The Netherlands has roads that purposefully put trees almost right at the road's edge to give a heighted sense of speed to drivers, and thus naturally makes them want to drive slower and more cautiously. They do not reduce the speed limit, rather use human fight or flight instincts to have people drive better. The jungles in Forza Horizon 5 and the eastern ocean front city are almost like this, where the trees and buildings + objects are really right off the side of the road. besides the canyon, this area is my favorite to make maps in and drive hypercars through. It feels like Sunshine Keys in Burnout Revenge.
Yeah that method is used in Luxembourg, Germany, Belgium, Netherlands and France as far as I know. Usually those trees are more a source of discussion about the safety of having massive unshakable tree trunks less than a meter next to cars driving 90kmh.
My apologies, I meant the Netherlands. Not Just Bikes has a great video about poor street designs and speedlimits, where I learned about these "speed limit trees"
There's something else. In real world when You drive a car, You look generally forward. But our brain also see, less detailed 180 degrees FOV. That's makes us feels like we are drive fast without even look at speedometer. In games it feels like You are driving with binoculars
The motion blur part also highlights my issue with motion blur in games. i hate it when im playing on foot and the world turns into a literal blur just because im turning the characters head But i love the blur when im going fast like racing a horse or , yes, driving a car fast
I feel like the best motion blur in any video game that I've ever played has to go to FFXV, there's no motion blur on the camera, just the movement, either from your character or from the car and the road when you're driving and it's great. Idk why every game with motion blur has to apply it to the camera, maybe it does make the game feel lest jerky in lower framerate but other than that, it's completely dogshit and just creates motion sickness.
@@thuanle1246 MOTION BLUR EFFECT is for the fast movement i know.. but when you turn on in the racing, it actually dims down the environmental graphics.. i mean you see less trees, stuff on the side of the road.. so it actually diminishes the feel of speed.. but if you disable blur, and if the fps is high enough, you feel the speed because whne you drive faster, the trees and othher stuff on the sides, became faster and you see more of them, then you feel you are fast.
@@matthewbarabas3052Yes, but looking with your eyes irl and "looking" on a videogame is a totally different thing. I really can't understand why the developers don't get it, they play the game, or don't they? For example, how hard is it in a game to check a room for certain items? A lot, we can't seem to focus and search properly, while irl you would immediately find the items, because when you're looking, what's doing the actual work is your brain which "highlights" or "hides" things for you. But in a game, since everything is already rendered in equal mode, it seems so confusing to us.
@@BioTheHuman it can be difficult to find something in your room even in real life. there had to be instances where you spent an hour looking for something only to realize its right there in a very obvious spot.
The camera height (distance above the ground) plays a huge role in how fast a racing game feels. Burnout Paradise has one of the lowest cameras, which is why that decades-old game still feels terrifyingly fast.
Actually the speed that objects, buildings, cars are moving next to you makes a huge difference. That's what need for speed does, when you drive past an AI in nfs it really makes you feel youre going fast or when you flash through the city the buildings are moving so fast next to the car you can't even really tell what they look like. It's the same when you're driving a car in real life. Going 50 miles an hour on a highway will feel really slow because you're not passing anything but 50 miles an hour through a small street with houses will feel fast.
I work as a software engineer for a motorsport company, developing a full immerson 6-DOF racing simulator. The biggest impact on speed for me was the peripheral vision. We use a 180 degree wrap around projector screen which fills your peripheral view. I guess this sort of falls into the realm of FOV, but it's more about the physical viewscreen rather than the in-game projection.
They also had a really shit steering model that pivoted the car from the center. Try turning the car at a crawl and watch the front and rear tyres slide as the car pivots.
the 'scared' part is one of the huge reasons why the sense of speed in NFS Pro Street's speed challenge events is so good, especially at Nevada Highway. You're on edge 95% of the time, hoping you don't lose control and total your car.
exactly! Fastest I've ever felt in a car racing game was pro street's highway races. One slight mistake and you crash. (And it cost money to repair totalled cars too!)
That is so true, I remember going 400kph for the first time in a Ford gt and being panicked happy scared and on edge, that it was unhealthy fun, pro street sprint was no joke specially nevada
And I think BeamNG feels scary because the transition from gripping to sliding is still abrupt like a light switch being flipped from on to off, so it’s legit hard to push it. Seems like there’s not much sliding *only a little” in Beam.
What? Beam has the worst under steer of any racing game I’ve ever played. I love it, but anything other than a straight line isn’t possible over 30 mph
@@baddriversofthenorcalarea500 sounds like a skill issue to me 😏. But seriously BeamNG isn’t hard to drive in, as long as you aren’t on keyboard and you are more precise with your movements. It just takes practice.
@@initialyeet3951 Even if you are using a keyboard, you can bind the steering axis to the side-to-side axis on your mouse, so you're not either at full lock or straight line, there is some in between.
@@initialyeet3951 One thing I’ve noticed about Beam (as compared to Asseto Corsa) is that 1. It’s pretty sensitive to turning actually decreasing if you turn the wheel to far and 2. The force feedback signal for this occurrence is subtle at best. And of course like another guy said, most cars that come with Beam are setup quite understeery by default.
Lotus Esprit turbo challenge on Amiga was one of the first car games where you could feel the speed. What we can learn from that game, is that dashed lines on the road that flickers faster and faster can be enough to create a great sense of speed.
More ways you can feel quick. First person: Driver camera moving back with sudden acceleration; suspension bumps/scrapes; tunnel effect (Real life race drivers experience a tunnel effect when reaching 200 miles an hour) Third person: Slight camera tilt with applying force onto the tires (turning, acceleration and braking counts, an example of this would be the camera movement when you hit a pool of water in Forza Horizon 5 going 165); louder turbo whine at higher speeds to show the turbocharger undergoing stress as it works harder
The first person camera is something Project CARS has done really well. In addition to the regular 1st person camera, you also have a helmet camera, which is literally the driver's POV. You see the helmet on the borders of the screen, the driver's head turns when you approach an apex (and yes, it turns less on vehicles equipped with HANS device) and the corners of the screen become more blurry the faster you go.
The tunnel effect is total logic effect of your brain. At high speeds the brain _needs_ to focus at a far point to have time to process and react to the information. The Stuff happening right and left to you, even a few meters in front of your car, are relatively unimportant, because you could not react to them anyway. So they are faded out. We then perceive this information only very "blurred". Et voilà - the tunnel effect.
adding these to fh5 would make the already insane lambo sesto even more ridiculous . I have max field of view, a 49inch curved monitor, 144fps, 0 motion blur, heck its a lot to take just need the wheel and stuff with the mixed reality
I saw a thing a while back about parabolic fov being more natural (steeper fov toward the sides, shallower toward the center) and giving you a better sense of distance and speed than traditional fov.
Narrowing roads is actually one of the most effective tools for naturally enforcing lower speed limits. A massive road with a 30mph (50ish kmh) will always have speeders, but if you narrow it with trees, parking lanes, etc, people will think they're speeding when driving the speed limit.
I think lower visibility also affects that. I’m not going to drive as fast knowing a person or an animal can jump out in front of me at any moment, as opposed to driving on a wide open runway lol
I feel like im speeding going 30 km/h in a school zone with a 30 limit. My wide mountain hilly road home makes me feel like 60km/h is 30km/h with a 50 km/h limit
THE _NETHERLANDS_ employed this perfectly, instead of arbitrary Speed Sign Roads are designed to convey the Speeds. For example, you wouldnt go 100km/h through a slightly waving street with trees left and right and parking cars and speed bumps, so these tactics would be used for Streets in school zones etc.
Dirt Rally 2.0 with a steering wheel set up makes you feel like you’re going 150 when you’re only barely reaching 60. The FOV, Camera Shake, Narrow Roads and the fact that the cars SOUND powerful, really makes you feel fast. That and your co-driver starts yelling and becoming out of breath the more frantic you drive. Fantastic feeling in a game.
And then you have the great idea of using a group B car and you're just praying you'll survivre every corner without merging with a tree but the speed and thrill you feel are so incredible you just want more and more
Roads are rarely smooth in real life, so we notice when we are going fast as fuck because the ride gets more and more bumpy and we start even getting air time on vertical curvature of the road that normally is fine at lower speeds but serves as a ramp at high speeds.
Dirt rally did a wonderful job of this, the rock noise on the chassis, the trees inches away from your car flying by, you feel like you're doing 300,but really you're doing 80 and wait did he say hairpin?
I’d say the height of the camera over the ground has a huge impact on the feeling of speed, it also true irl, if you are in a high truck or in a kart for the same velocity the feeling of speed is very different
oh dang, I never really thought about that in terms of racing games but you're totally right! When I was in college I drove a paint truck (big F-150 or somethin) for work and sometimes I'd end up going 80+mph without even realizing it. On the other hand, the few times my dad let me drive his miata (where it feels like you're sitting on the road) and everything felt way, way faster. Anyway, good point :)
I'm just starting to turn the age where all my friends have cars in my parents have a truck and an SUV so when my friends Drive in their tiny little compact car it feels like they're going 70 when they're going 30
"Gran Turismo 6 was my first racing game." God that makes me feel so old. I wasn't even that young when I played the first Gran Turismo. 6 feels unbelievably real to me
As a developer I can confirm that you are spot on. Driving feeling boring is something I fought against a lot. And I probably will add Wind sounds after your video 😉 The game is Savage Turret if anyone is curious.
For controller, when driving I think the vibration of the controller should always be little to none when not moving and more aggressive when going fast. I find it really helps because when you drive a real car you feel everything from the friction of the road to the motor vibration through the car and steering wheel. Controller vibration would then allow you to feel like you are really behind the wheel of the car and allowing for you judgment to be far more accurate.
No it’s so much better when it vibrates as your sliding or you don’t have any traction like your tires are just spinning kinda like doing a burnout you feel the entire car shaking violently but when your driving at 180mph in a car that’s made to go that fast it doesn’t feel like your moving that fast at least threw the car but you do feel every bump in the road
I have this Xbox 360 steering wheel which has an engine inside that turns, twists and rumbles it and most games didn't really took advantage of it but Dirt 2 really did and brought it to it's limits. I still get so much Adrenalin when I play it to this day. They made a really good job.
I think that g-forces play a big part in this. When you're driving a car and you step on the gas, it feels like a rollercoaster. But when you're sat in your room playing your xbox, you can't feel the ridiculous g-forces of going 200 mph round the nurburgring.
This is a phenomenon you feel in real life too. In my city, they temporarily replaced streetcars with buses, and everyone remarked how much faster the busses were than the streetcars, and actually petitioned the city to keep buses and do away with the streetcars. But the city and the transit agency were confused, because all of their on-time data showed that the busses were performing worse than the streetcars, and rides were longer. The reason, was because a bus shakes and jostles you around, while a streetcar is a much smoother ride. It was peoples perception that the buses were actually faster because how much more of a bumpy ride it was. They actually were going slower though.
Same thing when driving small and/or old cars compared to new SUVs. In a small car you feel much closer to the ground and every little disturbance in the road will shake the whole car while in the SUV it will be smooth sailing.
Yes, when i go abroad and ride a bus for the first time, i was surprise at how fast it is that i take a video to send to my gf. Howver, when i watch the video, i realize how slow it actually is compare to when i ride a normal car back home. Yet, it feel fast
Contrast patterns on the track, like marks on the Nürburgring or light and shadows when going through some trees (Sarthe), will greatly convey the sense of speed. Taking inspiration from Real Racing, one key sound is how realistic the game reproduces the sound of going over the red-and-white rumble strips at the inside of a track corner. This really adds to the sensation of cornering at a race track.
One of the best representations of speed I’ve seen in a game is definitely dirt rally 2.0, I feel it’s a culmination of a lot of these features but going 60 down those dirt roads feel infinitely more horrifying than going 200 in forza or assetto
Dirt Rally feels so fucking fast, even just watching other people's replays feels incredible. The trees flying by and knowing that a single mistake can fuck you up is a big deal.
I recently started riding a 125cc motorcycle. Even though it barely reaches speeds above 100 km/h, it fells really fast because of the aspects you mentioned. Wind, engine sounds and the feeling of air pushing against your body make a huge difference compared to sitting in a car. Overall great video. Love the content. Keep it up. :D
I know exactly what you mean. Going 70 on a curvy road feels kinda fast on a motorcycle, but not at all in a. Even just excellerating in 1 gear to 50 feels fast, because of the sound.
NFS Shift does this really well. Really makes you feel the speed and fragility of control a real racing driver feels while still being pretty arcadey. Awesome game
That game had insane sense of speed. I remember driving a Lambo in the streets of London and I was just like: "What's road and what isn't road?" "Wait, is that a wall?" "How do I stop this thing?"
