Race Sim Central
Rec.Autos.Simulators Archive

Re: I have to admit it...

14 posts by 10 people · 17 Apr 2000 - 19 Apr 2000 03:36 UTC

TRUSRS85 17 Apr 2000#277391
Quoted text (7 lines)> > >The sound I'm referring to is in the movies. Most noticably in the one with >the driver in the Hyperstim. If those sounds are from GP2, I'd be >surprised. I watched a couple of newer movies (3 parts) where they >interviewed some of the developers and they said that they took actual F1 >engine sounds for GP3.
They said the same thing about F1 2000. :(
David L. Cook 17 Apr 2000 02:12 UTC#277608
Even though the multiplayer in GP3 may be lacking - the sound alone has me very eager to get this one. I've grown used to the wheel without hands, and am very impressed with the graphics/physics I've seen so far. I've read nothing about force feedback though... --David Cook
Jo Helsen 17 Apr 2000 11:42 UTC#277544
On Mon, 17 Apr 2000 02:12:57 GMT, [email hidden] (David L. Cook) wrote: >Even though the multiplayer in GP3 may be lacking - the sound alone has me very >eager to get this one. I've grown used to the wheel without hands, and am very >impressed with the graphics/physics I've seen so far. I've read nothing about >force feedback though... > >--David Cook The force-feedback was not yet 100% certain according to Nick Court (?) from MPS in one of the interviews. I have the feeling that they're trying to make some money from GP4 as well!! JoH
Paul Ryder 17 Apr 2000 12:01 UTC#277546
On Mon, 17 Apr 2000 02:12:57 GMT, [email hidden] (David L. Cook) wrote: >Even though the multiplayer in GP3 may be lacking - the sound alone has me very >eager to get this one. I've grown used to the wheel without hands, and am very >impressed with the graphics/physics I've seen so far. I've read nothing about >force feedback though... > >--David Cook "The sound alone" ? sounds like you have heard the new sounds, the ones in the movies are gp2 sounds, have you heard new ones ?
David L. Cook 17 Apr 2000 12:48 UTC#277567
Paul, The sound I'm referring to is in the movies. Most noticably in the one with the driver in the Hyperstim. If those sounds are from GP2, I'd be surprised. I watched a couple of newer movies (3 parts) where they interviewed some of the developers and they said that they took actual F1 engine sounds for GP3. --David Cook "Paul Ryder" <[email hidden]> wrote in message news:[email hidden]... > On Mon, 17 Apr 2000 02:12:57 GMT, [email hidden] (David L. Cook) > wrote: > > >Even though the multiplayer in GP3 may be lacking - the sound alone hasme very > >eager to get this one. I've grown used to the wheel without hands, andam very > >impressed with the graphics/physics I've seen so far. I've read nothingabout
Quoted text (7 lines)> >force feedback though... > > > >--David Cook > > "The sound alone" ? sounds like you have heard the new sounds, the > ones in the movies are gp2 sounds, have you heard new ones ? >
David L. Cook 17 Apr 2000 21:31 UTC#277404
Yes but have you heard the sound in the movies that have been released for GP3? It's far better than anything I've ever heard in F1-2000... --David Cook TRUSRS85 <[email hidden]> wrote in message news:[email hidden]... > > > > > >The sound I'm referring to is in the movies. Most noticably in the onewith
Quoted text (7 lines)> >the driver in the Hyperstim. If those sounds are from GP2, I'd be > >surprised. I watched a couple of newer movies (3 parts) where they > >interviewed some of the developers and they said that they took actual F1 > >engine sounds for GP3. > > They said the same thing about F1 2000. > :(
Berno 17 Apr 2000 22:35 UTC#277538
The hands will probably be there in gp4, and besides according to the latest interview they couldnt get them in without a large loss of framerate and they looked crap. You would turn it off any way I guess. Untill then when we all have vodoo10's and 2gig pcs we will have to gesticulate with out own hands :) David L. Cook <[email hidden]> wrote in message news:[email hidden]... > Even though the multiplayer in GP3 may be lacking - the sound alone has mevery > eager to get this one. I've grown used to the wheel without hands, and amvery > impressed with the graphics/physics I've seen so far. I've read nothingabout > force feedback though... > > --David Cook
daxe 18 Apr 2000#277248
