3/27/2023 0 Comments Dirt 4 realism![]() ![]() And this is crucial: All this while maintaining a "correct", life-like field of view. The way you will be able to recreate the impression of sitting in the car is to fill in more of your peripheral vision with the game-world, hence VR or a larger & wider monitor (or triple-screens) if funds and space allow. Some players prefer to have it on strong, while some try and turn this down or off immediately. Some sims include this "motion" effect into their in-car camera, some don't. The most relevant point of "movement" will still be your head-pitch and -roll. ![]() We are talking a little flex of the seat/back/ seat-mounting, maybe, summing up to less than a 2.3cm of total movement range in each direction for the vast majority of events (ignoring the most back-braking heavy impacts). In a competition rally-car, your body will be fastened down to the seat and any kind of movement will be restricted to the amount of "crumple-zone" your bodie's fat-depots and the strength of your neck-muscles allow. I'm sure there's other ideas out there, this post is not merely mine but one for the Community to add to ideas and the like. Now taking this idea and implementing it into a racing game may seem challenging but i believe overall, it would make a world of difference in a DiRT game, along with better atmospsheric/weather/particle/lighting propagation. ![]() Forward, backward, side to side to give dimension. Watch the left side of the video, between the drivers helmet and the driver's side window. So basically you have two "senses" of motion going on. This would capture the subtle elevation changes (up and down) as well as depth (forward and backward) of the main exterior view, per immersion. This technique could also be used outside of the vehicle, if placing a camera/motion tracking camera on a flexible aparatus attached to the vehicle. Motion camera(s) attached to the driver would explain and show the suble nuances of the overall view. What i suggest per reference is putting an actual camera(s) on a drivers' helmet, shoulder, or something that gives a sense of moton of the main character's body in relation and along with the motion inside the vehicle. No sense of motion for you, the driver inside the vehicle. ![]() This camera technique Implemented into a video game pushes the lack of immersion for the player there's no sense of depth nor dimension. It seems that the game is basing it's "look" off of perhaps footage of rally car races. It's how the "camera" mechanics per motion/view are. There's really only one thing i notice that's fairly bothersome in terms of immersion. With DiRT 4, Codemasters have sought to combine the levels of thrill and realism from last year’s DiRT Rally with the fearless excitement, accessibility and adrenaline-fuelled races previously seen in its critically acclaimed prequels DiRT 2 and DiRT 3.The DiRT games are fantastic, there's no question about that. Your Stage allows experienced rally players to create longer, more technical routes, whilst newcomers can create simpler shorter routes as they hone their skills. You choose your location and set the route parameters, then Your Stage does the hard work to create a unique rally stage that you can race, share with your friends and then challenge them to beat your time. They call it ‘being fearless’.ĭiRT 4 also features a game-changing system called Your Stage an innovative rally route creation tool that allows you to produce an almost-infinite number of unique stages at the press of a button. Seeing how much air you can get in a truck. Going for the gap that’s slightly too small. It’s about pushing flat out next to a sheer cliff drop. And more than that, it’s about loving that feeling. It’s about the thrill, exhilaration and adrenaline that is absolutely vital to off-road racing. DiRT 4 is all about embracing that danger. Motorsport by its very nature is dangerous. ![]()
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