@@ZBEASTG shift 2 feels pretty laggy but the camera from the drivers perspective in the helmet is one of the most realistic features a racing game could come up with. That thing is insanely scary and cinematic.
i love the way noodle described speed in his NFS video - feeling like you have control of the car, but _just barely_ that scary feeling of being right on the edge of losing control of the car is another great way of conveying speed
It's all just about the aggressive sensations you get from speed: The loud intrusive noise, The pinning back to your seat from hard acceleration, the movement of your body when you corner hard.. I've been on track with my own car and the feeling you get is exhilarating, the sense of danger from reaching speeds of up to 100mph with a corner fast approaching, the sensation of the tires squealing on hard corners.. But, you get home, plug your GoPro in with the recorded footage on and you watch back a video that makes GT6 look more exciting, especially with the added effect of video stabilisation. Video games have to rely on camera shakes, camera movement, controller vibrations and noise to make you feel the speed, but there's always so many limits a video game has, and the sense of danger is one that is incredibly hard to replicate.
i think you could do some camera stuff with that aswell, have the camera move backwards slightly when you accelerate, and of course the ear deafening road rumble that no game has
@@MuYe then I really would recommend dirt rally 2.0 in vr. It's nothing short of epic, the game has a great sense of speed, and the sound design is second to none
This is why I love Need for Speed:Most Wanted 2005, it's such a good game overall and it just feels right. It feels fast. The screen effects, the shake, the motion blur, the sounds, the sound of the car scraping the air is just .. right . It's such a great experience and i recommend it to everyone who thinks racing games feel slow.
@@fadillah6014 burnout is ok? LMAO if u want to feel the adrenaline of high speed, burnout Revenge or 3 are by far the best choices. Need for speed feels slow in comparison
I feel like Burnout Paradise and Prostreet had that incredibly, over-the-top sense of speed and danger. Literally could not go full speed all the way through a race because you know damn well if you did, you would eventually crash.
One point that you forgot to mention: More variation amongst the decorations that line the track. If you keep going down a forest of deciduous trees for the whole duration of a certain straight, then you don't get a feeling that your surroundings actually change. Whereas if there's different types, heights, and colors of tree coming into view in quick succession (and maybe some buildings as well as openings in the trees), then you'll feel much more like you're making progress.
Not necessarily about speed, but one of the reasons why I found Forza Horizon 2 so exhilarating at points was because of the score system. If you do some insane things you get points, but a timer needs to conclude before you get said points. Hitting anything (and I mean ANYTHING) before the timer ends will result in all your hard-earned points going down the drain. Going at 260kph down a highway and weaving between the cars gaining points and holding my breath as I j u s t miss that pillar is really fun.
In Project CARS 2, when you chose the “pilot” view, you look out from a helmet while your head bobs when you turn, break or accelerate, looks into the curves and shakes when you drive fast and it’s just awesome. The best camera play I have ever seen in any racing games.
The cockpit/helmet camera of Shift 2 was a bloody masterpiece. Your eyes would focus on the apex your gages fade , your head would slowly tilt, the whole thing shakes in you blast off after the corner the whole thing clears. I swear it gave the game such raw bloody sensation of taking a corner at speed.
It's bit funny, that's actually the reason I didn't like that game. All the blurring of stuff, the head turns towards corners, it was too much for me. I never felt like I had control over the car, I never knew what it was doing. Perhaps I gave up on it too quickly, though...
Dirt rally actually is a really good example of a sim that gives you these options, while youll never hit breakneck speeds on a rally stage (other than sweden ones), theres motion blur, screen shake, dynamic camera to an extent, and the tracks are usually about as wide as the car that youre driving, it checks all the boxes.
I love the fact that you bring up the that hardcore sim racers hate any form of camera motion. Most of the forums I've seen, especially with assetto corsa when I ask about adding more movement to interior cameras for my own playstyle, the proper sim racers act like I've murdered their dog and tell me I'm stupid and I should be banished from racing games forever. But assetto corsa has an incredible modding community, and using the custom shaders patch and content manager for it, I have managed to tweak the camera settings. So much so, that the interior camera looks left and right into corners, and also, upon acceleration and braking, the camera jolts forward or gets pushed backwards, as though the characters head is getting forced about by the g forces. Even on bumps and kerbs, the camera jumps up and down accordingly and it has helped me throw better lap times Down because I can actually sense the cars movement better through the camera motions. This is made even better on the modded free roam tracks, modded cars (especially when you make your own exactly how you want with 3d modeling and knowledge on assetto modding) and paired with the right sound mods, and stereo mods that display what you're listening to on Spotify in the car radio INGAME, make for an otherworldly experience and I don't even have VR or anything crazy, just a thrustmaster wheel and some fanatec pedals. Nothing is like launching a brutal sounding 900hp r34 GTR with launch control, on the roads of the English countryside, as the camera conveys just how violently it is accelerating. It truly is an incredible experience of realism and sense of speed that no other racing game has been able to convey to me
It makes me wonder how many of them have actually taken a car at speed on a mountain road or a track. I noticed the camera and lack of a sense of speed in Project Cars and it bugged me especially when I thought back to how driving my car at higher rates of speed irl felt.
I totally agree. The last point of road wideness is also something that effects your sense of speed in real life. I also think that objects or buildings that are closer to the road make you feel faster.
Interesting point about the road width - I've seen this talked about a lot in real road construction, how wide open roads entice drivers to go faster, while people will naturally drive slower on narrower roads. Thus why traffic engineers (in the US at least, Europe figured this out decades ago) are finally starting to figure out that neighborhood streets shouldn't be built like freeways if you don't want people going freeway speed on them.
This makes a lot of sense. Whenever im driving my motorbike, i always feel like i drive a lot slower in big roads even tho it's the same speed as i would go in tighter roads.
It kinda also helps that cities in Europe are generally older, thus big chunks of them have narrower streets since they weren't built for driving cars on them, and also that since Europe's population density is higher things have to be more tightly packed together. But yes, it's a fact that wider streets make you feel like you're going slower than you actually are, it may have to do with how we sense risk aswell? Who knows.
@@Nara_NorthBlue The risk sense I think is a bigger factor actually, I've seen that discussed a good bit. There's direct perception of speed, but also of hazard, and people will adjust to what feels like an acceptable level of hazard. Wide neighborhood streets give a false perception of safety, being so wide one feels like they can drive faster for a given risk, but of course there's still dangers such as kids playing, bicycles, animals, cars backing out of driveways, that severely overstressed Amazon delivery guy, and so on. One psychologically feels less safe on a narrower road at a given speed, and thus will naturally slow down. Another way of looking at it would be on the same road but different vehicles - on a given moderate-width street, one would probably naturally feel more comfortable driving faster in a sporty, maneuverable, small car than they would a cumbersome, large truck, even though the perception of speed is no greater, might be less even, in the large truck. But the truck feels like it has less margin - less maneuverable, less space to work with, can't stop as quickly, and so on.
@@quillmaurer6563 Yes, that's something I've noticed myself aswell. As long as you have less space to maneuver (or perceive it as such) you'll always tend to be more cautious and go slower.
Thanks for paving the way for years and years of memories, to this day I derive so much inspiration from later entries like High Stakes, Hot Pursuit, and Underground/Most wanted.
One of the methods used in the old days, specifically by the F-Zero franchise was the pattern of the road and walls design. What they did was give the road a pattern with very close and horizontal lines, a very tight grid of some sort. They tried to squish as many lines possible in the smallest space possible so that you'd pass lots of them very quickly, giving you the sense of speed.
I noticed this with the onboard shot on the Nürburgring, the graffiti one the road zooming past makes it feel a lot faster than the standard black mass of asphalt.
Sense of speed is soo important. I remember in NFS heat when you're going incredibly fast then hit the boost your camera would go out like 40 feet and everything is so blurry around you
Remember NFS Shift when they went after the racing sim scene? It felt terrifying to go past 100 as the edges of your screen and your dashboard would blur out.
To add on to the sound portion mentioned in the video: Something that I really appreciate from Asseto Corsa Competizione is the excellent job they did with the noise of the car scraping on kerbs and low points on the track. You can bounce the car over the kerb for that extra tenth of a second in other racing games and get little to no sound feedback, but in ACC there's loud scraping noises, the interior shivers, and you might even hear reverberations from the car's suspension. All of this reminds you that you are driving a 2700lb/1200kg racing beast at high speeds and there are some intense forces involved. One side of this heavy speed demon could be lifted into the air by a kerb, and you think nothing of it, but when it goes up and comes down with a loud crash, you might stop and think if it's worth possibly damaging the car over that tenth.
that's very true! AC is actually not the only game to have these details, but most of them fo lack refinement in this area. Racing games are truly more complex than others if you think about it
I feel like the perfect way to upscale the sense of speed in all games is when you are going 235 or above. Widen the fov, darken the edges of the screen, add some camera shake, discolor the screen slightly and muffle the engine. It would give a huge since of danger which is reasonable if you are going that fast
@@NerfMozambique even forza motorsport 4 feels super slow tho sadly. The the camera tries, but you can be going 270mph and think you're legit going maybe 100mph
Some more to add to the list: - Road noise (rolling noise from tyres, sounds from road debris hitting underside of car, changes to the sound where driving over road markings, esp. rumble strips) - Effects on car from driving over things like lines or gusts of wind when conditions are appropriate - Additional camera/visual effects like DriveClub's water on the windshield or stains on the bumper camera like you hit a bug or something Generally speaking more realism.
Maybe not realism, but immersion. You can make something unrealistic believable and your brain can't tell the difference or it won't care 90% of the time. This is what Driveclub (and shout out to those space simulators with great immersion) and some other games excel at. Imo realism is overrated; something can be as realistic as humanly possible but if my brain doesn't buy it, it can be a detriment towards the whole experience.
@@shira_yone Like with movies and books the goal is to get the viewer/reader/player to utterly believe in the unreal situations being presented to them.
I think road texture might affect the sense of speed too. When you’re driving on a road that’s all one solid texture, it’s harder to tell your going fast. When you’re driving on a road with lines, patterns, etc that moves really fast where your camera is most focused on (the car), you can clearly tell that you’re moving fast, it’s similar to the POV thing where the more you see moving, the faster you feel. I think, I dunno
Nurburgring Nordschleife is perfect for that. in most racing games that race track feels the fastest bc the road is narrower, has graphity on the tarmac surface etc.
This effect is experienced in real life too. You will feel that you're going a lot slower in a vehicle that is more sound proofed and has better suspension.
100%. The size of the vehicle you're in makes a pretty big difference too. I've been in the passenger seat of a ford five hundred going 120 mph and didn't realize it until I looked up and asked how fast we were going. Once did about 100 in a kia soul on the same road and it felt like we were about to take off. Jeep patriot feels like that at about 70
Actually, when you get used to driving, you have some experience, and driving at 50km/h up to 70 km/h feels slow, 70 feels normal, but 50 feels like a dragging. I've driven up to 170km/h on highway, it starts to feel dangerously fast for me, as I haven't used to those speeds, but it depends from the road type as well, but somewhere around 120 it feels really comfortable and fast enough. But 50-70 feels damn slow to mediocre.
Well, a racing game that definitively gave me one of the best speed feeling was Burnout 3: Takedown. I still remember the day I played a level with a F1 Ferrari in a sprint race that passed through a city, racing at 200 mph and the more seconds I went without crashing, the harder it was to stay on track and the more scared I was of hitting in the next corner. No other game has given me a greater sense of speed than this level since then.
In F1 2021, the stress factor makes you feel like any speed is too much (when playing with all assists + rewind off). Otherwise, I think Ride 4 in helmet view does a great job at making you feel the speed.
@@Baguenaudeur Not in first person. The chasing cam on the other hand is extremely underwhelming. But when you're doing 20~ laps of Monaco with no chances of touching a wall, it feels fast.
I played Ride 4 for like a half hour and I can say it really reminded me of Shift 2 Unleashed. You should check it out if you ever get the chance, the sense of speed in that game is really cool, especially in helmet view
@@santiagoacostapereira7778 Oh my, I remember that game. One of my dad's friend had it on Xbox 360. I had the chance to play it a little and I remember wanting to get it on PS3. We got Grand Turismo 5 instead, which was still pretty good.
@@Baguenaudeur the FPV is quite good IMO, It's way more immersive than the over-the-halo cam. Additionally, that's exactly what happens with F1 cars in real life. They're so planted and agile that you really don't feel like you're doing 150kph through a corner if you just look at a video feed... Obviously if you're in the car experiencing all the forces it's different, haha
As a game designer I can say that another effective tactic is to make the camera feel like it's just about dragging along. Yet again, Pro Street did a fantastic job of that, you will notice that when you accelerate the camera gets pushed back (almost like it's trying to catch up with the car - which is getting too fast to catch up with) and then when you shift gears there is a pause in acceleration so the camera goes almost completely back to normal, and then shortly after we, yet again, get that strong pull of the camera backwards, giving us that sensation that either (a) we're the camera, and we're being pushed back into the invisible seat by the G forces, or (b) that the car got so fast that the camera can hardly keep up. Both are valid points/theories. EDIT: My bad, I realized he said "camera lags behind" in the video, so he did mention this already.
@@immurecreations he mentioned FOV (FOV and camera positioning are 2 different things) and camera shake, I don't recall him mentioning the camera being dragged around.
The road type as well as that width mentioned is a major one between different types of motorsport too - for example going 160kph in FH4 or even a more sim-like game like iRacing is really not that scary because you're on a dedicated track which is not only wide, but is clear of obstacles, relatively smooth, and has plenty of space for runoffs and in the majority of cases doesn't hide corners from you. Play a realistic rally game like Richard Burns Rally or at least a reasonably less arcade-concerned one like Dirt Rally 2.0 or WRC 10 and doing 160kph feels like you're about to enter hyperspace because the roads are way narrower, way less predictable, and much windier and rougher with only notes to describe them. It's kind of why I personally consider rally to be a special kind of motorsport that is far closer to driving in the real world - and it shows how even standard showroom-spec cars can get a huge sense of speed driven on the type of road most common around the globe.
