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

  • Thread starter Kalax3
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I forgot completely about the Caterham, but I don't remember the animation. Maybe I need to fire up the game just to check that out.

Yes, try it! Also the Tank Car, BMW Z4, Nissan 350Z Roadster, TVR Griffith, Honda S2000, MGF, and other open top cars that I can't remember at the moment.
 
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It's because PD lack the ability to be able to program it properly, that is; to get it looking nice.

Here's 1:1 driver/wheel animations done properly.

While the animation looks good, no race car driver would keep his right thumb the way he does in that video, turning the wheel with it. That is asking for a broken thumb. But the overall animation do look good.
 
Is it just me or does that look better than both GT 5 and 6?!

Yes GT5 Prologue was almost flawless, 100% premium content, even the shadows were smooth yet nicely defined most of the time. The rims had real motion instead of the ones in GT5 and 6 where a pre-baked texture replaces the 3D model of the actual rim.
 
The fact that the wheel doesn't turn the same amount as my fysical wheel is a bit disorientating, specially when you need to catch a slide. I love driving in cockpit view, but when you're online Racing on the edge, it kinda distracts a bit not matching the real movement of tour wheel.

I use a g27, and in the redbull junior races (just to give an example), I set my wheel to 400 and something degrees. Suddenly the movement on screen and physicly match perfect. That a whole other experience, suddenly everything just adds up.

It's hard to drive on the edge when your visual cues don't match the real movement of your hands. I would love to see them fix this so that I don't have to switch to bumper cam online anymore.
 
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I use a g27, and in the redbull junior races (just to give an example), I set my wheel to 400 and something degrees. Suddenly the movement on screen and physicly match perfect. That a whole other experience, suddenly everything just adds up.
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Isn't there delay on the screen? (The hands on the display are slower then you)
 
It doesn't look that bad though. I like it. It's convincing enough.

(... and we complain about GT's sounds...)
That looks very good. Problem with GT6 would now be the input lag which has slowly crawled into to the series. Even with current limited 180 degree animations you can see that animation and steering input dot not match exactly.
 
That looks very good. Problem with GT6 would now be the input lag which has slowly crawled into to the series. Even with current limited 180 degree animations you can see that animation and steering input dot not match exactly.

I think the animation is bound to be delayed, and it's not so much the input that's lagging as it is the feedback, other than just the animation. I get lots of slap-back in the force feedback with my G25, for instance.
 
I think the animation is bound to be delayed, and it's not so much the input that's lagging as it is the feedback, other than just the animation. I get lots of slap-back in the force feedback with my G25, for instance.
Well they could move the animation up in the priority list of doing things to get it match better the input. I remember LFS had non-existent input lag or delay of animation.
 
Why not have the option to remove the driver's hands (sounds painful, but it's not) and have proper 1:1 motion without the animation headache like pretty much any other sim?
 
I have information from anonymous source from PD, that this feature is planned as one of the key features of GT8, which will be released near the end of PS4 life cycle. It's beyond PS3 capabilities.
 
Please, enlighten me as to why more animation sequences would not require more ram. This aught to be good. I'm going to be nice and not report your post.
Boy, I have no intention to teach you how things work. Your knowledge of animations and computers is clearly at a very amateurish level. There's too many things that need explaining.

P.S. Pleeeaseee don't report meeee!! Noooooo! See how scared I am?
 
Boy, I have no intention to teach you how things work. Your knowledge of animations and computers is clearly at a very amateurish level. There's too many things that need explaining.

P.S. Pleeeaseee don't report meeee!! Noooooo! See how scared I am?

Oh now you have me intrigued. Again, please try to explain, you can use any technical jargong as you like if it keeps the post short since I'll just ask one of the animators sitting in the office next door if something isn't clear to me. And no need for the condescending talk.
 
I think you need to consider this at a more practical level:

If you want real, then steering racks should be correctly modeled with correct number of turns lock to lock. They are not, so ... unrealistic. Not to mention getting FFB wheels to stop at virtual lock stops.

Say they did animate the full range... how do you animate the arm movement of a DS3/6A user going from lock to lock in 0.2 of a second? Probably not that hard, but it would look ridiculous and very unrealistic. It would probably highlight how much the game smooths inputs from DS3/6A.

Given the other issues the game has, this isn't high up the list for... cockpit view is flawed enough when it comes to realistic perspective!
 
Oh now you have me intrigued. Again, please try to explain, you can use any technical jargong as you like if it keeps the post short since I'll just ask one of the animators sitting in the office next door if something isn't clear to me. And no need for the condescending talk.
Go and ask him what the size of a mocap file is for a whole person for several seconds of animation.
 
They wouldn't use the mocap file, they'd use a key-framed, bone-rigged animation derived from that at most. It's more likely to be procedural in this case, anyway (GT4's certainly looks it). That implies processing power rather than RAM, but the two are functionally interchangeable (or rather, trade-able) at a very high level in terms of design.

Well they could move the animation up in the priority list of doing things to get it match better the input. I remember LFS had non-existent input lag or delay of animation.

Yeah, maybe, I don't use cockpit view, but I remember the delay well enough; it is distracting. LFS doesn't animate gear changes, though. Might be that the whole animation is delayed just for the sake of the gear changes in GT5 / GT6, but that doesn't make much sense for ordinary blended animations - if it's procedural, it might be a frame or two of processing delay (sub-sampled and smoothed, e.g. at 30 Hz). Perhaps it's for "recording" purposes, so it looks right in the replay (by removing the delay), but I've not looked closely enough there.

It still is not the same thing as control latency, necessarily. That's a bit harder to quantify, I think, and the FFB delay is different again (smoothing is a major issue in introducing FFB latency, because causality, but it's "necessary" with low-res physics simulations, although I've experience non-filtered, raw-physics FFB on my G25, and it was fine.)
 
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