you can also make all objects that have passed the 'craft' accelerate backwards as well as increase the speed at which the particles from the exhaust fly backwards
@@NachitenRemix depends if all players are in the same value on the forward axis or not, if they aren't then you could make it local or refrain from having it at all.
Its funny how were commenting on a comment posted two years ago.. anyways by the laws of perception that effect already happens naturally by increasing fov, our brains perceive lateral objects as if they were going quicker only because they move away from the point our eyes are focused on, so no need to add any special effect
Everyone always forgets sound design. Add the sound of wind, the sound of your wheels/feet on the ground, whooshing sounds as you pass by objects, use engine noise in a car to indicate high RPM. Add sounds to the environment like rivers and waterfalls and make sure those sounds have stereo or surround sound panning. Apply the doppler effect to nearby sounds.
I think you mean terrain, not player. I saw this effect in one of the tall tales in Sea of Thieves. I got the rest of the crew to activate the next checkpoint while I was outside of the area where the barrier forms. When I fell in the water I realized that the devs made the terrain move and the ship was stationary. It made me feel like I was swimming at Superman speeds.
Depending on the style of game your ‘speed’ units can also be fairly arbitrary. Eg. You can just display a larger scaled number, like instead of 14 show the user 140. Bigger number feels faster :)
An additional one is objects. Speed is relative. So you can increase the object count you're moving relatively fast to. Driving 60mph/100kph in the city centre is insane, on the highway, not so much. My 2 cnts.
ปีที่แล้ว +46
Kinda the same with textures. Low resolution blurry textures tend to ruin sense of speed in comparison to high resolution, dense textures. Density is key. Object density, texel density... With flat textures, the right way is truly the object density what you say. A game like Star Wars Episode 1 - Racer comes to my mind, with high resolution textures, the sense of speed would be way higher.
Part of what's interesting here is what makes something feel fast is how fast the player is receiving information. What matters in speed is how much time you have to react to something and how quickly you're getting new information. Increasing fov and lowering the camera angle give you less time to react to new information, making things feel faster.
Really great thought here. It's not just about relative movement. Anything that involves short period amount of time, our immediate thought is that "that's fast". Eg: an image flashed on a screen. We don't usually call an airplane we saw in the sky to be fast, however we may say a car passing by to be. Even though in reality the airplane is moving 10x faster!
These are some really nice tricks to make a game look speedier than it is, very impressed how well these illusions work despite no actual change in velocity.
Camera position is also a pretty big one. When you accelerate, the camera stays way back, or in other words "the camera struggles to keep up with the vehicle". And it never really catches up until the vehicle gets slower. One of the aspects that get used a lot in racing games.
When Gauss in Warframe dropped, it increased the fov any time it used its speed skill. So many people were deeply convinced it was the new speed class, beating out the Volt. Turned out the Volt still had the speed advantages, but because it didn’t play with the camera it was really hard to convince people.
Stretch edges and blur them; tunnel vision. When engaging afterburner or speed boost, vehicle moves away from camera a little + slight fov increase + shake + blurred edge + extra tails + sound I guess that's basically intensify everything lol
GTA V does this really well. None of the cars (and other vehicles) go as fast as they should. You'd think a formula 1 car would be blazing down highways, and while it does look like you're making good progress with speed, the actual factor to this is the map's size, it's small, just small enough for them to be able to tone down the top speed of the cars to where you *think* you're going fast, but are really just going half the top speed of whatever tricked out supercar you just bought with the last of your money you had to grind for days to get.
Minecraft also does this by increasing the FOV when you drink a speed potion. But you can also change the FOV manually in the settings which can make the game feel a lot faster or slower.