Or going 60 km/h in my summer car permadeath knowing that one mistake on the narrow and unpredictable dirt roads could end in you losing your save file
Dirt Rally does a fantastic job of conveying a sense of speed, and I think that game dabbles a little in all 5 of these topics. I'd say primarily, however, the narrow roads and the sense of danger have the biggest impact. I always drive slower during the second half of a stage because I'm scared of resetting and doing the first half all over again.
But then you spin out right after second half, max attack the rest of the stage and nail it. Best freedom feeling. A way to get around this for me was to turn all hud off and focus only on co-driver calls. The only corners i’ll be careful is when the co-driver says don’t cut, caution, deceptive, turns with numbers 4 and lower over crest jump maybe(will always result in jump and crash). and says the final turn to finish.
@@Hjortur95 the fact he has a pacenote (specifically germany) that is literally "5 left dont cut *be brave* " says a lot about how this game really makes you scared to go above third gear
Hotwheels Unleashed does an amazing job at making you feel fast when you boost. The fov heightens, a powerful noise plays, intense motion blur at the edge of your screen, the camera lags behind and shakes... Its got everything
@@koelian you really gotta gatekeep cars rn? All the man said was that he liked how Hotwheels Unleashed had good sense of speed, like what the video is about lmfao
@@andyguous I’m very sorry. I didn’t mean for it to sound like I was gatekeeping, I was just confused at the fact that Poly posted a comment on Muye and I was about to sleep when I posted that. I just gotta do that “think before you act” thing a lot more.
The racing games I played growing up were Burnout, Wipeout and Need for Speed. While all 3 of them are much more arcadey, they all made you feel like you were going insanely fast (Wipeout and Burnout especially)
Need for Speed Shift and Need for Speed Shift 2 had a great way to give you a sense of speed inside the cockpit. With the camera shaking, emulating your driver's head bouncing around being effected by the G-forces and such, as well as above a certain speed a somewhat of a "tunnel vision" effect would happen, where the inside of your car would blur as if your driver was focusing the track. Probably one of my favorite implementations of "sense of speed" in a game. Theres a really good video on TH-cam of someone doing a lap of the Nurburgring in a McLaren F1 in Shift 2. Shows off what I'm talking about really well
Yeah despite my issues with how nfs shift handles like the excessively bouncy suspension, I still think nfs shift had the greatest sense of speed. 60 mph most games feels slow as shit but 60mph in shift felt like 100, and going beyond 100 actually had some sense of fear of going too fast. I rarely had the issue of braking too late in nfs shift like most other racing games, rather I would always brake early. I’m still really upset that no one else has tried to emulate that feeling since nfs shift
Was searching for a comment mentioning Shift, driving above 200kmh was fucking scary. Remember driving the Nordschleife with a Zonda, it was really intense. Project Cars got it right in some ways, but still Shift is the best in speed perception
Just saw the clip you mentioned. And holy shit that was scary. How exactly it should be. Can't believe 10 years on we have gone backwards in sense of speed.
Yes. i absolutely loved the helmet cam. Feels realistic on single monitor but when on multi monitor it became annomying as usually we turn our heads manually lol
I'm making a rally game and going downhill is the scariest part. Having the car speeding up even if you are not accelerating is giving you a great sense of danger. Also, having cliffs just next to the road really helps. Another elements are lights in a tunnel or lamps on a street, helping you to get that sense of speed because they are equally distanced but you get the light/darkness more and more often.
That last part about road wideness is actually a real phenomenon. Traffic engineers consider it one of the variables they need to account for when designing a road for a specific purpose. People will (in general) naturally and subconsciously limit their speed when driving on narrow roads due to the perceived speed increase even if they are well within the speed limit. At the same time, you don't want an interstate to be as narrow as a residential street because very few people would actually feel comfortable reaching the speed limit (also your margin of error is smaller, which combined with speed is potentially a very bad day).
You have this backwards. Narrow roads with lots of objects and sideroads are actually more dangerous, and therefore you slow down because it makes sense. It's real, not some subconscious optical illusion. Conversely, roads with wide lanes and tons of runoff room are actually safer, so you speed up because it's reasonable to do so. And yes, it's related to why you feel slower on the track. It's because, while you're likely closer to the limits of lap times on the track, you're much further from danger. And it's the sense of danger we really feel. No sane traffic engineer makes a road more dangerous to get people to drive more slowly. They make the widest, safest road feasible then set a speed limit that makes sense for the road whether it's higher or lower than initially anticipated. I'm sure there are plenty of optical illusions at play on roads. Like having a road with tons of runoff, but there's a sidewalk right next to it small kids walk on all the time. Put some bushes or something along the road (behind the sidewalk, so you can still see kids jumping out in the road), and it clutters up your view, making you slow down, even though bushes aren't actually dangerous. But road and lane width actually make it safer, not just appear to be so.
@@olkris2666 My point was it's not a "perceived" safety difference traffic engineers have to worry about to get people to drive a predetermined speed. It's an actual safety difference the engineers look at to determine the appropriate speed limit for the resultant road.
Some other illusions of faster speed I can think of would be -Particle effects, if you're flying down some desert road, have dust blast around like the air pressure and wind from your car actually effect the environment -air pressure environment motion effects, like as your car flies by, have the air be dynamic and have some effect on tree leaves, tree branches, grass, paper and debris in the road that move from the force of you car's wind -first person headslamming, if you're in a car and you floor it, your body will be pushed into the seat from the acceleration, including this gives the acceleration more feeling of force -objects closer to car, if you're flying in a plane and you look down, all the ground moves slowly, now if you go 100ft above ground you'll feel the true speed, closer = faster -advanced sound dynamics, such as the rustling of the leaves in trees or cheering crowds, add the dopler effect, as well as sound reverb in tunnels, this gives a better sense of space, which in turn makes you sense speed easier
These are all things I wouldn't have thought of, but as soon as you point them out and I look back to the games I've played, you're spot on. Okay, I've never seen anyone do paper flying by you, but that would be amazing.
the "closer to the car" part i know well from the very few 90km/h roads we have here, it feels like im going 60, and when i go 80 on a narrow winding road it feels like im going faster than on the highway
Good luck building a physics engine capable of all this and then using a PlayStation to play the game. Just go drive a real car and stop asking game devs to create virtual reality on a toaster.
Tbh one of the best track racing games actually feeling like you're going 400 when in reality you are only going around 200 are only need for Speed shift 2 and driveclub only I think
Another thing to add here is tactile feedback. In real life, when you go fast, you can feel it through the wind's effect on your chassis, and the feedback from you wheels running over the road. In older cars, the feel is raw, while in newer cars, manufacturers dampen the tactile feedback for user comfort.
The sense of danger absolutely has an effect. I tell you, with my front passenger strut going out it, feels like I am absolutely screaming down the road when I round a shallow turn at speed. That side of the car begins to dive a bit and the tires bite the pavement. It seems like it would be easy to lose control but I feel like such a badass every time I come out of the corner and the strut springs the car back upright. Not even going faster than the speed limit. That being said, I have the new struts ready to install. Sick of the noise.
Hell yeah , sharp turns are so good at making things dangerous. Traffic sometimes annoying also works this way when done correctly. People argue why sometimes the traffic is totally unavoidable and unfair in racing games.....well it wouldn't really be fun otherwise now would it?
I wanna add to the sound point In Need For Speed: The Run, when you push a car to its limits, the engine sounds like as if it is screaming for help like I remember playing a mission where I had to avoid a snow avalanche or whatever and I was REALLY pushing the car and engine was redlining at its max to the point the car was screaming and it was really immersive for me, another mission was the nevada desert, going down a narrow straight with a slope to give me more speed due to gravity plus the car's engine power until eventually reaching max speed and feeling like the engine's gonna explode from the sheer amount of work it's doing. EA really outdid themselves in the audio field in that game. Check it out in your free time
That's why the run was one of the best racing experiences put there And don't forget about how the music intensifies a the race goes or as you're close to losing a time attack or in a police chase
The Run is truly the most underrated NFS game. I remember watching gameplay videos of it until I got the game myself. It's one of my favourite racing games. And no need to mention Brian Tyler's incredible soundtrack.
Im glad i got this video recommended, i really enjoyed it, very well put. My favourite series of arcade racers and overrall racing game series, is Burnout. My favourite is probably Burnout 3, and that game has everything, minus the camera shake, the sound of objects hitting your sound barrier, cars honking at you with their doppler effect, and the wind sound almost deafening your car engine, gives you the perfect feedback of speed and visceral action that an arcade racer packs. If anyone wants to play a fast and action packed arcade racer that feels fast and fun, try out Burnout Paradise or emulate 3 on PCX2. You won't regret it
I've only played Revenge and Paradise but when I was a kid playing Revenge I swear I'd have heart palpitations on the narrow sections knowing that rubbing the walls even a second or two was a major risk to catch a sticky-out part and get absolutely annihilated.
This is why I love DiRT Rally 1 and 2 so much, they feel kinda hyper realistic in terms of car feel and weight and such. The speed being somewhat slow makes sense because it plays into the weight of the cars you play in. So the slower feeling speed makes sense when you feel how heavy the cars control in those games.
Dirt Rally doesn't even feel that slow (at least from first person view) because the roads tend to be narrow as fuck (as they are in reality). And it gets terrifying really fast.
The phenomenon you're wondering about is called Edge Friction. It's what cause drivers to slow down when there are a lot of vertical elements near the roadway.
Dirt rally actually scared the piss out of me. Especially the section where you have to go flatout then suddenly a serries of tight hairpins come up. Really fun and thrilling to play
Rallye games are the absolute peak of racing immersion, the feeling of always being a split second away from total desaster, the car slowly falling apart, your brain glowing like a light bulb trying to keep up, and yet, somehow, you barely made it through another curve, holding on for dear life.
That’s the biggest thing I’ve noticed since I started driving as well. Playing racing games they just don’t tell you anything. When I do a ‘very normal and legal turn’ turn, in a weird way it’s a conversation with the car. It tells me whether to give more or less throttle by how I’m moved around. Keep in mind too, the human body is absolutely terrible at judging speed as well (to the point that some cars needed to be given rougher rides as drivers found themselves inadvertently speeding). So I’d say it’s less it needs to convey how fast we’re going and more it needs to better convey acceleration and deceleration (and the forces that come with that)
Road noise is also a factor. As different tyre setups, interact with different road surfaces differently. Some games actually convey the sounds differently, however, that is something i feel a lot more developers could look into. Great video
This is spot on! I’ve been feeling the same, that GT has no sense of speed and this video confirms my experience and now I understand why. Feeling speed I think is important for a driving simulator. Not only to get the excitement of driving but also you must check the speedometer to know if you can take the next turn.
I never realized how much this is true. I've been playing Horizon 5 since it came out, and a couple of days ago I went Kart racing for the first time in months. It made me realize how much I actually enjoyed racing, pushing my vehicle to the limit and actually having to care about how I race. Unlike in Horizon where I play with zero damage and make heavy use of the rewind feature. I might try switching it up a bit now.
I still wouldn't recommend to turn these features off. Turn off driving assists and raise AI difficulty. With all assists off and AI on unbeatable that's already a big enough challenge. But no rewind and full damage are just annoying in a game that's supposed to be a fun after work/school experience where you can just blast around in your favorite car for a bit without having to put too much effort into it. Also AI is not race able enough to have damage on, cause they sometimes just drive into you like you aren't even there. If you want the thrill of realistic racing I'd recommend private F1 league racing as a start or even the full Simracing stuff. But at least Simracing is something you'll have to put a lot of effort in to really be able to have fun. But from my personal experience it is worth it.
The original rFactor had killer head physics in cockpit view. That title's almost 20 years old. You 'felt' every bump, every sideways g in corners; the acceleration & deceleration threw you around something fierce. Screaming down the Kemmel straight on the old Spa layout in Dan Gurney's Eagle felt super-fast. Also, there was a 'look-in' feature that swiveled your head to look into corners based on your steering input. All of it was adjustable to suit the user's preference. That delicious in-cockpit motion really added to the immersion. It looked identical to the helmet cam views that are common today. Oh, it also had wind effects, chassis squeaking, and a host of other car-related noises. Driving in the wet sounded very realistic. Definitely my GOAT when it comes to driving sims.
@@MuYe MW 2012 Was honestly best arcade multiplayer racing experience, it only had a few issues... Instant takedown... And that's about it when it comes to issues with the multiplayer. Issues with the single player was that there wasn't one... If they fixed that it would have been a great game, if not probablyone of the best NFS to date held in regards like underground 2.
I feel like modern sims actually have the cockpit view sense of speed on point because once your fov is perfectly calculated factoring in your screen size & distance from screen, it replicates what real drivers' eyes perceive when going at a certain speed. It's the vibrations, shakes and the G forces that make real life racing scary.
@@rehakmate could depend on the VR headset but in my experience VR is not able to represent this, depth perception feels slightly off in racing games compared to being on track in real life
Object reference helps a lot in my opinion. Having things close to you and moving against your direction helps this as well. Buildings, traffic, trees. Another reason Circuit Racing can be boring is because there are very little reference objects. Everything on a track is clean and straight forward. No sense of scare there knowing every corner and what it looks and feels like. This is also why Street Racing is vastly more exciting than the highest degree of F1. To me, to me.