Nobody <[email hidden]> wrote in message news:2GOK4.88$w%[email hidden]... > I wish these racing sims had more actual photos of trees and otherscenery. > For example, the trees all look like painted skeletons of trees. Theyneed > to be 3D and not look like sheets of cardboard when you drive side-on. A photo is 2D and isn't going to look 3D from any angle. What you are asking for is 3D modelled trees and I can tell you as someone who has done my share of 3D modelling that you do NOT want the rendering overhead of anything as detailed (and chaotic) as a tree using up your computer's abilites while you are trying to run a racing simulator. Trees, grass, shrubs, etc. are among the most complex things to model effectively due in large part to their minute detail. Common tricks like re-using objects and groups of objects (instances, blah blah blah) would look too obviously fake as trees. You have to use a lot of polygons/surfaces to make a tree look realistic. There may be something to trying to recreate them from particle emitters running REALLY SLOW, but that, too, has a lot of overhead you don't want to deal with. ~daxe http://www.snakefoot.com/artfart.htm
Tim Wheatley 18 Apr 2000 03:28 UTC#277298
yes it was in press that these were gp2 sounds, they sounded different because they are slightly higher pitched, and higher revving cars in gp3 "David L. Cook" <[email hidden]> wrote in message news:WKDK4.32460$[email hidden]... > Paul, > > The sound I'm referring to is in the movies. Most noticably in the onewith
Quoted text (17 lines)> the driver in the Hyperstim. If those sounds are from GP2, I'd be > surprised. I watched a couple of newer movies (3 parts) where they > interviewed some of the developers and they said that they took actual F1 > engine sounds for GP3. > > --David Cook > > "Paul Ryder" <[email hidden]> wrote in message > news:[email hidden]... > > On Mon, 17 Apr 2000 02:12:57 GMT, [email hidden] (David L. Cook) > > wrote: > > > > >Even though the multiplayer in GP3 may be lacking - the sound alone has > me very > > >eager to get this one. I've grown used to the wheel without hands, and > am very > > >impressed with the graphics/physics I've seen so far. I've read
nothing
Quoted text (10 lines)> about > > >force feedback though... > > > > > >--David Cook > > > > "The sound alone" ? sounds like you have heard the new sounds, the > > ones in the movies are gp2 sounds, have you heard new ones ? > > > >
Tim Wheatley 18 Apr 2000 15:03 UTC#277152
exactly, most sims run what is a wireframe base which is texturised, imagine wireframing branches? ouch. even in a kickass pc on a CAD application you'd have problems just viewing a realistic tree wireframe. "daxe" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (16 lines)> > Nobody <[email hidden]> wrote in message > news:2GOK4.88$w%[email hidden]... > > I wish these racing sims had more actual photos of trees and other > scenery. > > For example, the trees all look like painted skeletons of trees. They > need > > to be 3D and not look like sheets of cardboard when you drive side-on. > > A photo is 2D and isn't going to look 3D from any angle. What you are > asking for is 3D modelled trees and I can tell you as someone who has done > my share of 3D modelling that you do NOT want the rendering overhead of > anything as detailed (and chaotic) as a tree using up your computer's > abilites while you are trying to run a racing simulator. Trees, grass, > shrubs, etc. are among the most complex things to model effectively due in > large part to their minute detail. Common tricks like re-using objects
and > groups of objects (instances, blah blah blah) would look too obviouslyfake > as trees. You have to use a lot of polygons/surfaces to make a tree look > realistic. There may be something to trying to recreate them fromparticle > emitters running REALLY SLOW, but that, too, has a lot of overhead youdon't
Quoted text (10 lines)> want to deal with. > > ~daxe > http://www.snakefoot.com/artfart.htm > > > > > >
nobody 18 Apr 2000 16:14 UTC#277363
>interviewed some of the developers and they said that they took actual F1 >engine sounds for GP3. I wish these racing sims had more actual photos of trees and other scenery. For example, the trees all look like painted skeletons of trees. They need to be 3D and not look like sheets of cardboard when you drive side-on. And I think the interpolations of other graphics should add detail not blur it. Simply add random noise of the area instead of smudging it all. Like brick walls and stuff... needs a bit of graphics AI.