The increased FOV tip is kind of misleading. The FOV should be increased with acceleration and not speed. At first I did it based on speed, but a friend of mine who actually races for a living playtested my game and told me that making the FOV increase with acceleration would feel faster. I was kinda impressed that he could tell I was making a dirty fake FOV trick based on speed. So I tried his way. And it truly feels faster. Another tip is increase the amount of horizontal "lines" that run across the screen. What I mean by that is, add more elements to the sides of the road. That way, when you move past them, it looks like you are going faster. This is probably something that you may have noticed as a kid, that when you looked at the sides of the road in a long car trip, the sides seemed as if they moved faster than whatever was in the distance straight in front of the car. Another point is that the effects you made are not as noticeable because your road is completely straight, which further encourages the user to fix their sight into infinity, completely straight ahead, which further makes it seem like you are going at an extremely slow pace. You need to add turns and interesting curves to make it seem like you truly are speeding up. Even a game with flat colors can feel fast if you have a proper curve setup and decor elements on the side of the road. As for particles, you can increase the trail's length based on acceleration as well, which will also make it seem like the thrusters are working harder the faster you go, further accentuating the difference between what's meant to be slow and what's meant to be fast in your game. Regarding the speed lines, you need to isolate those to the border of the screen. Having visual clutter around the edges is sort of OK, but having it in the very middle of where your gameplay is happening is not only not going to speed things up visually, but it's going to make it harder to see what is going on. Remember what I mentioned before, when you look straight ahead, it looks like the road is moving slower ahead of you. All elements that accentuate speed need to happen on the sides, that way their effect is further accentuated, because what makes that feel fast is the fact that you're seeing close objects go past by you at a fast speed. If you put the focal point at a far distance, you're not going to see any objects going past you, thus you won't feel like you're going fast. Another thing to note, I don't know about you, but when I go fast in a car, my sight doesn't get blurry. That is completely artificial and doesn't actually make things feel faster. Good games that actually get the fast feel right don't even need blurry effects to make it seem like they are going fast. Actually, quite on the contrary, the feel of speed comes from having tons of visual details and elements quickly disappear from the screen by the sides of your vehicle, because it makes it seem like you're passing tons of objects, which further accentuates the feel of going at an extremely fast velocity. Also, not completely sure about this one, but I would get the camera a bit closer to the vehicle. Having it further away also makes your focal point further from the area where the illusion of speed is most felt, so you obviously want to keep it as close as possible to make it seem like you're going fast. Tho, ofc, I would make this configurable by the user because power users would obviously prefer to sacrifice the feel of speed for greater visibility. Also the camera shake you implemented is not really the way I would do it. Make it less aggressive overall, and increse the strength when it matters (boosting, extreme acceleration, going past obstacles, etc...), which further intensifies the feeling of speed when it matters. In short, the illusion of speed comes from making the gap between slow and fast bigger. And this depends on what is the feel of "slow" and what is the feel of "fast" in your game.
It's also somewhat subject to opinion how fast you need to be moving relative to your surroundings before you start moving "fast". Different people have different standards. For instance, even with the effects applied in this video, there still might be a fair number of people who just think of it as somewhat faster, but still not actually fast. Nonetheless, the techniques applied in this video can be applied when the player is actually given a speed boost to make the boost feel more substantial than it really is. Even if they're only going, say, 20% faster than they were previously for the duration, because of the visual effects they will feel like they're going anywhere from 50-100% faster or maybe even more. The reason why such smoke and mirrors can be necessary in game development is because of two primary factors: Hardware/Software limitations, and game balance. Say for example you're making an online racing game, and one of the game mechanics you are implementing in is a speed booster that when you drive over it gives you a boost. In regards to hardware/software, moving faster likely means loading in/out terrain and objects and such faster, which can be a problem in some cases. Maybe because the hardware isn't powerful enough to keep up, or maybe because the game engine can't handle it. It's much more rare these days, but not entirely impossible to encounter. Likewise, giving players too large of a speed boost might make races too quick or take away too much control from the player or could give some players too big of an advantage to overcome or etc. In any of these situations, a slower speed presented to the player as faster than it really is will give the player the satisfaction of high speed without actually having to achieve it, which is lighter on the Hardware/Software and easier to keep balanced regarding game design.
I suffer from motion sickness and the problem is that some of the effects gives me headache, so it's always a good thing to give options to turn it off.
Great demonstration. I think it would benefit from actually being a bit faster, because the terrain passing at that speed kinda breaks the illusion, but I could definitely see the improvements.
I've noticed something interesting while playing Sonic Frontiers: adjusting the camera closer to Sonic heightens the sense of speed. Initially, I kept the camera far behind to observe the surroundings, but found myself feeling sluggish until I made this adjustment.
Dragon age Inquisition did something similar. The mounts could sprint but they just added effects as the hard drives couldnt load the levels any faster
some of these tricks are also useful for street designers to combat speed blindness and showing drivers how fast they are going. especially things like narrower streets with trees on the sides can be very effective
When Sonic the Hedgehog games started adding post-processing, blur, shake, speed lines, and stretching the field-of-view, that was the exact instant I lost all interest in the series.