That's one of the best tricks used in Burnout. Everything moves so fast and some tracks give some borderline claustrophobic feeling. And even some parts of the open world in Paradise have things getting close to you and a high traffic density
@@Pascaffa the track is so narrow compared to other ones like Laguna Seca or Infinneon, it really feels fast. I only avoid racing there in most games because it is too damn big. The fastest cars to ever make a lap there had a time of around 6 minutes so...
this is a masterclass in film. in shows/movies with low budget, the camera is used heavily and can make or break or shape entire scenes. everything in this is spot on. its long been a gripe of mine
Road width in forza has been a nitpick for me for a while now. There's always 1 or 2 realistically thin roads in each horizon game, but they're always so short they might as well not exist
the dirt roads tend to be much more fun for this reason i find. I also live somewhere with lots of very narrow lanes between fields, and 30mph with 1 foot separating your car and a hedge on each side feels faster than 150mph in forza. still, i enjoy the racing in forza.
@@djdm2603 the dirt roads are the worst example of this in my opinion. Real rally has harsh consequences for cutting or going slightly wide. Im not expecting forza to be too harsh, but having miles of flat fields and smooth slopes on both side isn't great. Even in the forests with trees on either side, the dirt paths are wider than most British B roads
Totally feel that. Best example is the city. It's a 1:1 copy in many parts, BUT if you look at direct comparison, you will see, the road width is actually doubled in almost all roads.
Rally games do an excellent job at conveying this. With how thin the roads are and the many obstacles pretty much sandwiching the road like trees, rocks and stuff going 60mph felt like going 120
@@FreshApplePie Yeah, after playing some competizione for some time going 260km per hour felt decent, hopping back on DR2 going 80 felt like I was warping through time, definitely my top racing game atm, maybe wrc generations may do better this time this year
The best feeling of speed I have ever had playing a racing game would be when I played Burnout 3. This game is all about going fast, but with a minimal hit on an npc car, you crash it, and that gives you the adrenaline you mentioned in the video
Lol oh my god I forgot about those games, they were so cool! My favorite was the "crash mode" (it had a different name i can't remember) in burnout 2 [and maybe 3] where it plopped you down on a highway on ramp or an intersection and you had to see how expensive of a crash you could create. And as was the standard for the time, the AI was terrible but that was ok because they'd just keep adding and adding to the pileup
Burnout 3, Burnout Revenge, NFS Most Wanted... Everybody has good memories associated with those types of games, yet companies continue to create boring, repetitive driving games instead...
@@idontwantahandlethough The AI being "terrible" was actually by design in order to create those large pileups. In fact, sometimes you will even see the AI traffic swerve _towards_ a crash and go faster!
I loved Burnout so much in my high school years, it's a tragedy the franchise just vanished off the map. There was nothing more fun than wracking up destruction with your friends and blowing them up in the process. Still my favorite car games of all time.
Another noise related thing is the sound of your car getting forced the shit out of, another thing is how much of the screen you see, in real life the faster you're going the worst your periferal vision is so Forza 5 did really well by implementing that on the bumper camera
Driveclub, NFS prostreet, NFS shift, NFS shift 2 have great sense of speed especially the shift series. There's a camera view where you're the driver eyes and you get see what the driver sees. The faster you go, your view slowly blur out and the only thing he sees, are the track in front of him. Check it out.
This is what factors into what feels fast or slow. IRL: Elevation of the drivers seat. Elevation of the vehicle over the ground. Game: Camera position. Field of View or Vision. Motion blur. Framerate. Camera shake. Camera movement. Screen proportions. Screen size. Several games will cheat speed with camera shake or motion blur or both. Burnout is notorious for this.
Gonna be real, seat and car height (as you said) does have a big effect on your sense of speed IRL. I notice it when I'm in my better half's Altima vs my lowered car. I'm often driving slower in my car even though it's faster. The increased road and wind noise in my car also probably contribute...
The sense of speed is also created by the thing how high from the road we are. For exumple if you drive gokart you maximally go 40km/h but it feels like 60km/h+ because you're just sitting low.
@@helloguy8934 not really but yeah when the tires were cold they were very slippy, 4 out of the 7 of our friends group spun out during the hour. :) Big outdoor track.
Italian dude complains about a non issue
_Alternate Title_
hmm here to steal your likes lmao
pigeon moment
Ciao Muye, come stai?
Facts
Yes, this should be the title of the video
The Netherlands has roads that purposefully put trees almost right at the road's edge to give a heighted sense of speed to drivers, and thus naturally makes them want to drive slower and more cautiously. They do not reduce the speed limit, rather use human fight or flight instincts to have people drive better. The jungles in Forza Horizon 5 and the eastern ocean front city are almost like this, where the trees and buildings + objects are really right off the side of the road. besides the canyon, this area is my favorite to make maps in and drive hypercars through. It feels like Sunshine Keys in Burnout Revenge.
Do we tho? I have never though of that
Yeah that method is used in Luxembourg, Germany, Belgium, Netherlands and France as far as I know. Usually those trees are more a source of discussion about the safety of having massive unshakable tree trunks less than a meter next to cars driving 90kmh.
I live there and I did not know that.
I believe it's called traffic calming? Idk for sure cuz I learned it from Not Just Bikes
My apologies, I meant the Netherlands. Not Just Bikes has a great video about poor street designs and speedlimits, where I learned about these "speed limit trees"
There's something else. In real world when You drive a car, You look generally forward. But our brain also see, less detailed 180 degrees FOV. That's makes us feels like we are drive fast without even look at speedometer. In games it feels like You are driving with binoculars
Hej lucek
Nie wiedziałem, że oglądasz też innych respect +
Ale wiesz że lucek ma drugi kanał the dart
Humans fov is greater than 180
Thats why games on a tv screen also feel faster than on a phone
Burnout 3 is in my opinion the best example. It has small lanes, lots of traffic and need incredible reaction times to avoid everything
Ah yes, the worlds most overrated racing game of all time
Also insane Takedowns
@@NeurodivergentSuperiority Are you mad? Give me a reason.
Or paradise remastered
@@Diesr or not remastzred
The motion blur part also highlights my issue with motion blur in games.
i hate it when im playing on foot and the world turns into a literal blur just because im turning the characters head
But i love the blur when im going fast like racing a horse or , yes, driving a car fast
I feel like the best motion blur in any video game that I've ever played has to go to FFXV, there's no motion blur on the camera, just the movement, either from your character or from the car and the road when you're driving and it's great. Idk why every game with motion blur has to apply it to the camera, maybe it does make the game feel lest jerky in lower framerate but other than that, it's completely dogshit and just creates motion sickness.
@@thuanle1246 MOTION BLUR EFFECT is for the fast movement i know.. but when you turn on in the racing, it actually dims down the environmental graphics.. i mean you see less trees, stuff on the side of the road.. so it actually diminishes the feel of speed.. but if you disable blur, and if the fps is high enough, you feel the speed because whne you drive faster, the trees and othher stuff on the sides, became faster and you see more of them, then you feel you are fast.
actually, the motion does blur when you rapidly turn your head. however, i always disable it.
@@matthewbarabas3052Yes, but looking with your eyes irl and "looking" on a videogame is a totally different thing.
I really can't understand why the developers don't get it, they play the game, or don't they?
For example, how hard is it in a game to check a room for certain items? A lot, we can't seem to focus and search properly, while irl you would immediately find the items, because when you're looking, what's doing the actual work is your brain which "highlights" or "hides" things for you.
But in a game, since everything is already rendered in equal mode, it seems so confusing to us.
@@BioTheHuman it can be difficult to find something in your room even in real life. there had to be instances where you spent an hour looking for something only to realize its right there in a very obvious spot.
There is a quote in the NeedForSpeed franchise that said: "If you feel like you're under control, you're not driving fast enough"
NOICE : )))))))))))))))))
jajajajjajajajjajajajajajjajajajajajajajja
So that means we are REALLY fast in NFS2015
Ok but this is accurate-
Pretty sure that’s a Mario Andretti quote?
That's why every car death wabbles at 25 when using sim wheel
The camera height (distance above the ground) plays a huge role in how fast a racing game feels. Burnout Paradise has one of the lowest cameras, which is why that decades-old game still feels terrifyingly fast.
@@AppzyCat very eloquent phrasing my good sire, care to elaborate on your already sharp-witted review?
@@AppzyCat why of course you have much better tastes as you have Roblox gameplay on your channel
@@AppzyCat that's the worst joke I've ever heard
@@AppzyCat because you made fun of a legendary game that I played a lot on my childhood
@@AppzyCat I'll be mad, I'm allowed to be mad.
I'll forget as I always do but man, I hate people addicted to bad habits.
Grow up
Actually the speed that objects, buildings, cars are moving next to you makes a huge difference. That's what need for speed does, when you drive past an AI in nfs it really makes you feel youre going fast or when you flash through the city the buildings are moving so fast next to the car you can't even really tell what they look like. It's the same when you're driving a car in real life. Going 50 miles an hour on a highway will feel really slow because you're not passing anything but 50 miles an hour through a small street with houses will feel fast.
laughing at my 100mph in Autobahn
@@nareshwildbones laughing averaging 120mph on the high way in America driving fast doesn’t mean you’re a good driver
@@JustJman that's the point 120 mph in US is rash driving. In Germany that's a Tuesday. There is a difference.
So basically the same thing he said about the roads being wider, same concept
@@nareshwildbones It's not like the entire Autobahn is no-limit
I work as a software engineer for a motorsport company, developing a full immerson 6-DOF racing simulator. The biggest impact on speed for me was the peripheral vision. We use a 180 degree wrap around projector screen which fills your peripheral view. I guess this sort of falls into the realm of FOV, but it's more about the physical viewscreen rather than the in-game projection.
NFS Shift 2. I remember one review calling it a Survivor Racing game and they were right.
That game had such good feeling of speed that it was scary.
Both of the Shift games were pretty visceral in making you feel the speed.
They also had a really shit steering model that pivoted the car from the center. Try turning the car at a crawl and watch the front and rear tyres slide as the car pivots.
In helmet view it was insane!!
Shift 1 & 2 were the best
try prostreet
the 'scared' part is one of the huge reasons why the sense of speed in NFS Pro Street's speed challenge events is so good, especially at Nevada Highway. You're on edge 95% of the time, hoping you don't lose control and total your car.
exactly! Fastest I've ever felt in a car racing game was pro street's highway races.
One slight mistake and you crash. (And it cost money to repair totalled cars too!)
Man , Nevada Highway is my fav mainly not only the tight road , there like 90% chance that you can total your car by hitting a tree
@@nezunish-898 or that notorious jump
YESS
That is so true, I remember going 400kph for the first time in a Ford gt and being panicked happy scared and on edge, that it was unhealthy fun, pro street sprint was no joke specially nevada
And I think BeamNG feels scary because the transition from gripping to sliding is still abrupt like a light switch being flipped from on to off, so it’s legit hard to push it. Seems like there’s not much sliding *only a little” in Beam.
What? Beam has the worst under steer of any racing game I’ve ever played. I love it, but anything other than a straight line isn’t possible over 30 mph
@@baddriversofthenorcalarea500 config ur car and boom your problem is gone
@@baddriversofthenorcalarea500 sounds like a skill issue to me 😏. But seriously BeamNG isn’t hard to drive in, as long as you aren’t on keyboard and you are more precise with your movements. It just takes practice.
@@initialyeet3951 Even if you are using a keyboard, you can bind the steering axis to the side-to-side axis on your mouse, so you're not either at full lock or straight line, there is some in between.
@@initialyeet3951 One thing I’ve noticed about Beam (as compared to Asseto Corsa) is that 1. It’s pretty sensitive to turning actually decreasing if you turn the wheel to far and 2. The force feedback signal for this occurrence is subtle at best. And of course like another guy said, most cars that come with Beam are setup quite understeery by default.
Lotus Esprit turbo challenge on Amiga was one of the first car games where you could feel the speed. What we can learn from that game, is that dashed lines on the road that flickers faster and faster can be enough to create a great sense of speed.
Or test drive 1 and 2 or street rod 1 and 2 🤣🤣🤣
@@danielshatford2302fr, Street Rod 1 actually feels kinda fast
"Gran Turismo 6 was my first racing game."
Thanks for making me feel older than dirt, bro.
Need for speed underground on the gamecube was my first racing game 👀
fucking mario kart on the og wii bro 😭
Super Hang On on the Mega Drive/Genesis and that little 16bit gem have a greater sense of speed than most sims.
Gran Turismo, the original title on the original PS. I played that first. How do you think I feel when he said that he played the 6th iteration first?
Guys, these comments aren't making me feel any younger. 😆🥲
Increasing FOV *alongside* your speed is a fantastic way of implementing that feeling of being pushed back in your seat from acceleration
Redout does that to a comical extent
except it's a dirty hack
Acceleration isn't the same as speed, though...
Increaaing speed is the same thing as accelerating though...
@@ScorgRus everything is a dirty hack in gamedev my guy
More ways you can feel quick.
First person: Driver camera moving back with sudden acceleration; suspension bumps/scrapes; tunnel effect (Real life race drivers experience a tunnel effect when reaching 200 miles an hour)
Third person: Slight camera tilt with applying force onto the tires (turning, acceleration and braking counts, an example of this would be the camera movement when you hit a pool of water in Forza Horizon 5 going 165); louder turbo whine at higher speeds to show the turbocharger undergoing stress as it works harder
The first person camera is something Project CARS has done really well. In addition to the regular 1st person camera, you also have a helmet camera, which is literally the driver's POV. You see the helmet on the borders of the screen, the driver's head turns when you approach an apex (and yes, it turns less on vehicles equipped with HANS device) and the corners of the screen become more blurry the faster you go.