Erwan 18 Apr 2000 22:12 UTC#277073
I really don't understand why it's so difficult to do the "hands" for the wheels. Many old games like GPL, Toca2, Rally 2000, etc... have them, so a game which will be release in mid-2000 can't have that stuff. It's a shame ? And the GP4 will only have the 99 season, why not the 2000 ? The 2000 will be out in 2001-2002 ? Great !?! I am waiting like all you here for GP3 but they are some huges bads aspects that i can't really appreciate. Tim Wheatley <[email hidden]> a �crit dans le message : HWZK4.14627$[email hidden]... > exactly, most sims run what is a wireframe base which is texturised,imagine > wireframing branches? ouch. > > even in a kickass pc on a CAD application you'd have problems just viewinga
Quoted text (16 lines)> realistic tree wireframe. > > > "daxe" <[email hidden]> wrote in message > news:[email hidden]... > > > > Nobody <[email hidden]> wrote in message > > news:2GOK4.88$w%[email hidden]... > > > I wish these racing sims had more actual photos of trees and other > > scenery. > > > For example, the trees all look like painted skeletons of trees. They > > need > > > to be 3D and not look like sheets of cardboard when you drive side-on. > > > > A photo is 2D and isn't going to look 3D from any angle. What you are > > asking for is 3D modelled trees and I can tell you as someone who has
done > > my share of 3D modelling that you do NOT want the rendering overhead of > > anything as detailed (and chaotic) as a tree using up your computer's > > abilites while you are trying to run a racing simulator. Trees, grass, > > shrubs, etc. are among the most complex things to model effectively duein > > large part to their minute detail. Common tricks like re-using objects > and > > groups of objects (instances, blah blah blah) would look too obviously > fake > > as trees. You have to use a lot of polygons/surfaces to make a treelook
Quoted text (16 lines)> > realistic. There may be something to trying to recreate them from > particle > > emitters running REALLY SLOW, but that, too, has a lot of overhead you > don't > > want to deal with. > > > > ~daxe > > http://www.snakefoot.com/artfart.htm > > > > > > > > > > > > > >
SKurj 19 Apr 2000 03:36 UTC#276898
wtf do u need hands for? are not your own hands on a wheel in front of u? 4 arms and hands would be nice tho To me the hands are just clutter and a distraction, when i sit in my car i don't see another set of hands and wheel in front of my own.... I guess for us spectators that only ever see racing from an incar view it may seem more real to have the hands on the wheel onscreen, but to simulate driving not spectating the hands are unneccessary IMO, the wheel maybe if it shows driver information. jus my thots Md Erwan Gourvenec wrote:
Quoted text (63 lines)> > I really don't understand why it's so difficult to do the "hands" > for the wheels. > Many old games like GPL, Toca2, Rally 2000, etc... have them, so > a game which will be release in mid-2000 can't have that stuff. > It's a shame ? > And the GP4 will only have the 99 season, why not the 2000 ? > The 2000 will be out in 2001-2002 ? Great !?! > I am waiting like all you here for GP3 but they are some huges > bads aspects that i can't really appreciate. > > Tim Wheatley <[email hidden]> a �crit dans le message : > HWZK4.14627$[email hidden]... > > exactly, most sims run what is a wireframe base which is texturised, > imagine > > wireframing branches? ouch. > > > > even in a kickass pc on a CAD application you'd have problems just viewing > a > > realistic tree wireframe. > > > > > > "daxe" <[email hidden]> wrote in message > > news:[email hidden]... > > > > > > Nobody <[email hidden]> wrote in message > > > news:2GOK4.88$w%[email hidden]... > > > > I wish these racing sims had more actual photos of trees and other > > > scenery. > > > > For example, the trees all look like painted skeletons of trees. They > > > need > > > > to be 3D and not look like sheets of cardboard when you drive side-on. > > > > > > A photo is 2D and isn't going to look 3D from any angle. What you are > > > asking for is 3D modelled trees and I can tell you as someone who has > done > > > my share of 3D modelling that you do NOT want the rendering overhead of > > > anything as detailed (and chaotic) as a tree using up your computer's > > > abilites while you are trying to run a racing simulator. Trees, grass, > > > shrubs, etc. are among the most complex things to model effectively due > in > > > large part to their minute detail. Common tricks like re-using objects > > and > > > groups of objects (instances, blah blah blah) would look too obviously > > fake > > > as trees. You have to use a lot of polygons/surfaces to make a tree > look > > > realistic. There may be something to trying to recreate them from > > particle > > > emitters running REALLY SLOW, but that, too, has a lot of overhead you > > don't > > > want to deal with. > > > > > > ~daxe > > > http://www.snakefoot.com/artfart.htm > > > > > > > > > > > > > > > > > > > > > >

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