True. Still, at the same time, it is a clever illusion and it does what it’s intended to. I just have an aversion to it because they used it excessively to try to hide all the downgrades in sound, visuals, and level design. Thanks for your gracious reply, and for making videos like this that demonstrate these different types of visual effects in games.
I noticed this effect when i was 7 and noticed how much faster the trees were flying by the car when looking out the side window as opposed to looking ahead
You can also give occasional boosts of speed, especially after making turns, to give the feeling of acceleration which is what we detect much more naturally. You can also make the vehicle turn slower, making it feel like you have a lot more momentum and weight.
Dragon age origins did this! When riding your horse you can choose to get a quick speed boost to travel faster however the developers realized that the world couldn't load fast enough for this so they just added a bunch of effects as shown to make it feel like you are going faster. Another game which uses this is Metal gear solid V where you can choose your character to change to either Raiden or Quiet. Although Quiet is the faster of the two, because of the effects it looks and feels like Raiden is faster!
I would also add a stage to help the effect, with many curves and perpendicular lines. F-Zero did that, using carefully designed race tracks to simulate speed. Parallel lines, sharp curves, camera turns, etc.
Same thing with film. Drop the camera down to the road, add crazy music and acceleration SFX, boom, high-speed chase. You just have to ignore the swerving cars clearly going 20mph tops
These are great tips, but the choppiness of the game/video ruins it. I tried stepping through it frame by frame and frequently nothing changes on screen for a good 2-4 frames.
I remember the Balance of Power DLC for XWing vs TIE Fighter, which introduced a Super Star Destroyer. It was half the size of one that would have been properly scaled. And that was very likely to keep a sense of velocity when you're flying near it. Allowing it to be rendered at its full size would have made you feel like you're flying at half speed flying towards this huge thing, which would have been boring and taken the energy out of it. Ships in the XWing games flew really slow as it was already. I remember Lawrence Holland said that if he rendered it at full size, it would have taken way too many polygons - which I immediately scoffed at because you can still render something at a larger scale and keep the number of polygons the same. He was just trying to maintain the illusion, and unfortunately, lobbied in a way that made people dumb. You do need to be careful about how much speed you allow to the player. Dogfighting at ludicrous speeds becomes unplayable (impossible to hit anything), unless maybe you introduce some slip into the turns so that maneuvering a tiny bit doesn't immediately change your velocity.
Splatoon 2 and 3's grind rails are a good example of this. You feel like you're going fast, but if you look at your speed relative to any solid ground, you really aren't going very fast at all. I think even your normal swim speed is faster.
This is similar to why a miata going 40mph feels faster than, as an example, a hellcat going 40mph. And the same reason why you can have more fun in a miata than a hellcat. The car sitting so low and the wide field of view of the miata allows the brain to "feel" the speed that your going, while a car with high windows with less visibility will feel slower at the same cruising speed. In a miata, you can see the street rushing passed the corner of your eyes while you cant see the street from the corner of your eye in a hellcat unless your pretty tall, heck you can hardly see the street over the hood for most people. There is more to it then that ofcourse, but this is one major factor in how we "feel" the speed we are going. Larger cars dont "feel" as fast unless your flooring it but for the 99% of the time that you arent doing that on the street, its not as fun. Its really cool how the mind works.
Great examples of how our brains assume speed based on stuff other than how fast we’re going. Like if a car is rattling or how close to the ground you are etc!
I believe the increased FOV is not purely for aesthetics, but also for necessity, depending on the camera perspective. When the game actually increases your speed, the player becomes a bullet and any obstacle can become deadly. Take Hill Climb Racing as an example: The increased FOV is crucial to helping the player avoid deaths caused by ramming into unforeseen terrain at high speed.
The warframe revenant actually feels way slower than he is. He doesn't shake, the camera actually feels extra steady, the fov doesn't change, particles don't trail behind you, etc, but yet he can actually just move at like mach 50.
Minor thing but i feel you shouldve had the comparison at the exact same point in the map, its nice to be able to use objects as reference that are on both sides to really see that theryre goin the same speed
One more factor I haven't seen mentioned here is the player's size. While not necessarily an option for maintaining the speed illusion, shrinking the player directly increases their speed relative to their size!