The tunnel effect is total logic effect of your brain. At high speeds the brain _needs_ to focus at a far point to have time to process and react to the information. The Stuff happening right and left to you, even a few meters in front of your car, are relatively unimportant, because you could not react to them anyway. So they are faded out. We then perceive this information only very "blurred". Et voilà - the tunnel effect.
adding these to fh5 would make the already insane lambo sesto even more ridiculous . I have max field of view, a 49inch curved monitor, 144fps, 0 motion blur, heck its a lot to take just need the wheel and stuff with the mixed reality
@@wowdogeful yeah
Sounds like nfs shift's sense of speed.
I saw a thing a while back about parabolic fov being more natural (steeper fov toward the sides, shallower toward the center) and giving you a better sense of distance and speed than traditional fov.
Are there any games that implemented this?
@kaaregar no it was a research paper. Looks like it's still in early stages.
Narrowing roads is actually one of the most effective tools for naturally enforcing lower speed limits. A massive road with a 30mph (50ish kmh) will always have speeders, but if you narrow it with trees, parking lanes, etc, people will think they're speeding when driving the speed limit.
I think lower visibility also affects that. I’m not going to drive as fast knowing a person or an animal can jump out in front of me at any moment, as opposed to driving on a wide open runway lol
I feel like im speeding going 30 km/h in a school zone with a 30 limit. My wide mountain hilly road home makes me feel like 60km/h is 30km/h with a 50 km/h limit
Also vice versa - faster you drive, more narrow the road starts to feel.
THE _NETHERLANDS_
employed this perfectly, instead of arbitrary Speed Sign Roads are designed to convey the Speeds. For example, you wouldnt go 100km/h through a slightly waving street with trees left and right and parking cars and speed bumps, so these tactics would be used for Streets in school zones etc.
This is very true, when I do 80mph down a road with 45mph limit,You feel like you are flying vs being on a open hwy.
NFS: Most Wanted (2005) did the speed aspect really well . It's still a spectacular racing game despite it being almost 20 years old
Love that game more than Carbon, I wish they redid it for the ps3 or ps4
@@richardbonnette490 I think you consider that NFSMW 2012 isn't a true most wanted, and I agree with that
@@axe788 MY MANNN OU T HERE
I’d say nfs shift was the best for me. The sounds were the major part of it
Most Wanted (05) and Underground 2 (04) are still my favorites
Dirt Rally 2.0 with a steering wheel set up makes you feel like you’re going 150 when you’re only barely reaching 60. The FOV, Camera Shake, Narrow Roads and the fact that the cars SOUND powerful, really makes you feel fast. That and your co-driver starts yelling and becoming out of breath the more frantic you drive. Fantastic feeling in a game.
Agreed. My favorite racing wheel experience by far. It's incredibly immersive.
The first time I drove the Quattro on Finland I legit felt scared on the big jumps. No other racing game/sim has ever made me feel like that
And then you have the great idea of using a group B car and you're just praying you'll survivre every corner without merging with a tree but the speed and thrill you feel are so incredible you just want more and more
Now you make want to play dirt rally 2.0
Yeah but such a garbage game
Roads are rarely smooth in real life, so we notice when we are going fast as fuck because the ride gets more and more bumpy and we start even getting air time on vertical curvature of the road that normally is fine at lower speeds but serves as a ramp at high speeds.
Dirt rally did a wonderful job of this, the rock noise on the chassis, the trees inches away from your car flying by, you feel like you're doing 300,but really you're doing 80 and wait did he say hairpin?
Do cut???
*Caution Don't Cut!*
I panic every time I hear "unseen hairpin"
And the lines on the road in Spain flying under you
@@J_StLou1s "wait if you didn't see it, how do u know it's there" kind of vibe
If they added damage physics. I think that would help severely. The ‘being wrapped around a tree feeling’, would make you stay up lol
That's what beam ng drive is for
If you don't mind a more arcadish racing game, that's what Burnout Paradise is for.
@@bathshebahubber614 isn’t it Arcady to drive 200mph crash, and have no damage?
@@NotTheBomb that's not what happens in Burnout Paradise. the game prides itself on quite the opposite occurring.
@@bathshebahubber614 oh, the comment was genuine. I thought it was more of a “if you don’t like it, go play an arcade game somewhere else!”
2:04 FOV: Further -> Faster
2:29 Motion blur: More -> Faster
3:29 Camera: Stabilized, no lag -> Slower
4:54 Sound: Wind noise -> Faster
5:55 Road: Narrower -> Faster
you forgot 0:00 *LOUD BURP*
Wow thank you so much, you deserve likes
7th gear on Kemmel Straight : boring, i feel sleepy
2nd gear speed on twisted turn of Nordschleife : fuck, ill kiss you wall
Also car damage
@@clancywiiiggum8438 Wiiigum.
1:23 that transition was so clean I love it.
I’d say the height of the camera over the ground has a huge impact on the feeling of speed, it also true irl, if you are in a high truck or in a kart for the same velocity the feeling of speed is very different
Yup. It's like.. The trip inside train and plane.
It's different.
In plane, u actually move so fast. But feel slow.
Yep. I like using bumper cam because it’s low, therefore making me feel fast 😎
oh dang, I never really thought about that in terms of racing games but you're totally right!
When I was in college I drove a paint truck (big F-150 or somethin) for work and sometimes I'd end up going 80+mph without even realizing it.
On the other hand, the few times my dad let me drive his miata (where it feels like you're sitting on the road) and everything felt way, way faster.
Anyway, good point :)
I'm just starting to turn the age where all my friends have cars in my parents have a truck and an SUV so when my friends Drive in their tiny little compact car it feels like they're going 70 when they're going 30
Exactly! I was going to say this. 40 mph in a go kart feels WAAAAY faster than 80 mph in a lifted truck.
"Sense of speed" on hitting the Nitrous in need for Speed payback is some next level
Try the nitro on nfs heat
The power nitros in Heat is even more insane. Rivals Hot Pursuit turbo
Payback has good gameplay until the nitro runs out.
@@christiantaylor1495 dude the turbo in rivals pushes me back into my seat not even kidding
Try the turbo on NFS Hot Pursuit 2010
"Gran Turismo 6 was my first racing game." God that makes me feel so old. I wasn't even that young when I played the first Gran Turismo. 6 feels unbelievably real to me
Ok I was not the only one! I was 16 when that came out. But my first racing game was GT4.
Personally I was on the ps1 with the first ever gran turismo and the first ever driver God I miss those days
2 was the best one. I still play it from time to time.
GT2 was mine! I was a little kid tho.
Technically, ExciteBike and Mario Kart 64 were my real firsts haha
I think my first racer was a shiny new copy of F-Zero on the SNES.
As a developer I can confirm that you are spot on. Driving feeling boring is something I fought against a lot. And I probably will add Wind sounds after your video 😉
The game is Savage Turret if anyone is curious.
game looks cool! i like the art style. best of luck to you!
@@prismen5535 Thanks)
For controller, when driving I think the vibration of the controller should always be little to none when not moving and more aggressive when going fast. I find it really helps because when you drive a real car you feel everything from the friction of the road to the motor vibration through the car and steering wheel. Controller vibration would then allow you to feel like you are really behind the wheel of the car and allowing for you judgment to be far more accurate.
No it’s so much better when it vibrates as your sliding or you don’t have any traction like your tires are just spinning kinda like doing a burnout you feel the entire car shaking violently but when your driving at 180mph in a car that’s made to go that fast it doesn’t feel like your moving that fast at least threw the car but you do feel every bump in the road
I have this Xbox 360 steering wheel which has an engine inside that turns, twists and rumbles it and most games didn't really took advantage of it but Dirt 2 really did and brought it to it's limits. I still get so much Adrenalin when I play it to this day. They made a really good job.
Nah with current controllers the vibration is way too strong
@@Alphoric Skill issues
I think that g-forces play a big part in this. When you're driving a car and you step on the gas, it feels like a rollercoaster. But when you're sat in your room playing your xbox, you can't feel the ridiculous g-forces of going 200 mph round the nurburgring.
No
I think that’s what the camera lagging back when u accelerate tries to simulate
You're right, the negative G hill crests and small bumps in the road that cause you to go airborne are missing.
You're right, the negative G hill crests and small bumps in the road that cause you to go airborne are missing.
You're right, the negative G hill crests and small bumps in the road that cause you to go airborne are missing.
This is a phenomenon you feel in real life too. In my city, they temporarily replaced streetcars with buses, and everyone remarked how much faster the busses were than the streetcars, and actually petitioned the city to keep buses and do away with the streetcars. But the city and the transit agency were confused, because all of their on-time data showed that the busses were performing worse than the streetcars, and rides were longer. The reason, was because a bus shakes and jostles you around, while a streetcar is a much smoother ride. It was peoples perception that the buses were actually faster because how much more of a bumpy ride it was. They actually were going slower though.
What city was this? I'm really curious to learn more
Same thing when driving small and/or old cars compared to new SUVs. In a small car you feel much closer to the ground and every little disturbance in the road will shake the whole car while in the SUV it will be smooth sailing.
and they let these dummies vote....
Yeah, hardening the engine mounts of a car makes it feel WAY faster.
Yes, when i go abroad and ride a bus for the first time, i was surprise at how fast it is that i take a video to send to my gf. Howver, when i watch the video, i realize how slow it actually is compare to when i ride a normal car back home. Yet, it feel fast
Contrast patterns on the track, like marks on the Nürburgring or light and shadows when going through some trees (Sarthe), will greatly convey the sense of speed.
Taking inspiration from Real Racing, one key sound is how realistic the game reproduces the sound of going over the red-and-white rumble strips at the inside of a track corner. This really adds to the sensation of cornering at a race track.
One of the best representations of speed I’ve seen in a game is definitely dirt rally 2.0, I feel it’s a culmination of a lot of these features but going 60 down those dirt roads feel infinitely more horrifying than going 200 in forza or assetto
Yeah I feel it too
Dirt Rally feels so fucking fast, even just watching other people's replays feels incredible. The trees flying by and knowing that a single mistake can fuck you up is a big deal.
I was gonna say that also,
And the fact that if u fuck up, you have to pay a lot of money
dirt 2 made me shit myself once, not even kidding.
I recently started riding a 125cc motorcycle. Even though it barely reaches speeds above 100 km/h, it fells really fast because of the aspects you mentioned.
Wind, engine sounds and the feeling of air pushing against your body make a huge difference compared to sitting in a car.
Overall great video.
Love the content. Keep it up. :D
I know exactly what you mean. Going 70 on a curvy road feels kinda fast on a motorcycle, but not at all in a. Even just excellerating in 1 gear to 50 feels fast, because of the sound.
also not having a seatbelt and the possibility to yeet from the bike at any time feels liberating yet dangerous
On 125 especially, you have to push the engine in every case. So you're always going full speed
I love motorcycles. I found out I was a speed addict when I maxed out my Honda Magna 750. A 4-cylinder monster that thing was.
@@AlecWyld you gotta hop on a modern 1000 it’s just ridiculous
NFS Shift does this really well. Really makes you feel the speed and fragility of control a real racing driver feels while still being pretty arcadey. Awesome game
That game had insane sense of speed. I remember driving a Lambo in the streets of London and I was just like:
"What's road and what isn't road?"
"Wait, is that a wall?"
"How do I stop this thing?"
True, too bad Shift and Shift 2 felt like ass to play if you had any other racing games
@@ZBEASTG yes, the handling in that game doesn't feel right to me, but I still love Shift 2
@@ZBEASTG shift 2 feels pretty laggy but the camera from the drivers perspective in the helmet is one of the most realistic features a racing game could come up with. That thing is insanely scary and cinematic.
@@kushtalin9180 yeah that was my favourite feature from shift 2, which more games did that.
i love the way noodle described speed in his NFS video - feeling like you have control of the car, but _just barely_
that scary feeling of being right on the edge of losing control of the car is another great way of conveying speed
It's all just about the aggressive sensations you get from speed: The loud intrusive noise, The pinning back to your seat from hard acceleration, the movement of your body when you corner hard.. I've been on track with my own car and the feeling you get is exhilarating, the sense of danger from reaching speeds of up to 100mph with a corner fast approaching, the sensation of the tires squealing on hard corners.. But, you get home, plug your GoPro in with the recorded footage on and you watch back a video that makes GT6 look more exciting, especially with the added effect of video stabilisation. Video games have to rely on camera shakes, camera movement, controller vibrations and noise to make you feel the speed, but there's always so many limits a video game has, and the sense of danger is one that is incredibly hard to replicate.
Except for the noise, you are on point.
just make that your device catches on fire if you crash... now that is some sense of danger.
_And you only need a good virus._
i think you could do some camera stuff with that aswell, have the camera move backwards slightly when you accelerate, and of course the ear deafening road rumble that no game has
Going at speed irl can heighten the feeling of even slight bumps as well.
Which is why Tesla's are garbage. No noise or vibrations. Not a real car
I love playing with vr cuz i think it gives bit more life to it
Might as well get me a headset next year
there are some games where VR has to be absolutely WILD. Beamng yould be a legit contender for "VR Nightmare fuel"
@@Ferrari255GTO 👀
its a night to day... vr gives a way better experience
@@MuYe then I really would recommend dirt rally 2.0 in vr. It's nothing short of epic, the game has a great sense of speed, and the sound design is second to none
This is why I love Need for Speed:Most Wanted 2005, it's such a good game overall and it just feels right. It feels fast. The screen effects, the shake, the motion blur, the sounds, the sound of the car scraping the air is just .. right . It's such a great experience and i recommend it to everyone who thinks racing games feel slow.
