Why can't the in-game wheel/driver still not turn 900 degrees?

  • Thread starter Kalax3
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Netherlands
Netherlands
Kalax3
Today i saw this video, a M3 comparison of Assetto Corsa and GT6, nothing special. But it bought up some memories, how? Yes, the 900 degrees wheel.. I thought the same thing a few years ago when GT5 came out, but suddenly this comparison video made me think again about it.

This old video from an GT5 Prologue presentation (interior shows at 1:00) shows that they were working on the in-game 900 steering, why has PD dropped it out of the game? They said in the video it was not perfect and a work in progress, but still.. it would add more visual realism.


I really wonder why they did not implement this in GT6, i know For controllers it would not matter that much, but for 900 degree wheels like the G25 and etc., it's nice to see, because like i said earlier, it adds more visual realism.

Maybe another suggestion for GT7?

Have a look:

 
hmmm... never knew about this. It IS very odd that it hasn't survived that cut. Looks good enough to me. Surely it's something insignificant enough, in the bigger picture of things, that people would forgive a couple of clunky animations.

Sometimes it seems that PD are far too cautious and are too perfectionist for their own good ! Just include damage graphics, if they're not perfect, because when one takes that line of thinking, it will NEVER be and will probably never be implemented in any form.

Surely having the driver's arms animate through a 900 degree wheel, gives a much needed visual feedback to the player ? When I've turned my wheel 800 degrees, but the driver has only turned 90, it's a little off putting. Not game breaking, for me, but still...it's a bit naff.
 
I wouldn't be surprised if it's abscent is because of the low available RAM. There is alot of technical stuff in both GT5 and 6 which could be attributed to not having enough RAM. This is a controversial opinion, but I'm going to say it anyway: anyone who wanted GT6 on PS3 instead of PS4 and thought it(a PS3 version) would have much better performance compared to GT5 and/or RAM demanding features like livery might have been puffing on their uncles pipe.
 
As a wheel user I personally never got the appeal of cockpit view in GT5/6. Why would anyone want to see two wheels and two sets of hands? I'd like to see a cockpit view set up in such a way that you see the instrument cluster but not the wheel itself. This would negate the issue of having an in-game wheel spin 900 degrees.
 
I'd like to see a cockpit view set up in such a way that you see the instrument cluster but not the wheel itself. This would negate the issue of having an in-game wheel spin 900 degrees.

Some games on PC are like that. You can change the FOV, view the wheel or not, etc.
 
It's because of the update and the lack of interior in lots of cars and the track editor. And Kaz made a film instead of coding the game to include red shells. Is that the answer? I just copy and paste it now.

OT: I guess it's a limitation in the available hand movements, or maybe the lumpiness of movement that quickly feeding the wheel would cause. The limitation would work that way around on the PS3 I think.

On the PS4... it should be doable I think. Let's hope it's there because it is distracting. That said, I find I'm using "bumper" cam more at the moment when the track's a bit stuttery. It's because of the update, you know.
 
As a wheel user I personally never got the appeal of cockpit view in GT5/6. Why would anyone want to see two wheels and two sets of hands? I'd like to see a cockpit view set up in such a way that you see the instrument cluster but not the wheel itself. This would negate the issue of having an in-game wheel spin 900 degrees.
Exactly my thoughts.
For controller users, it might be OK, but I do mind seeing two wheels and two pair of arms. That's one of the reasons I never use interior view.
 
As a wheel user I personally never got the appeal of cockpit view in GT5/6. Why would anyone want to see two wheels and two sets of hands? I'd like to see a cockpit view set up in such a way that you see the instrument cluster but not the wheel itself. This would negate the issue of having an in-game wheel spin 900 degrees.
I don't actually see my wheel when I drive. Instead I look at the screen. And that applies both for PC and PS3 (monitor and TV screen). So, to me, it's essential to have detailed interior + steering wheel + hands + easily distinct dials on the dashboard. That's part of the immersion of racing games for me. So I understand the option to remove hands + wheel in game but I like to have a choice at least.

As for the OP ... That is veeeeeeeeeeeeeeeery strange. Because what's the problem with this feature?! Why is it absent? I mean, when the track is loaded and the cars are loaded, and the game is already running, without any visible problems ... then it's OK. Why remove such feature when it's already done and tested, as we saw.
I'm upset.
 
hmmm... never knew about this. It IS very odd that it hasn't survived that cut. Looks good enough to me. Surely it's something insignificant enough, in the bigger picture of things, that people would forgive a couple of clunky animations.

Sometimes it seems that PD are far too cautious and are too perfectionist for their own good ! Just include damage graphics, if they're not perfect, because when one takes that line of thinking, it will NEVER be and will probably never be implemented in any form.