If you get a burst of speed have the camera lag behind and have to catch up to the player. The 4th Gen Armored Core used this an utter ass load, and in those games you can hit burst speeds of up to Mach 3. The game is actually mostly to scale too so you actually do cover insane distances super fast.
Thanks for all the feedback in the comments ❤️ Let me know if theres any other breakdowns you would like to see.
Ok
Np...
you can also make all objects that have passed the 'craft' accelerate backwards as well as increase the speed at which the particles from the exhaust fly backwards
How would you make the objects accelerate in a multiplayer game? Kindda complicated
@@NachitenRemix depends if all players are in the same value on the forward axis or not, if they aren't then you could make it local or refrain from having it at all.
Its funny how were commenting on a comment posted two years ago.. anyways by the laws of perception that effect already happens naturally by increasing fov, our brains perceive lateral objects as if they were going quicker only because they move away from the point our eyes are focused on, so no need to add any special effect
@@xdsam24 even funnier that the original commenter replied almost immediately ;-)
You're talking about a fisheye lens
Everyone always forgets sound design. Add the sound of wind, the sound of your wheels/feet on the ground, whooshing sounds as you pass by objects, use engine noise in a car to indicate high RPM. Add sounds to the environment like rivers and waterfalls and make sure those sounds have stereo or surround sound panning. Apply the doppler effect to nearby sounds.
Invaluable tips here
music too. i bet if you played gas gas gas to this it would feel faster
@@Purplexic_Y E S
@@rymd-raketincrease the sensitivity that will make you think you’re going too fast
@@soku330 do you mean mouse sensitivity?
You can also increase the speed of the player to give the illusion of a faster speed
XD
Pro tip
lol
This is genius 🤯
I think you mean terrain, not player. I saw this effect in one of the tall tales in Sea of Thieves. I got the rest of the crew to activate the next checkpoint while I was outside of the area where the barrier forms. When I fell in the water I realized that the devs made the terrain move and the ship was stationary. It made me feel like I was swimming at Superman speeds.
Depending on the style of game your ‘speed’ units can also be fairly arbitrary. Eg. You can just display a larger scaled number, like instead of 14 show the user 140. Bigger number feels faster :)
True, showing a number quickly accelerating from 0 to 140 will definitely give greater feeling than slowly going from 0 to 14
Yeah but then your players become older than 10 years old and are no longer dumb enough to be impressed by that kind of crap
@@jasv49no.
enlarging numbers just helps make it feel more epic, that's a fact.
@@jasv49big number = good is such a primal feeling
It has nothing to do with being a kid
@@jasv49 bro never played fps games or rpg games
thumper does pretty much everything shown in this video, probably one of the best examples of must-do's in a speedy game
Definitely an inspiration for the video
For a moment i thought you refered to the thumper from lethal company and not the Game 🤦
lethul compeny refreence?
@@ulforcemegamon3094 the brainrot is real
An additional one is objects. Speed is relative. So you can increase the object count you're moving relatively fast to.
Driving 60mph/100kph in the city centre is insane, on the highway, not so much. My 2 cnts.
Kinda the same with textures. Low resolution blurry textures tend to ruin sense of speed in comparison to high resolution, dense textures. Density is key. Object density, texel density... With flat textures, the right way is truly the object density what you say.
A game like Star Wars Episode 1 - Racer comes to my mind, with high resolution textures, the sense of speed would be way higher.
And objects can be, for example, planets (it may interfere with the immersion, if you are a fly of the same size...).
@ do you understand you don't see much detail when shpedy, meaning that that you said simply cannot work in any way possible?
Part of what's interesting here is what makes something feel fast is how fast the player is receiving information. What matters in speed is how much time you have to react to something and how quickly you're getting new information. Increasing fov and lowering the camera angle give you less time to react to new information, making things feel faster.
Hmm, I’ve never thought about it that way
Really great thought here. It's not just about relative movement. Anything that involves short period amount of time, our immediate thought is that "that's fast". Eg: an image flashed on a screen.
We don't usually call an airplane we saw in the sky to be fast, however we may say a car passing by to be. Even though in reality the airplane is moving 10x faster!
Simple, short, sequential, described each step, provided visual example of each step. This is how to make a how-to video.
