a good chance for been at a early DLC. I just hope that Gilles Villeneuve's - Ferrari 312 T3 can appear. For me Tazio Nuvolari and Gilles Villeneuve are the greatest drivers of all time.)
Nice interview. I'm getting interested again.

But I don't like this Mark Cale's bragging about the game (sim). In another interview, he constantly compared this game with GT5p, saying that his is better at certain points. I have never heard KY brag or compare GT with other games, just giving us info. KY also said that they just glance at other games and that they are going their own way. That's is the way to go.

He also said:

from interview
There's no doubting that the Ferrari licence is big news, and it's Cale's ongoing dedication to the marque that has helped System 3 secure the rights - something he's unsurprisingly extremely proud of. "It's a complete honour to be allowed to beat the likes of EA, Activision and other large publishers that wanted this brand, and Ferrari have given it to us because they know the passion we've got for it."
I don't get this. Blimey! is making a new game with Ferraris, GT5p has Ferraris. :confused:

Is it maybe like hozes said earlier on that System 3 got the Ferrari Challenge licence?


whlspn
Back to this game, anyone displeased with the now too contrasty colours? I loved the earlier shots, where the colours on the cars especially were much more subtle but the sunlight looked very bright.
Yep, I'm displeased with the graphics in general. Like DR said, it's too cartoonish. The colours don't look right and too bright. But I also said about GT Legends (GTL) that the graphics looked too cartoonish but it became my favourite pc game. Not anymore because I don't own a game pc anymore. :D




I want this of my chest. I don't like this Mark's attitude!





;)




EDIT: also from Cale in this interview:

Of course the elephant in the corner is that other exclusive PlayStation 3 racer, though Cale isn't afraid of tackling the subject head-on. "Do you want me to be brutally honest?", he says when asked about going up against Gran Turismo 5, "I think we piss over it. It's fantastic-looking, but a racing game is about racing. I find it frustrating to start in a crappy little Japanese car and have to wait till near the end of the game till I get a proper performance car."
He does it again. I really hope he reads this post so he can adjust his attitude!

He's right about one thing though. The game play of the GT series suck! Get rid of the stupid events and missons PD!


Look at the difference in graphics between FC:TC and GT5p!



:)
 

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He's right about one thing though. The game play of the GT series suck! Get rid of the stupid events and missons PD!
:)

Don't go there my friend, not even with the smiley :) Events and missions are one of those subtile things that makes the difference of GT comapared to all other games outthere. Without them, GT would be just another dull driving-racing game in terms of gameplay structure.

While I agree with you about the overall "cartoonsih" looks. Without any logic reason, almost all big recent driving games on consoles - only exclusion would be GT5:P respectfully - Colin McRae Rally, Forza 2, Race Driver: GRID and Ferrari Challenge comes with that annoying "soft yellow filter" aplied.

It looks unreal, stupid and generic. Also, all colors in recent racers are too vibrant to my taste. I keep my color-settings for GT5:P almost totaly tonned-down, while I will have to mess up with Pro-colour settings on my screen in order to get rid of that yellow filter thats ruining my eyesight :)
 
Don't go there my friend, not even with the smiley :) Events and missions are one of those subtile things that makes the difference of GT comapared to all other games outthere. Without them, GT would be just another dull driving-racing game in terms of gameplay structure.
Actually, that's what I personally like (I also like using smilies ;)). I truely hate events and missions, it makes GT a game and not a driving simulator. Like I said on GTP in other threads, GTR is just perfect in that aspect! I hope FC:TP has something better to offer than GT!

amar212
While I agree with you about the overall "cartoonsih" looks. Without any logic reason, almost all big recent driving games on consoles - only exclusion would be GT5:P respectfully - Colin McRae Rally, Forza 2, Race Driver: GRID and Ferrari Challenge comes with that annoying "soft yellow filter" aplied.

It looks unreal, stupid and generic. Also, all colors in recent racers are too vibrant to my taste. I keep my color-settings for GT5:P almost totaly tonned-down, while I will have to mess up with Pro-colour settings on my screen in order to get rid of that yellow filter thats ruining my eyesight :)
Well, about GTL, the screenshots looked as cartoonish as FC:TP's but when I started to play GTL I liked the graphics altough they weren't photo realistic. There is still some hope.

Mekanaizer
Kikie, just wait to see what FC:TP has to offer.
Absolutely!

It's definitely worth having a look at. If it comes out, I'm going to read reviews on the internet, GTP and if I'm interested (which I still am), I'm going to rent it for a couple of days and then, we will see.
 
Nice preview here. :D
http://www.gamesradar.com/ps3/ferra.../a-2008042395313734077/g-20070316153840129094

Nice and clean and a great game!
Read it till you get to the video interview.

EDIT: Didn't saw those rain effects over the side-windows awhile back. Nice to see that lots of new little 'missing' things were really added. :D

www.gamesradar.com
We've actually seen one of the DLC tracks in an unfinished state, and while we can't tell you which circuit it is, we can say the graphics engine comfortably handles its dense trackside scenery. And we can't wait to try it out.

Is it the Nordschleife?
 

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