First post for me, be nice
I have been playing all possible racing/rally sims since a while, and I always noticed that sense of speed was a problem.
We all develop a "sense of physics": thanks to our experience in real world, we are able to say quite accurately if an object will slide, or stop, or roll, just watching it's shape, what it seems made of, it's speed.
We use this "sense of physics" when we drive a car too. Usually, you drive slower on wet road, because you know from your "sense of physics" when you are driving too fast. Even if you never slided!
In sim driving, this "sense of physics" does not apply.
When I watch friends using a sim for the first time, they just go way too fast, and crash at the first turn. Even very careful people. They can't use their experience because the most important clue we use to drive, the speed, is not properly rendered. (acceleration too is not rendered of course, but almost nothing can be done for it)
Using default FOV, if I hide the speed meter and ask people what is current speed, they always answer half of the right answer. That's why they crash, that's why they say the sim is not realistic, that's why some of them give up quickly....etc.
If I increase the FOV until the perceived speed matches the simulated speed, then people are a lot more satisfied with the sim physics, and they enjoy it (even if display is distorted). The problem is that large FOV shrinks the road in the center and quickly gives headache, and it makes more difficult to appreciate distances.
I think there is a way to improve things. To get the advantage of a large FOV without the inconvenient, using a simple pixel shader. Post is too long and boring. If you are interested tell me I will try to explain.
I have been playing all possible racing/rally sims since a while, and I always noticed that sense of speed was a problem.
We all develop a "sense of physics": thanks to our experience in real world, we are able to say quite accurately if an object will slide, or stop, or roll, just watching it's shape, what it seems made of, it's speed.
We use this "sense of physics" when we drive a car too. Usually, you drive slower on wet road, because you know from your "sense of physics" when you are driving too fast. Even if you never slided!
In sim driving, this "sense of physics" does not apply.
When I watch friends using a sim for the first time, they just go way too fast, and crash at the first turn. Even very careful people. They can't use their experience because the most important clue we use to drive, the speed, is not properly rendered. (acceleration too is not rendered of course, but almost nothing can be done for it)
Using default FOV, if I hide the speed meter and ask people what is current speed, they always answer half of the right answer. That's why they crash, that's why they say the sim is not realistic, that's why some of them give up quickly....etc.
If I increase the FOV until the perceived speed matches the simulated speed, then people are a lot more satisfied with the sim physics, and they enjoy it (even if display is distorted). The problem is that large FOV shrinks the road in the center and quickly gives headache, and it makes more difficult to appreciate distances.
I think there is a way to improve things. To get the advantage of a large FOV without the inconvenient, using a simple pixel shader. Post is too long and boring. If you are interested tell me I will try to explain.