Hey! Thanks a lot for the feedback. Good to know which format works best for these kinds of videos
Thanks for this, most of these I knew but I was surprised how much the vignette added to the experience
These are some really nice tricks to make a game look speedier than it is, very impressed how well these illusions work despite no actual change in velocity.
Camera position is also a pretty big one. When you accelerate, the camera stays way back, or in other words "the camera struggles to keep up with the vehicle". And it never really catches up until the vehicle gets slower. One of the aspects that get used a lot in racing games.
Just saw this from reddit. Very interesting and helpful cheers!
same
Very cool man, I think post processing and Camera shake make the most difference.
I think the field of view makes the biggest difference, especially when you make it dynamic so it increases if you accelerate or Boost
When Gauss in Warframe dropped, it increased the fov any time it used its speed skill. So many people were deeply convinced it was the new speed class, beating out the Volt. Turned out the Volt still had the speed advantages, but because it didn’t play with the camera it was really hard to convince people.
Still praying on the day they make Mach rush scale with strength, one can only dream.
Stretch edges and blur them; tunnel vision.
When engaging afterburner or speed boost, vehicle moves away from camera a little + slight fov increase + shake + blurred edge + extra tails + sound
I guess that's basically intensify everything lol
Great list
Perfect example of our childhood's pov when playing with a car
As someone who is fast, i can confirm. That's fast.
That means a lot ❤️
GTA V does this really well. None of the cars (and other vehicles) go as fast as they should. You'd think a formula 1 car would be blazing down highways, and while it does look like you're making good progress with speed, the actual factor to this is the map's size, it's small, just small enough for them to be able to tone down the top speed of the cars to where you *think* you're going fast, but are really just going half the top speed of whatever tricked out supercar you just bought with the last of your money you had to grind for days to get.
I love how camera shake basically just makes it dance to the beat
Minecraft also does this by increasing the FOV when you drink a speed potion. But you can also change the FOV manually in the settings which can make the game feel a lot faster or slower.
Fov is the star of the show. Basically makes everything in your periphery move faster which creates the sense of speed
"The council would like a word with you"😂😂
The increased FOV tip is kind of misleading. The FOV should be increased with acceleration and not speed. At first I did it based on speed, but a friend of mine who actually races for a living playtested my game and told me that making the FOV increase with acceleration would feel faster. I was kinda impressed that he could tell I was making a dirty fake FOV trick based on speed. So I tried his way. And it truly feels faster.
Another tip is increase the amount of horizontal "lines" that run across the screen. What I mean by that is, add more elements to the sides of the road. That way, when you move past them, it looks like you are going faster. This is probably something that you may have noticed as a kid, that when you looked at the sides of the road in a long car trip, the sides seemed as if they moved faster than whatever was in the distance straight in front of the car.
Another point is that the effects you made are not as noticeable because your road is completely straight, which further encourages the user to fix their sight into infinity, completely straight ahead, which further makes it seem like you are going at an extremely slow pace. You need to add turns and interesting curves to make it seem like you truly are speeding up. Even a game with flat colors can feel fast if you have a proper curve setup and decor elements on the side of the road.
As for particles, you can increase the trail's length based on acceleration as well, which will also make it seem like the thrusters are working harder the faster you go, further accentuating the difference between what's meant to be slow and what's meant to be fast in your game.
Regarding the speed lines, you need to isolate those to the border of the screen. Having visual clutter around the edges is sort of OK, but having it in the very middle of where your gameplay is happening is not only not going to speed things up visually, but it's going to make it harder to see what is going on. Remember what I mentioned before, when you look straight ahead, it looks like the road is moving slower ahead of you. All elements that accentuate speed need to happen on the sides, that way their effect is further accentuated, because what makes that feel fast is the fact that you're seeing close objects go past by you at a fast speed. If you put the focal point at a far distance, you're not going to see any objects going past you, thus you won't feel like you're going fast.
Another thing to note, I don't know about you, but when I go fast in a car, my sight doesn't get blurry. That is completely artificial and doesn't actually make things feel faster. Good games that actually get the fast feel right don't even need blurry effects to make it seem like they are going fast. Actually, quite on the contrary, the feel of speed comes from having tons of visual details and elements quickly disappear from the screen by the sides of your vehicle, because it makes it seem like you're passing tons of objects, which further accentuates the feel of going at an extremely fast velocity.