THIS^^^^^^^^^^^^^^
Have u heard about Burnout?
exactly THAT!!!!!!
@@JorgeMiguel147 Burnouts is OK but NFS:MW you can feel the adrenaline pump on high speed.
@@fadillah6014 burnout is ok? LMAO if u want to feel the adrenaline of high speed, burnout Revenge or 3 are by far the best choices. Need for speed feels slow in comparison
You forgot the "anime speed lines" that magically disappear and have never existed outside of your imagination once you slow down
I feel like Burnout Paradise and Prostreet had that incredibly, over-the-top sense of speed and danger. Literally could not go full speed all the way through a race because you know damn well if you did, you would eventually crash.
Midnight Club: Los Angeles had a similar feel, always felt so vulnerable on the bikes.
Pro Steeet, Midnight Club and the best racing game in history also, yes.
Take me home to the paradise city.. :3
In Burnout crashing is it's own reward though sometime.
Drive Club as well
One point that you forgot to mention: More variation amongst the decorations that line the track. If you keep going down a forest of deciduous trees for the whole duration of a certain straight, then you don't get a feeling that your surroundings actually change. Whereas if there's different types, heights, and colors of tree coming into view in quick succession (and maybe some buildings as well as openings in the trees), then you'll feel much more like you're making progress.
plus that helps with identifying the best braking point.
Not necessarily about speed, but one of the reasons why I found Forza Horizon 2 so exhilarating at points was because of the score system. If you do some insane things you get points, but a timer needs to conclude before you get said points. Hitting anything (and I mean ANYTHING) before the timer ends will result in all your hard-earned points going down the drain. Going at 260kph down a highway and weaving between the cars gaining points and holding my breath as I j u s t miss that pillar is really fun.
Sounds like dark souls, might try that
Sounds like a feature borrowed from another MS racing series: Project Gotham Racing.
@@hugofontes5708 wa
@@instro7081 you die before collecting your previously dropped souls, they are gone for good
@@hugofontes5708 dark souls soulds like that might try it XD
In Project CARS 2, when you chose the “pilot” view, you look out from a helmet while your head bobs when you turn, break or accelerate, looks into the curves and shakes when you drive fast and it’s just awesome. The best camera play I have ever seen in any racing games.
The cockpit/helmet camera of Shift 2 was a bloody masterpiece. Your eyes would focus on the apex your gages fade , your head would slowly tilt, the whole thing shakes in you blast off after the corner the whole thing clears. I swear it gave the game such raw bloody sensation of taking a corner at speed.
Shift 2 is not only a masterpiece but the best NFS game I've ever played
It's bit funny, that's actually the reason I didn't like that game. All the blurring of stuff, the head turns towards corners, it was too much for me. I never felt like I had control over the car, I never knew what it was doing. Perhaps I gave up on it too quickly, though...
Finally someone who mentioned nfs shift 2 unleashed
Damn good game....truly revolutionary; completely overlooked.
Great Game, Amazing soundtrack
Dirt rally actually is a really good example of a sim that gives you these options, while youll never hit breakneck speeds on a rally stage (other than sweden ones), theres motion blur, screen shake, dynamic camera to an extent, and the tracks are usually about as wide as the car that youre driving, it checks all the boxes.
100% agreed + play it using VR. Amazing experience.
I would kill for a vr dirt setup with wheel.
Dirt Rally is amazing.
I have an entire Dirt Rally 2.0 playlist showcasing tons of cars.
I disagree, you just need to not let go of the throttle in order to build up proper speed
I love the fact that you bring up the that hardcore sim racers hate any form of camera motion. Most of the forums I've seen, especially with assetto corsa when I ask about adding more movement to interior cameras for my own playstyle, the proper sim racers act like I've murdered their dog and tell me I'm stupid and I should be banished from racing games forever.
But assetto corsa has an incredible modding community, and using the custom shaders patch and content manager for it, I have managed to tweak the camera settings. So much so, that the interior camera looks left and right into corners, and also, upon acceleration and braking, the camera jolts forward or gets pushed backwards, as though the characters head is getting forced about by the g forces. Even on bumps and kerbs, the camera jumps up and down accordingly and it has helped me throw better lap times Down because I can actually sense the cars movement better through the camera motions.
This is made even better on the modded free roam tracks, modded cars (especially when you make your own exactly how you want with 3d modeling and knowledge on assetto modding) and paired with the right sound mods, and stereo mods that display what you're listening to on Spotify in the car radio INGAME, make for an otherworldly experience and I don't even have VR or anything crazy, just a thrustmaster wheel and some fanatec pedals. Nothing is like launching a brutal sounding 900hp r34 GTR with launch control, on the roads of the English countryside, as the camera conveys just how violently it is accelerating. It truly is an incredible experience of realism and sense of speed that no other racing game has been able to convey to me
It makes me wonder how many of them have actually taken a car at speed on a mountain road or a track. I noticed the camera and lack of a sense of speed in Project Cars and it bugged me especially when I thought back to how driving my car at higher rates of speed irl felt.
I totally agree. The last point of road wideness is also something that effects your sense of speed in real life. I also think that objects or buildings that are closer to the road make you feel faster.
Interesting point about the road width - I've seen this talked about a lot in real road construction, how wide open roads entice drivers to go faster, while people will naturally drive slower on narrower roads. Thus why traffic engineers (in the US at least, Europe figured this out decades ago) are finally starting to figure out that neighborhood streets shouldn't be built like freeways if you don't want people going freeway speed on them.
This makes a lot of sense. Whenever im driving my motorbike, i always feel like i drive a lot slower in big roads even tho it's the same speed as i would go in tighter roads.
It kinda also helps that cities in Europe are generally older, thus big chunks of them have narrower streets since they weren't built for driving cars on them, and also that since Europe's population density is higher things have to be more tightly packed together. But yes, it's a fact that wider streets make you feel like you're going slower than you actually are, it may have to do with how we sense risk aswell? Who knows.
@@Nara_NorthBlue The risk sense I think is a bigger factor actually, I've seen that discussed a good bit. There's direct perception of speed, but also of hazard, and people will adjust to what feels like an acceptable level of hazard. Wide neighborhood streets give a false perception of safety, being so wide one feels like they can drive faster for a given risk, but of course there's still dangers such as kids playing, bicycles, animals, cars backing out of driveways, that severely overstressed Amazon delivery guy, and so on. One psychologically feels less safe on a narrower road at a given speed, and thus will naturally slow down. Another way of looking at it would be on the same road but different vehicles - on a given moderate-width street, one would probably naturally feel more comfortable driving faster in a sporty, maneuverable, small car than they would a cumbersome, large truck, even though the perception of speed is no greater, might be less even, in the large truck. But the truck feels like it has less margin - less maneuverable, less space to work with, can't stop as quickly, and so on.
@@quillmaurer6563 Yes, that's something I've noticed myself aswell. As long as you have less space to maneuver (or perceive it as such) you'll always tend to be more cautious and go slower.
@@Nara_NorthBlue Yes, exactly.
I worked on the first _Need For Speed_ (PS1) and this video is an absolute gem of summarizing and showcasing the biggest issues.
I want to make a game like NFS HEAT But better
Really? I worked on the third one only!
thank you for pioneering the NFS series
@@chuckdude514his name is literally listed in the credits
Thanks for paving the way for years and years of memories, to this day I derive so much inspiration from later entries like High Stakes, Hot Pursuit, and Underground/Most wanted.
One of the methods used in the old days, specifically by the F-Zero franchise was the pattern of the road and walls design.
What they did was give the road a pattern with very close and horizontal lines, a very tight grid of some sort. They tried to squish as many lines possible in the smallest space possible so that you'd pass lots of them very quickly, giving you the sense of speed.
I noticed this with the onboard shot on the Nürburgring, the graffiti one the road zooming past makes it feel a lot faster than the standard black mass of asphalt.
F-Zero GX did this really well, so you always knew you were going crazy fast.
Wipeout, anyone?
Ctgp 7 does this with its one big blue level....
Then the next level is any guy beach And its jarring slow
@@bigbluebuttonman1137 F-Zero GX i still the fastest feeling racer for me, even without motion blur
i get how your feeling. sometimes when i play asphalt 9 and going like 182, it doesnt feel that fast sometimes
Sense of speed is soo important. I remember in NFS heat when you're going incredibly fast then hit the boost your camera would go out like 40 feet and everything is so blurry around you
Remember NFS Shift when they went after the racing sim scene? It felt terrifying to go past 100 as the edges of your screen and your dashboard would blur out.
To add on to the sound portion mentioned in the video:
Something that I really appreciate from Asseto Corsa Competizione is the excellent job they did with the noise of the car scraping on kerbs and low points on the track. You can bounce the car over the kerb for that extra tenth of a second in other racing games and get little to no sound feedback, but in ACC there's loud scraping noises, the interior shivers, and you might even hear reverberations from the car's suspension. All of this reminds you that you are driving a 2700lb/1200kg racing beast at high speeds and there are some intense forces involved. One side of this heavy speed demon could be lifted into the air by a kerb, and you think nothing of it, but when it goes up and comes down with a loud crash, you might stop and think if it's worth possibly damaging the car over that tenth.
Strictly for educational purposes : *curb not kerb
@@GrogedUp strictly for educational purposes: they're the same. Kust American vs British spelling
that's very true! AC is actually not the only game to have these details, but most of them fo lack refinement in this area. Racing games are truly more complex than others if you think about it
@@GrogedUp kerb = british english
Curb = American English
😁👍
@@justinwong833 ahhh very cool
I feel like the perfect way to upscale the sense of speed in all games is when you are going 235 or above. Widen the fov, darken the edges of the screen, add some camera shake, discolor the screen slightly and muffle the engine. It would give a huge since of danger which is reasonable if you are going that fast
So basically exactly what forza motorsport 4 did.
So basically NFS Heat
@@NerfMozambique even forza motorsport 4 feels super slow tho sadly. The the camera tries, but you can be going 270mph and think you're legit going maybe 100mph
project cars does that
Midnight club la😂
GTA 5's 3rd person vehicle camera is probably the best i've seen in any game that allows you to drvie
Some more to add to the list:
- Road noise (rolling noise from tyres, sounds from road debris hitting underside of car, changes to the sound where driving over road markings, esp. rumble strips)
- Effects on car from driving over things like lines or gusts of wind when conditions are appropriate
- Additional camera/visual effects like DriveClub's water on the windshield or stains on the bumper camera like you hit a bug or something
Generally speaking more realism.
The tar snake noise! When you are on a motorcycle its different than when in a car. But it would be cool to have the sound effect in game.
Maybe not realism, but immersion. You can make something unrealistic believable and your brain can't tell the difference or it won't care 90% of the time. This is what Driveclub (and shout out to those space simulators with great immersion) and some other games excel at.
Imo realism is overrated; something can be as realistic as humanly possible but if my brain doesn't buy it, it can be a detriment towards the whole experience.
@@shira_yone Like with movies and books the goal is to get the viewer/reader/player to utterly believe in the unreal situations being presented to them.
all of that can be turned on in asseto corsa on PC
I think road texture might affect the sense of speed too. When you’re driving on a road that’s all one solid texture, it’s harder to tell your going fast. When you’re driving on a road with lines, patterns, etc that moves really fast where your camera is most focused on (the car), you can clearly tell that you’re moving fast, it’s similar to the POV thing where the more you see moving, the faster you feel. I think, I dunno
Cracks, potholes, repairs, objects on the road all would do a lot for speed.
More than just uniform, perfectly textured smooth roads.
I feel like a brick wall would also definitely improve your ability to detect how fast you're going. Or, more accurately, how fast you *were* going.
@@Lem_On_Lime specially if driving over them has an effect.
Joseju?
Nurburgring Nordschleife is perfect for that. in most racing games that race track feels the fastest bc the road is narrower, has graphity on the tarmac surface etc.
This effect is experienced in real life too. You will feel that you're going a lot slower in a vehicle that is more sound proofed and has better suspension.
100%. The size of the vehicle you're in makes a pretty big difference too. I've been in the passenger seat of a ford five hundred going 120 mph and didn't realize it until I looked up and asked how fast we were going. Once did about 100 in a kia soul on the same road and it felt like we were about to take off. Jeep patriot feels like that at about 70
@@michaeldaigle7207 old school Cadillac
Thank you! Me and my friend noticed his parents new car never feels fast but couldn't figure out why.
When I cycle at 24mph I'm like whhhhaaa this is so fuckin fast, driving at 24mph it feels so slow.
Actually, when you get used to driving, you have some experience, and driving at 50km/h up to 70 km/h feels slow, 70 feels normal, but 50 feels like a dragging. I've driven up to 170km/h on highway, it starts to feel dangerously fast for me, as I haven't used to those speeds, but it depends from the road type as well, but somewhere around 120 it feels really comfortable and fast enough. But 50-70 feels damn slow to mediocre.
I still come back to this video so many times , it's such a great critique on the genre
Well, a racing game that definitively gave me one of the best speed feeling was Burnout 3: Takedown. I still remember the day I played a level with a F1 Ferrari in a sprint race that passed through a city, racing at 200 mph and the more seconds I went without crashing, the harder it was to stay on track and the more scared I was of hitting in the next corner. No other game has given me a greater sense of speed than this level since then.
