View Single Post
  #12 (permalink)  
Old 10-28-09, 12:09 PM
NeedCTS-v NeedCTS-v is online now
Cadillac Owners Fanatic
Cadillac(s): '09 CTS-V Clack 6psd (manual), Recaro, Loaded...
View NeedCTS-v's Photo Album
 
Join Date: Mar 2009
Location: Austin, TX
Age: 37
Casino Cash: $7865
iTrader: (0)
Re: Forza 3 for XBox 360 was released today with... Yep, you guessed it

Quote:
Originally Posted by The Tony Show View Post
I felt the same way about the CTS-V in Forza 2, but it occurred to me that I do most of my driving between 45 and 65, and most cornering below 50. The car understeered like a pig in that game, but that's because you're taking turns at 80-100mph, which I frankly have no real world experience in my V to compare to.
Well, you could always try in real life

In all seriousness what you're trying to describe is probably the most difficult aspect of developing a racing game, especially a simulation.

Perception of speed in video games is very difficult to achieve without camera tricks. Generally speaking you need to move a virtual car at 120MPH in order to provide the sensation of "real life" 60MPH. Racing games that are developed for a more "arcade" feel can get away with this because you can modify the track design and handling physics to deal be friendly towards "unrealistic" speeds. With a "close" simulation (forza/GTourismo) you can't modify the tracks (especially real tracks) to accomodate an exagerated rate of movement. The net effect is that you never feel as if you're going as fast as the virtual car is actually going.

When I'm playing a racing game, I usually end up in a first person/bumper camera view because it closes the gap between percieved and actual speed enough that the game becomes easier to play.