Also, not completely sure about this one, but I would get the camera a bit closer to the vehicle. Having it further away also makes your focal point further from the area where the illusion of speed is most felt, so you obviously want to keep it as close as possible to make it seem like you're going fast. Tho, ofc, I would make this configurable by the user because power users would obviously prefer to sacrifice the feel of speed for greater visibility.
Also the camera shake you implemented is not really the way I would do it. Make it less aggressive overall, and increse the strength when it matters (boosting, extreme acceleration, going past obstacles, etc...), which further intensifies the feeling of speed when it matters.
In short, the illusion of speed comes from making the gap between slow and fast bigger. And this depends on what is the feel of "slow" and what is the feel of "fast" in your game.
This was actually very helpful.
Especially the bit about adding details to the sides and turns.
Meanwhile there's F/Zero GX where they don't have to do anything because you really ARE going that fast.
It's also somewhat subject to opinion how fast you need to be moving relative to your surroundings before you start moving "fast". Different people have different standards. For instance, even with the effects applied in this video, there still might be a fair number of people who just think of it as somewhat faster, but still not actually fast.
Nonetheless, the techniques applied in this video can be applied when the player is actually given a speed boost to make the boost feel more substantial than it really is. Even if they're only going, say, 20% faster than they were previously for the duration, because of the visual effects they will feel like they're going anywhere from 50-100% faster or maybe even more. The reason why such smoke and mirrors can be necessary in game development is because of two primary factors: Hardware/Software limitations, and game balance. Say for example you're making an online racing game, and one of the game mechanics you are implementing in is a speed booster that when you drive over it gives you a boost. In regards to hardware/software, moving faster likely means loading in/out terrain and objects and such faster, which can be a problem in some cases. Maybe because the hardware isn't powerful enough to keep up, or maybe because the game engine can't handle it. It's much more rare these days, but not entirely impossible to encounter. Likewise, giving players too large of a speed boost might make races too quick or take away too much control from the player or could give some players too big of an advantage to overcome or etc. In any of these situations, a slower speed presented to the player as faster than it really is will give the player the satisfaction of high speed without actually having to achieve it, which is lighter on the Hardware/Software and easier to keep balanced regarding game design.
Great points! I agree and think game balance is the biggest reason to ”trick” players into feel like they’re going faster nowadays
As well as moving the camera closer to the ground, you could also move it closer to the object. You should do this as you pull the FOV
What is FOV even?
Field of view I think
@@josemacncheese You "think"?
Nah I'd like absolute answers.
@@Libopsyes its field of view thats kind of obvious is it not?
@@Libopsits field of view, "i want absolute answers" then look it up ffs
I suffer from motion sickness and the problem is that some of the effects gives me headache, so it's always a good thing to give options to turn it off.
Agree. Crucial to be able to turn this off
I appreciate how concise this is, thank yoy
Thanks for the feedback!
This is what it feels like when my moped is slowly breaking down far away from home.
Yeah you know the moped is on its last breath when it starts pooping
Ok this is very cool. Add sounds to make it feel faster and its perfect!!!
Thanks for the feedback, sound will definitely add to it!
Great demonstration. I think it would benefit from actually being a bit faster, because the terrain passing at that speed kinda breaks the illusion, but I could definitely see the improvements.
Thanks for the feedback, I can see what you mean
I've noticed something interesting while playing Sonic Frontiers: adjusting the camera closer to Sonic heightens the sense of speed. Initially, I kept the camera far behind to observe the surroundings, but found myself feeling sluggish until I made this adjustment.
This is a certified Need For Speed Most Wanted (2005) moment
Bruh I genuinely thought that it got way faster lol
it's also about the enviorment and how hard it is to drive trough it at a high speed
Do you mean driving through obstacles or do you mean difficulty navigating a vourse?
Dragon age Inquisition did something similar. The mounts could sprint but they just added effects as the hard drives couldnt load the levels any faster
Interesting fact!
Actually went back to the video I watched to check. They blame the frostbite engine not hardrives so my bad.
Still hilarious.
Daytona USA 2 changes the texture of the ground depending on your speed. The difference is notorious. Digital Foundry explain it.
Thanks for the info! Just saw the DF video. Great breakdown
Well that clip was fast. You tricked me!