I remember that level well, utterly terrifying
best Racing game in history the speed feeling is incredible
The only racing game that I spent alot of hour play time
It's my all time favorite
Too bad the sequel,burnout : revenge is not the same feel
Try F-Zero GX
Dude totally, I loved ripping around the city in that game, just fly-innnn
In F1 2021, the stress factor makes you feel like any speed is too much (when playing with all assists + rewind off).
Otherwise, I think Ride 4 in helmet view does a great job at making you feel the speed.
For real? Of all the racing games I would easily say the F1 series feels the slowest by far
@@Baguenaudeur Not in first person. The chasing cam on the other hand is extremely underwhelming. But when you're doing 20~ laps of Monaco with no chances of touching a wall, it feels fast.
I played Ride 4 for like a half hour and I can say it really reminded me of Shift 2 Unleashed. You should check it out if you ever get the chance, the sense of speed in that game is really cool, especially in helmet view
@@santiagoacostapereira7778 Oh my, I remember that game. One of my dad's friend had it on Xbox 360. I had the chance to play it a little and I remember wanting to get it on PS3. We got Grand Turismo 5 instead, which was still pretty good.
@@Baguenaudeur the FPV is quite good IMO, It's way more immersive than the over-the-halo cam.
Additionally, that's exactly what happens with F1 cars in real life. They're so planted and agile that you really don't feel like you're doing 150kph through a corner if you just look at a video feed... Obviously if you're in the car experiencing all the forces it's different, haha
As a game designer I can say that another effective tactic is to make the camera feel like it's just about dragging along. Yet again, Pro Street did a fantastic job of that, you will notice that when you accelerate the camera gets pushed back (almost like it's trying to catch up with the car - which is getting too fast to catch up with) and then when you shift gears there is a pause in acceleration so the camera goes almost completely back to normal, and then shortly after we, yet again, get that strong pull of the camera backwards, giving us that sensation that either (a) we're the camera, and we're being pushed back into the invisible seat by the G forces, or (b) that the car got so fast that the camera can hardly keep up. Both are valid points/theories.
EDIT:
My bad, I realized he said "camera lags behind" in the video, so he did mention this already.
he said this in the video
@@immurecreations he mentioned FOV (FOV and camera positioning are 2 different things) and camera shake, I don't recall him mentioning the camera being dragged around.
Didn't he say the exact same thing with NFS as an example?
@@nikhilreddy8550 can you point me to the exact time where he said that? I'm a little lazy to go back to it lol
@@MrAndrius12 Actually same here. 😜
Nfs heat did very good with the sense of speed. Especially when you hit the big nitrous
The road type as well as that width mentioned is a major one between different types of motorsport too - for example going 160kph in FH4 or even a more sim-like game like iRacing is really not that scary because you're on a dedicated track which is not only wide, but is clear of obstacles, relatively smooth, and has plenty of space for runoffs and in the majority of cases doesn't hide corners from you.
Play a realistic rally game like Richard Burns Rally or at least a reasonably less arcade-concerned one like Dirt Rally 2.0 or WRC 10 and doing 160kph feels like you're about to enter hyperspace because the roads are way narrower, way less predictable, and much windier and rougher with only notes to describe them. It's kind of why I personally consider rally to be a special kind of motorsport that is far closer to driving in the real world - and it shows how even standard showroom-spec cars can get a huge sense of speed driven on the type of road most common around the globe.
Even the first horizon game understood this. Idk why they made every road so smooth and sterile in every following game
@@GoldenEDM_2018 "probably"
Or going 60 km/h in my summer car permadeath knowing that one mistake on the narrow and unpredictable dirt roads could end in you losing your save file
dude.. dirt rally 2.0 is far closer to rbr than wrc.
yeah i got dirt rally 2.0 two days ago and it feels so fast when your going 160kph
Dirt Rally does a fantastic job of conveying a sense of speed, and I think that game dabbles a little in all 5 of these topics. I'd say primarily, however, the narrow roads and the sense of danger have the biggest impact. I always drive slower during the second half of a stage because I'm scared of resetting and doing the first half all over again.
But then you spin out right after second half, max attack the rest of the stage and nail it. Best freedom feeling.
A way to get around this for me was to turn all hud off and focus only on co-driver calls. The only corners i’ll be careful is when the co-driver says don’t cut, caution, deceptive, turns with numbers 4 and lower over crest jump maybe(will always result in jump and crash). and says the final turn to finish.
i played the first dirt rally. your co driver would have a more anxious voice the faster you went.
"tight hairpin right" ☠️
@Maltesers123 and the controller vibration was amazingly detailed and for me, one of the best things that most other racing games neglect.
@@Hjortur95 the fact he has a pacenote (specifically germany) that is literally "5 left dont cut *be brave* " says a lot about how this game really makes you scared to go above third gear
Don`t forget that VR also makes the game feel more real, because the only thing you see is the cockpit and when you miss a note and go over a cliff...
Hotwheels Unleashed does an amazing job at making you feel fast when you boost. The fov heightens, a powerful noise plays, intense motion blur at the edge of your screen, the camera lags behind and shakes... Its got everything
@@koelian you really gotta gatekeep cars rn? All the man said was that he liked how Hotwheels Unleashed had good sense of speed, like what the video is about lmfao
it got the wheels
and they are really hot
@@andyguous I’m very sorry. I didn’t mean for it to sound like I was gatekeeping, I was just confused at the fact that Poly posted a comment on Muye and I was about to sleep when I posted that. I just gotta do that “think before you act” thing a lot more.
yoy cars XD 🤪🤪💀🤪🤪
@@koelian do you actually like cars or are you just spreading hate?
The racing games I played growing up were Burnout, Wipeout and Need for Speed. While all 3 of them are much more arcadey, they all made you feel like you were going insanely fast (Wipeout and Burnout especially)
The sense of speed in Wipeout Pulse on the PSP blew my little mind lol
Burnout does not give a single shit about realism or excessive demand for skill. It asks "Why would you ever let go of the boost button?"
"Race Tracks are naturally wide"
Nordschleife: Hold my beer
Monaco: Am i a joke to you?
Good wood: wassup
@@sausageroll2695 Yeah, and the races at Monaco suck.
Baku : pathetic.
Bathurst : Ha! Am I a joke to you?
@Caoenlang which is basically Bathurst but a different name lol
Need for Speed Shift and Need for Speed Shift 2 had a great way to give you a sense of speed inside the cockpit. With the camera shaking, emulating your driver's head bouncing around being effected by the G-forces and such, as well as above a certain speed a somewhat of a "tunnel vision" effect would happen, where the inside of your car would blur as if your driver was focusing the track. Probably one of my favorite implementations of "sense of speed" in a game.
Theres a really good video on TH-cam of someone doing a lap of the Nurburgring in a McLaren F1 in Shift 2. Shows off what I'm talking about really well
Yeah despite my issues with how nfs shift handles like the excessively bouncy suspension, I still think nfs shift had the greatest sense of speed. 60 mph most games feels slow as shit but 60mph in shift felt like 100, and going beyond 100 actually had some sense of fear of going too fast. I rarely had the issue of braking too late in nfs shift like most other racing games, rather I would always brake early. I’m still really upset that no one else has tried to emulate that feeling since nfs shift
I was thinking of this too! The first time I played that in the helmet/cockpit cam I thought it was so amazing and immersive.
Was searching for a comment mentioning Shift, driving above 200kmh was fucking scary. Remember driving the Nordschleife with a Zonda, it was really intense. Project Cars got it right in some ways, but still Shift is the best in speed perception
Just saw the clip you mentioned. And holy shit that was scary. How exactly it should be. Can't believe 10 years on we have gone backwards in sense of speed.
Yes. i absolutely loved the helmet cam. Feels realistic on single monitor but when on multi monitor it became annomying as usually we turn our heads manually lol
I'm making a rally game and going downhill is the scariest part. Having the car speeding up even if you are not accelerating is giving you a great sense of danger.
Also, having cliffs just next to the road really helps. Another elements are lights in a tunnel or lamps on a street, helping you to get that sense of speed because they are equally distanced but you get the light/darkness more and more often.
"u have great potential"
.
.
.
i wanna play it :D
@@hereticxhexen Soon!!
@Will Swift I'll definitely add VR, not sure what do you mean with 3D and GTA, tho.
Have you made any games previously? Btw All the best !
@@prototype18 No, this is the first one but I have a background in VFX so I'm not entirely new to CG and how to make it look photorealistic.
Racing is about being bombarded with visual information and practicing to react to them fast enough.
i feel like having a full setup that would also simulate g-forces would work amazingly
Yes but unless you are really really into sim racing just drive a car
@@oinque exactly.
Though when the eco fools take over, sim racing is always an option
They’re normally at arcades
Yeh but how, this ain't the year 3347😂
@@Ciaran.Digance nah some are already made but there are just a handful and are very very expensive
That last part about road wideness is actually a real phenomenon. Traffic engineers consider it one of the variables they need to account for when designing a road for a specific purpose. People will (in general) naturally and subconsciously limit their speed when driving on narrow roads due to the perceived speed increase even if they are well within the speed limit. At the same time, you don't want an interstate to be as narrow as a residential street because very few people would actually feel comfortable reaching the speed limit (also your margin of error is smaller, which combined with speed is potentially a very bad day).
You have this backwards. Narrow roads with lots of objects and sideroads are actually more dangerous, and therefore you slow down because it makes sense. It's real, not some subconscious optical illusion. Conversely, roads with wide lanes and tons of runoff room are actually safer, so you speed up because it's reasonable to do so.
And yes, it's related to why you feel slower on the track. It's because, while you're likely closer to the limits of lap times on the track, you're much further from danger. And it's the sense of danger we really feel.
No sane traffic engineer makes a road more dangerous to get people to drive more slowly. They make the widest, safest road feasible then set a speed limit that makes sense for the road whether it's higher or lower than initially anticipated.
I'm sure there are plenty of optical illusions at play on roads. Like having a road with tons of runoff, but there's a sidewalk right next to it small kids walk on all the time. Put some bushes or something along the road (behind the sidewalk, so you can still see kids jumping out in the road), and it clutters up your view, making you slow down, even though bushes aren't actually dangerous.
But road and lane width actually make it safer, not just appear to be so.
@@GeekOfAllness Isn't this exactly what he said too ? I feel like you just understood it backwards.
You have good points though.
@@olkris2666 My point was it's not a "perceived" safety difference traffic engineers have to worry about to get people to drive a predetermined speed. It's an actual safety difference the engineers look at to determine the appropriate speed limit for the resultant road.
@@GeekOfAllness did you even attempt to check and see if he was right?
Some other illusions of faster speed I can think of would be
-Particle effects, if you're flying down some desert road, have dust blast around like the air pressure and wind from your car actually effect the environment
-air pressure environment motion effects, like as your car flies by, have the air be dynamic and have some effect on tree leaves, tree branches, grass, paper and debris in the road that move from the force of you car's wind
-first person headslamming, if you're in a car and you floor it, your body will be pushed into the seat from the acceleration, including this gives the acceleration more feeling of force
-objects closer to car, if you're flying in a plane and you look down, all the ground moves slowly, now if you go 100ft above ground you'll feel the true speed,
closer = faster
-advanced sound dynamics, such as the rustling of the leaves in trees or cheering crowds, add the dopler effect, as well as sound reverb in tunnels, this gives a better sense of space, which in turn makes you sense speed easier
These are all things I wouldn't have thought of, but as soon as you point them out and I look back to the games I've played, you're spot on.
Okay, I've never seen anyone do paper flying by you, but that would be amazing.
I would like that, but my potato pc would become french fries with these many fx.
They did particle effects this terribly in forza mexico. You're mostly driving through a sepia filter.
the "closer to the car" part i know well from the very few 90km/h roads we have here, it feels like im going 60, and when i go 80 on a narrow winding road it feels like im going faster than on the highway
Good luck building a physics engine capable of all this and then using a PlayStation to play the game. Just go drive a real car and stop asking game devs to create virtual reality on a toaster.
Tbh one of the best track racing games actually feeling like you're going 400 when in reality you are only going around 200 are only need for Speed shift 2 and driveclub only I think
Another thing to add here is tactile feedback. In real life, when you go fast, you can feel it through the wind's effect on your chassis, and the feedback from you wheels running over the road. In older cars, the feel is raw, while in newer cars, manufacturers dampen the tactile feedback for user comfort.
hello old boi
Exactly, feels completely different at 110kph in my 30 year old car vs my 6 year old car
@@notjay9794 Bruhhh u got smth that's almost vintage now
@@sed6957 he said almost tho, another 10 years after 30 years is 40 years, dude.
@@sed6957 taking a sarcastic joke as a serious sh*t, eh?
The sense of danger absolutely has an effect. I tell you, with my front passenger strut going out it, feels like I am absolutely screaming down the road when I round a shallow turn at speed. That side of the car begins to dive a bit and the tires bite the pavement. It seems like it would be easy to lose control but I feel like such a badass every time I come out of the corner and the strut springs the car back upright. Not even going faster than the speed limit.
That being said, I have the new struts ready to install. Sick of the noise.
Hell yeah , sharp turns are so good at making things dangerous.
Traffic sometimes annoying also works this way when done correctly.