Surely having the driver's arms animate through a 900 degree wheel, gives a much needed visual feedback to the player ? When I've turned my wheel 800 degrees, but the driver has only turned 90, it's a little off putting. Not game breaking, for me, but still...it's a bit naff.

Then how did they implement the sound in its current state and still call it a full game that they can sell for £39 at launch? Its defiantly not work of a 'perfectionist'. PD are obviously lazy or just stupid which is proven by all of the lies in that video they practically did none of the stuff they talked about in that video right. 'better AI' WTF? That issue is still there in gt6.
 
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Probably because:
  1. You rarely ever use more than 90 degrees in each direction. Look at the GT5P video: Not even at the hairpin is he using more than 90 degrees.
  2. For the same reason that the shifting animation starts after the shifting is done, it's impossible to get a good looking shuffling animation. Either it's going to happen after the shuffling is done (and by then the wheel might very well be going back in the other direction) or the driver avatar needs to move his arms with the speed of light. Neither of these look very realistic.
Like this video, where although the wheel is indeed turning more than 90 degrees, the arms and hands are all over the place. My favourite part is when he tries to grab the air, as if he's drunk and have problems judging distance properly.

 
I don't really need 900 degree steering movement on the screen, 270 degree is fine as long as the movement match with my wheel movement. so basically all PD need to do is just to make it stop animating past 135 degree left or right, besides I don't really use more than 180 degree often..
 
I don't really need 900 degree steering movement on the screen, 270 degree is fine as long as the movement match with my wheel movement. so basically all PD need to do is just to make it stop animating past 135 degree left or right, besides I don't really use more than 180 degree often..
PD proclaims "simulation". Simulation it must be. ;) Even if it's rarely used. :)
 
Probably because:
  1. You rarely ever use more than 90 degrees in each direction. Look at the GT5P video: Not even at the hairpin is he using more than 90 degrees.
  2. For the same reason that the shifting animation starts after the shifting is done, it's impossible to get a good looking shuffling animation. Either it's going to happen after the shuffling is done (and by then the wheel might very well be going back in the other direction) or the driver avatar needs to move his arms with the speed of light. Neither of these look very realistic.
Like this video, where although the wheel is indeed turning more than 90 degrees, the arms and hands are all over the place. My favourite part is when he tries to grab the air, as if he's drunk and have problems judging distance properly.




Those graphics look nice! Apologies for being off topic, but i've never seen that game before, is it worth getting ?
 
Those graphics look nice! Apologies for being off topic, but i've never seen that game before, is it worth getting ?
Well it's like a demo of GT5, it has like 60 cars - all premium and like 5-6 tracks. Also the menus are more responsive than of GT5. And now it's like 5-10 euro.
Imo ... no.
 
We probably shouldn't underestimate how much processing power is required for smooth animations, especially one as adaptive as this needs to be. Even with GT4, where there is only one car on track, there are compromises in the way the system works: for instance, it does not keep track of the centre position like most drivers would.

Remember with GT5, the animations of the windscreen wipers were jumpy - clearly they weren't going to waste computational effort on interpolating that movement to an unnecessarily fine degree, and it's only a rotational matrix multiplication (with dynamic terms) for the few hundred vertices in the wipers themselves, nothing sophisticated.

I expect the decision to remove 900 degree steering animation was influenced by that, as well as the fact that to get it to look more natural would require more processing power on something that is primarily aesthetic, many gamers won't even see and some others actually don't want to see.

EDIT: @Dimebolt, I think @f1webberfan was getting confused about which video was which. The one up top is of GT5 Prologue, the one in @eran0004 's post is of Assetto Corsa, an in-development sim that is the spiritual successor to netKar Pro. It might well be worth picking up once it's done, but I think it's PC only.
 
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PD would be entirely dumb to leave out 900 degree steering because of the arm animations. Why not leave arms out completely? Or at least give us the choice.

I play with a wheel, and in Premium cars, it's very noticeable when the steering animation has reached its limits. There's also the problem of delayed shifting animations when watching replays. The animation shifts about a second after the human driver shifts.

Honestly, there's more problems with keeping an animated driver in the car than leaving them out.
 
Like this video, where although the wheel is indeed turning more than 90 degrees, the arms and hands are all over the place. My favourite part is when he tries to grab the air, as if he's drunk and have problems judging distance properly.



It doesn't look that bad though. I like it. It's convincing enough.

(... and we complain about GT's sounds...)
 
I prefer a visible wheel on/off option.

Yep that would be best. The wheel animations really piss me off to no end. The major reason why I don't use cockpit view very often. It just distracts me. I know it shouldn't but it always does.
 
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