Better luck next time! ;)
Looks like he's going fast and slow at the same time 😂
some of these tricks are also useful for street designers to combat speed blindness and showing drivers how fast they are going. especially things like narrower streets with trees on the sides can be very effective
Interesting application!
The plane looks like it’s having diarrhoea 💀
When Sonic the Hedgehog games started adding post-processing, blur, shake, speed lines, and stretching the field-of-view, that was the exact instant I lost all interest in the series.
Have seen more people mention this about the sonic games. I see how it can get overwhelming seeing this effect for long periods of time
True. Still, at the same time, it is a clever illusion and it does what it’s intended to. I just have an aversion to it because they used it excessively to try to hide all the downgrades in sound, visuals, and level design.
Thanks for your gracious reply, and for making videos like this that demonstrate these different types of visual effects in games.
how devolpers make u motion sick in under 20 secs
I won’t lie, it works! Especially the particles, makes it feel more powerful
Thanks for the feedback!
“Huh, no wonder why everything was still approaching my screen slowly…”
Truly a fast moment.
🙏
I watched this at 2x speed so it was xtra fast
Secret tip
I noticed this effect when i was 7 and noticed how much faster the trees were flying by the car when looking out the side window as opposed to looking ahead
Great observation! That could maybe be simulated by adding more trees and stuff on the sides of the track
You can also give occasional boosts of speed, especially after making turns, to give the feeling of acceleration which is what we detect much more naturally.
You can also make the vehicle turn slower, making it feel like you have a lot more momentum and weight.
All great tips. I hadn’t thought about the turning slower one! Thanks
Watching it may ruin our experience on racing game but it's truly a good tip for gamemaker
Yeah I feel like that with a lot of similar things. Its like seeing the sausage being made
I still grabbed on to my desk and shout "WE'RE ZOOMING NOW BOYS"
This is true,in goat simulator,when you use the vr glasses it looks like your faster when your not
Now this is pod racing
Feels like going 200mph+ 😂
New Sonic game lookin' hype!
This should be implemented in a racing game and used when you want to speed up.
So it actually does nothing but you think you are going faster.
Definitely! It is probably used in games like mario kart to give a sense of higher speed boost without giving too unfair of an advantage to rhe player
Tons of game do
Many games do this and frankly I get tired of it, I'm not as easily fooled as I'd like to be when it comes to faux speed.
Dragon age origins did this! When riding your horse you can choose to get a quick speed boost to travel faster however the developers realized that the world couldn't load fast enough for this so they just added a bunch of effects as shown to make it feel like you are going faster.
Another game which uses this is Metal gear solid V where you can choose your character to change to either Raiden or Quiet. Although Quiet is the faster of the two, because of the effects it looks and feels like Raiden is faster!
Thanks for those great examples!
I would also add a stage to help the effect, with many curves and perpendicular lines. F-Zero did that, using carefully designed race tracks to simulate speed. Parallel lines, sharp curves, camera turns, etc.
Great pointers, especially about the perpendicular lines!
Speed. I am speed.
Great! Saves computing power and storage space.
True! Can be used to make players feel they’re travelling further than they are and thus save on space
A 3D skybox of something like trees or skyscrapers or something neatly disguised to actually speed up the opposite way as the player speeds up
That is what I call fast!
That's what I call music!
Same thing with film.
Drop the camera down to the road, add crazy music and acceleration SFX, boom, high-speed chase.
You just have to ignore the swerving cars clearly going 20mph tops
These are great tips, but the choppiness of the game/video ruins it. I tried stepping through it frame by frame and frequently nothing changes on screen for a good 2-4 frames.
Thanks for the feedback! Might have something to do with my screen capture. Sorry about that.
I remember the Balance of Power DLC for XWing vs TIE Fighter, which introduced a Super Star Destroyer.
It was half the size of one that would have been properly scaled.
And that was very likely to keep a sense of velocity when you're flying near it.
Allowing it to be rendered at its full size would have made you feel like you're flying at half speed flying towards this huge thing, which would have been boring and taken the energy out of it. Ships in the XWing games flew really slow as it was already.
I remember Lawrence Holland said that if he rendered it at full size, it would have taken way too many polygons - which I immediately scoffed at because you can still render something at a larger scale and keep the number of polygons the same. He was just trying to maintain the illusion, and unfortunately, lobbied in a way that made people dumb.