People argue why sometimes the traffic is totally unavoidable and unfair in racing games.....well it wouldn't really be fun otherwise now would it?
nice profile picture
I wanna add to the sound point
In Need For Speed: The Run, when you push a car to its limits, the engine sounds like as if it is screaming for help like I remember playing a mission where I had to avoid a snow avalanche or whatever and I was REALLY pushing the car and engine was redlining at its max to the point the car was screaming and it was really immersive for me, another mission was the nevada desert, going down a narrow straight with a slope to give me more speed due to gravity plus the car's engine power until eventually reaching max speed and feeling like the engine's gonna explode from the sheer amount of work it's doing. EA really outdid themselves in the audio field in that game. Check it out in your free time
Oh gosh I absolutely agree, The Run has some of the best sound design of any need for speed game
That's why the run was one of the best racing experiences put there
And don't forget about how the music intensifies a the race goes or as you're close to losing a time attack or in a police chase
The Run is truly the most underrated NFS game. I remember watching gameplay videos of it until I got the game myself. It's one of my favourite racing games. And no need to mention Brian Tyler's incredible soundtrack.
@@rogueriot6542 Shit was like a Micheal bay movie lmao
All The Run is missing is a freeroam mode like Most Wanted 2012 with some activities and a proper multiplayer lobby
Im glad i got this video recommended, i really enjoyed it, very well put.
My favourite series of arcade racers and overrall racing game series, is Burnout. My favourite is probably Burnout 3, and that game has everything, minus the camera shake, the sound of objects hitting your sound barrier, cars honking at you with their doppler effect, and the wind sound almost deafening your car engine, gives you the perfect feedback of speed and visceral action that an arcade racer packs. If anyone wants to play a fast and action packed arcade racer that feels fast and fun, try out Burnout Paradise or emulate 3 on PCX2. You won't regret it
I've only played Revenge and Paradise but when I was a kid playing Revenge I swear I'd have heart palpitations on the narrow sections knowing that rubbing the walls even a second or two was a major risk to catch a sticky-out part and get absolutely annihilated.
This is why I love DiRT Rally 1 and 2 so much, they feel kinda hyper realistic in terms of car feel and weight and such. The speed being somewhat slow makes sense because it plays into the weight of the cars you play in. So the slower feeling speed makes sense when you feel how heavy the cars control in those games.
It was dirt rally 2.0 for me , great game. Intense dlc stages with some great extra cars !
@Gabriel Collins I play DiRT Rally on PC too but okay lol
@Gabriel Collins and what about RSFRBR (aka Rbr Hungarian Plugin)???
That's supposedly the best sim-rally experience ever
Dirt Rally doesn't even feel that slow (at least from first person view) because the roads tend to be narrow as fuck (as they are in reality). And it gets terrifying really fast.
@@TheAngelsHaveThePhoneBox yeah, it’s a heck of a lot faster in first person, I absolutely loved playing it in VR for that reason.
The phenomenon you're wondering about is called Edge Friction. It's what cause drivers to slow down when there are a lot of vertical elements near the roadway.
Dirt rally actually scared the piss out of me. Especially the section where you have to go flatout then suddenly a serries of tight hairpins come up. Really fun and thrilling to play
Dirt 3 was my jam, slidey cars go brrrrr
Rallye games are the absolute peak of racing immersion, the feeling of always being a split second away from total desaster, the car slowly falling apart, your brain glowing like a light bulb trying to keep up, and yet, somehow, you barely made it through another curve, holding on for dear life.
I've never had a "heart racing" effect from a video game until I played this game, it's nuts
I played a handful of rally games, and the most engaging ones where the ones with the narrowest tracks.
That’s the biggest thing I’ve noticed since I started driving as well. Playing racing games they just don’t tell you anything.
When I do a ‘very normal and legal turn’ turn, in a weird way it’s a conversation with the car. It tells me whether to give more or less throttle by how I’m moved around.
Keep in mind too, the human body is absolutely terrible at judging speed as well (to the point that some cars needed to be given rougher rides as drivers found themselves inadvertently speeding). So I’d say it’s less it needs to convey how fast we’re going and more it needs to better convey acceleration and deceleration (and the forces that come with that)
Road noise is also a factor. As different tyre setups, interact with different road surfaces differently. Some games actually convey the sounds differently, however, that is something i feel a lot more developers could look into. Great video
Gran Turismo 🐐
@Karl with a K ?
This is spot on! I’ve been feeling the same, that GT has no sense of speed and this video confirms my experience and now I understand why.
Feeling speed I think is important for a driving simulator. Not only to get the excitement of driving but also you must check the speedometer to know if you can take the next turn.
Gran Turismo literally has the gear sign and speedometer flash when you're too fast before a turn tho.
@@KasumiRINA super boring game
Really? Are you that bad that you need to know the speed to know if you can take a corner or not?
I never realized how much this is true. I've been playing Horizon 5 since it came out, and a couple of days ago I went Kart racing for the first time in months. It made me realize how much I actually enjoyed racing, pushing my vehicle to the limit and actually having to care about how I race. Unlike in Horizon where I play with zero damage and make heavy use of the rewind feature. I might try switching it up a bit now.
the limits and risks involved with speed is what makes it fun
ok
I still wouldn't recommend to turn these features off. Turn off driving assists and raise AI difficulty. With all assists off and AI on unbeatable that's already a big enough challenge. But no rewind and full damage are just annoying in a game that's supposed to be a fun after work/school experience where you can just blast around in your favorite car for a bit without having to put too much effort into it. Also AI is not race able enough to have damage on, cause they sometimes just drive into you like you aren't even there.
If you want the thrill of realistic racing I'd recommend private F1 league racing as a start or even the full Simracing stuff. But at least Simracing is something you'll have to put a lot of effort in to really be able to have fun. But from my personal experience it is worth it.
Gran turismo is trash, rip sony garbage
dont use the rewind lmao its easy plus in online rewind is useless
The original rFactor had killer head physics in cockpit view. That title's almost 20 years old. You 'felt' every bump, every sideways g in corners; the acceleration & deceleration threw you around something fierce. Screaming down the Kemmel straight on the old Spa layout in Dan Gurney's Eagle felt super-fast. Also, there was a 'look-in' feature that swiveled your head to look into corners based on your steering input. All of it was adjustable to suit the user's preference. That delicious in-cockpit motion really added to the immersion. It looked identical to the helmet cam views that are common today.
Oh, it also had wind effects, chassis squeaking, and a host of other car-related noises. Driving in the wet sounded very realistic.
Definitely my GOAT when it comes to driving sims.
Good video
NFS king
*Runs*
midnight club still canceled soz
So weird getting a comment from one of the content creators I grew up watching.
Hopefully Criterion doesn’t give us another Most Wanted 2012 💀
@@MuYe tho, MW12 is superior compared to the last 3 NFS hackjobs
Imma be real with you, I played the fuck out of Most Wanted 2012 and I used to love it lmao
@@MuYe MW 2012 Was honestly best arcade multiplayer racing experience, it only had a few issues... Instant takedown... And that's about it when it comes to issues with the multiplayer.
Issues with the single player was that there wasn't one... If they fixed that it would have been a great game, if not probablyone of the best NFS to date held in regards like underground 2.
I feel like modern sims actually have the cockpit view sense of speed on point because once your fov is perfectly calculated factoring in your screen size & distance from screen, it replicates what real drivers' eyes perceive when going at a certain speed. It's the vibrations, shakes and the G forces that make real life racing scary.
yess, i feel like racing games are much more exciting in first person..even if i'm a little less good
just get a VR
@@rehakmate could depend on the VR headset but in my experience VR is not able to represent this, depth perception feels slightly off in racing games compared to being on track in real life
@@rehakmate VR still feels like you're looking through a letter box or binoculars
wow
Object reference helps a lot in my opinion. Having things close to you and moving against your direction helps this as well. Buildings, traffic, trees. Another reason Circuit Racing can be boring is because there are very little reference objects. Everything on a track is clean and straight forward. No sense of scare there knowing every corner and what it looks and feels like. This is also why Street Racing is vastly more exciting than the highest degree of F1. To me, to me.
Real world street racing is one of the most retarded things in the world.
You heard it here. We need fuckin bobble heads in our cars lol
That's one of the best tricks used in Burnout. Everything moves so fast and some tracks give some borderline claustrophobic feeling. And even some parts of the open world in Paradise have things getting close to you and a high traffic density
so go with an GT3 car around the nordschleife. Trust me, you will get exited
@@Pascaffa the track is so narrow compared to other ones like Laguna Seca or Infinneon, it really feels fast. I only avoid racing there in most games because it is too damn big. The fastest cars to ever make a lap there had a time of around 6 minutes so...
this is a masterclass in film. in shows/movies with low budget, the camera is used heavily and can make or break or shape entire scenes. everything in this is spot on. its long been a gripe of mine
Road width in forza has been a nitpick for me for a while now. There's always 1 or 2 realistically thin roads in each horizon game, but they're always so short they might as well not exist
the dirt roads tend to be much more fun for this reason i find. I also live somewhere with lots of very narrow lanes between fields, and 30mph with 1 foot separating your car and a hedge on each side feels faster than 150mph in forza. still, i enjoy the racing in forza.
@@djdm2603 the dirt roads are the worst example of this in my opinion. Real rally has harsh consequences for cutting or going slightly wide.
Im not expecting forza to be too harsh, but having miles of flat fields and smooth slopes on both side isn't great.
Even in the forests with trees on either side, the dirt paths are wider than most British B roads
Totally feel that. Best example is the city. It's a 1:1 copy in many parts, BUT if you look at direct comparison, you will see, the road width is actually doubled in almost all roads.
Roads in Canada are wider than the ones in the UK.
Rally games do an excellent job at conveying this. With how thin the roads are and the many obstacles pretty much sandwiching the road like trees, rocks and stuff going 60mph felt like going 120
Group B in Poland on dirt rally 2.0 is mental
Agree totally. Anything over crawling speeds in RBR felt absolutely out of control.
In my opinion good ol gta sa manages to convey speed amazingly well with the motion blur.
yep, one of the reasons dr2.0 is probably my top racing game of all time
@@FreshApplePie Yeah, after playing some competizione for some time going 260km per hour felt decent, hopping back on DR2 going 80 felt like I was warping through time, definitely my top racing game atm, maybe wrc generations may do better this time this year
The best feeling of speed I have ever had playing a racing game would be when I played Burnout 3. This game is all about going fast, but with a minimal hit on an npc car, you crash it, and that gives you the adrenaline you mentioned in the video
Lol oh my god I forgot about those games, they were so cool! My favorite was the "crash mode" (it had a different name i can't remember) in burnout 2 [and maybe 3] where it plopped you down on a highway on ramp or an intersection and you had to see how expensive of a crash you could create. And as was the standard for the time, the AI was terrible but that was ok because they'd just keep adding and adding to the pileup
@@idontwantahandlethough fr bro burnout 3 was my childhood
Burnout 3, Burnout Revenge, NFS Most Wanted... Everybody has good memories associated with those types of games, yet companies continue to create boring, repetitive driving games instead...
@@idontwantahandlethough The AI being "terrible" was actually by design in order to create those large pileups. In fact, sometimes you will even see the AI traffic swerve _towards_ a crash and go faster!
I loved Burnout so much in my high school years, it's a tragedy the franchise just vanished off the map. There was nothing more fun than wracking up destruction with your friends and blowing them up in the process. Still my favorite car games of all time.
Another noise related thing is the sound of your car getting forced the shit out of, another thing is how much of the screen you see, in real life the faster you're going the worst your periferal vision is so Forza 5 did really well by implementing that on the bumper camera
Driveclub, NFS prostreet, NFS shift, NFS shift 2 have great sense of speed especially the shift series. There's a camera view where you're the driver eyes and you get see what the driver sees. The faster you go, your view slowly blur out and the only thing he sees, are the track in front of him. Check it out.
One of my favorite racing games. Felt very realistic and made your hands sweat coming down a sharp left at high speeds
Prostreet! You felt every mile per hour especially on the speed challenges the camera view you're talking about in shift was also by far the best
The shifts were a good balance between arcade and sim with a wheel
When you mentioned Prostreet, I just remember Nevada races.
This is what factors into what feels fast or slow.
IRL:
Elevation of the drivers seat.
Elevation of the vehicle over the ground.
Game:
Camera position.
Field of View or Vision.
Motion blur.
Framerate.
Camera shake.
Camera movement.
Screen proportions.
Screen size.
Several games will cheat speed with camera shake or motion blur or both. Burnout is notorious for this.
Camera / FOV makes a crazy difference. Forza handles well as an arcade sim where players like tail cam
Gonna be real, seat and car height (as you said) does have a big effect on your sense of speed IRL. I notice it when I'm in my better half's Altima vs my lowered car. I'm often driving slower in my car even though it's faster. The increased road and wind noise in my car also probably contribute...
IRL:
G-force.
Noise.
The sense of speed is also created by the thing how high from the road we are. For exumple if you drive gokart you maximally go 40km/h but it feels like 60km/h+ because you're just sitting low.
Correct although the rental karts I drove on the other week had a max speed of 75km/h, felt hella fast and lots of fun!
@@TWLpontus Did you drift?
And yet half of Americans want big trucks and SUVs which put the driver as high above the road as possible.
@@helloguy8934 not really but yeah when the tires were cold they were very slippy, 4 out of the 7 of our friends group spun out during the hour. :) Big outdoor track.
I’ve driven go karts compatively. And drove a shifter kart.
That one did 140-150kph on Berghem(outdoor track)
And fuck that was scary the first time.