You do need to be careful about how much speed you allow to the player. Dogfighting at ludicrous speeds becomes unplayable (impossible to hit anything), unless maybe you introduce some slip into the turns so that maneuvering a tiny bit doesn't immediately change your velocity.
Spot on, I guess it’s because you have no clue to how far you’ve traveled when using such large objects as reference
Splatoon 2 and 3's grind rails are a good example of this. You feel like you're going fast, but if you look at your speed relative to any solid ground, you really aren't going very fast at all. I think even your normal swim speed is faster.
Thanks, now I'll use them in my next project :3
Awesome! Please share an update when you implement it :)
Informative, short, to the point.
10/10
Thanks for the feedback!
And I appreciate them for it.
This is similar to why a miata going 40mph feels faster than, as an example, a hellcat going 40mph. And the same reason why you can have more fun in a miata than a hellcat. The car sitting so low and the wide field of view of the miata allows the brain to "feel" the speed that your going, while a car with high windows with less visibility will feel slower at the same cruising speed. In a miata, you can see the street rushing passed the corner of your eyes while you cant see the street from the corner of your eye in a hellcat unless your pretty tall, heck you can hardly see the street over the hood for most people.
There is more to it then that ofcourse, but this is one major factor in how we "feel" the speed we are going. Larger cars dont "feel" as fast unless your flooring it but for the 99% of the time that you arent doing that on the street, its not as fun.
Its really cool how the mind works.
Great examples of how our brains assume speed based on stuff other than how fast we’re going. Like if a car is rattling or how close to the ground you are etc!
Approaching sound barrier !
There's no need to put any special effects or any kind of particles, just add GAS GAS GAS music in the background and it will look fast.
Gauss mains are seething rn
Moving the rest of the environment around you backwards also works on things like a train or a long highway
I believe the increased FOV is not purely for aesthetics, but also for necessity, depending on the camera perspective. When the game actually increases your speed, the player becomes a bullet and any obstacle can become deadly. Take Hill Climb Racing as an example: The increased FOV is crucial to helping the player avoid deaths caused by ramming into unforeseen terrain at high speed.
The low camera angle is a deal breaker for me. I first witnessed the camera angle dropped lower with each new Burnout game.
The warframe revenant actually feels way slower than he is. He doesn't shake, the camera actually feels extra steady, the fov doesn't change, particles don't trail behind you, etc, but yet he can actually just move at like mach 50.
The music 😳😳😳🔥🔥🔥
Its not to trick players into feeling fast, its to create a sense of speed for players.
It creates a sense of speed for players in order to trick them into feeling fast.
You could say it is using tricks to create the sense of speed. A trick is not always a bad thing
Grand Theft Auto is a great example of this
Mass effect 1 walking vs sprinting be like
*particle gets added*
my brain : WOAH SPEED INCREASE AMAZING
We are simple creatures
Good points. Very well with the compare in the end.
Glad you liked it!
Every FOV slider as a tryhard:
Minor thing but i feel you shouldve had the comparison at the exact same point in the map, its nice to be able to use objects as reference that are on both sides to really see that theryre goin the same speed
Thanks for the feedback, will keep that in mind for the next video
That's why I change my fov in games
One more factor I haven't seen mentioned here is the player's size. While not necessarily an option for maintaining the speed illusion, shrinking the player directly increases their speed relative to their size!
True, I guess its all about references our brains use to make out how fast something is moving
When you hit the turbo button and nothing changes
Seems to not work for everyone
Is it weird i kinda noticed how the thing was actually staying still this whole time
Amazing video George!
Gotta go fast to the top because I don't want any more fucks goes.
Sonic Frontiers be like:
If you get a burst of speed have the camera lag behind and have to catch up to the player.
The 4th Gen Armored Core used this an utter ass load, and in those games you can hit burst speeds of up to Mach 3.
The game is actually mostly to scale too so you actually do cover insane distances super fast.
Thanks for the tip!
Higher FOV is the main thing that makes it feel faster
Agreed
Dang this is basically Need For Speed Heat that boost dont do nuttin
Great example!
wym? right side moving fast asf boi
Fisheye lens would help as well
Gotta save this for later
This reminds me of the first time I've played f-zero x. It was like I could feel the 0 to 700km/h acceleration
Barrier X for sure
Thanks for the tip! That game looks like race the sun on steroids