I suppose that there's one more factor. It is track width. The narrower the road is and the more obstacles/walls on the edge of the road the faster you think you're moving. I realised this when I played TrackMania United where different environments have different track widths and camera positions. 200 KM/H on Island or Stadium will never be the same as 200 on Coast.
This has a lot to do with Horizon 4's lack of 'feel' as well. Why do the lanes on these 2 lane roads need to be 4 cars wide? The original Forza Horizon game I think had it just right. Every 2 lane road FELT like the backroads around my house with how narrow they were(about 4-5 car widths from shoulder-to-shoulder).
I find Prostreet's sense of speed comes less from camera shaking and more from the FOV which reacts to how fast the car is going and whether it is braking, accelerating, or changing gears.
For me burnout paradise has the best feeling of speed. Because 1. You have unlimited gears in Burnout 2. The camera zoom shift while boosting and 3. Because the map is optimized for fast driving
I mostly play hood view, since thats how i play from my childhood. And need to say heats def feels the most lightweight game (fh, crew) but it feels much faster. In fh4 it feels so slow. Exept you are 370km/h over bumps and you get kinda motion sick of Goliath after some time. Crew is maybe the mist bland, so this gen the most fun game is def Heat rn. And HP is voming what wasnt too bad eather, and actually kinda good for its time
Another cool factor is: the loudness and the sounds. For example, nowadays, in recent video games, the cars are way too quiet in comparison to the oldest video games like Shift, Grid, NFS the run. That's not something visual but definitely improves the sense of speed
The sounds of the surrounding objects are much more effective imo. I'd rather have the sound of kerbs, the clutch, the gearbox, the wet ground, puddles, the sound of screeching tires, the sound of scrapping car floor than a loud engine. It gets annoying after a level if the engine is loud even if the car sounds good.
Actually the devs of the Need for Speed: ProStreet were aware of sense of speed is connected to camera movement and made the in game camera flexible as possible. That's why you feel really fast even when going about 150km per hour in ProStreet.
No game has ever surpassed how fast driving feels than midnight club 3. It might be simple and maybe cheating, but the addition of street lights and city neon passing by in an unbelievable blur makes you feel like you're driving that 1957 Bel Air at light speed. Paired with how light your vehicle feels, it's perfect for taking a tight drift at 150+mph
I think so too. More obstacles = More sense of speed my opinion Example: -Nascar looks slow in a circle with no obstacles -Street Racing looks fast with all the obstacles
Dude driving the fastest cars in that game is like point and squirt and hope for the best. It really feels like you're not in control, thats how stupid it is lol
@Keegan Young Nah dude, irl you're absolutely in control of the car, if you know what you're doing. Cars won't snap on you for no reason, specially driving under the limit. In these games you're not really controlling the car, these things accelerate so quickly with so little grip and there's so much bullshit happening you just point the car in the right direction, squirt your nitrous/boost and hope for the best. Its like trying to drive a fucking rocket in these games
Yeah that was awesome, especially when using nitrous. The added bonus of the 'Speed Breaker' slow-motion helped as well, and once you got in a police pursuit the music was just so intense. God I love that game ahaha
NFS Heat also have good sense of speed, in my opinion. When you reach 180mph/300kmh you feel so fast. The field of view is bigger, the UI "flattens" or tilted, and the motion blur is well implemented.
It's true about motion blur, I am playing it on PC and once turned motion blur off and gained about 7fps hoping to feel smoother. I suddenly had to turn it back on because the sense of speed is tremendously lost and I was already playing at around 60fps, sacrifice well made.
I think the one thing you left out was the accurate field of view aspect. For sim racers that actually drive real cars, how you approach a corner is related to how accurate to real life the scale of everything is. Yes, you lose peripheral vision which is where the sense of speed comes from (which is why the serious guys go triple screen or VR), but you gain an accurate feel of corner tightness, and how close or far away you are as you approach. The first thing any simmer does is measure their eye to monitor distance and calculate FoV for the size of the monitor. It’s not really an FFB thing, it’s strictly for visual accuracy. Casual gamers are looking for excitement, but simmers generally want the excitement to come from immersion, and if you actually drive a real car, it’s hard to get immersed in something that looks as if you are driving from the back seat looking through a telescope the wrong way! One thing I did love about NFS Shift2 was the dash blur and crash graying out, though. Very realistic! But the camera moving about much makes it really hard to see your car’s aspect angle compared to the road accurately. Without your seat of the pants, catching the back stepping out is mostly a visual thing along with the FFB. Move the camera much and you can’t rely on the visuals.
I actually mentioned the concept twice in my voiceover but I cut it out due to me not getting it across well. Plus, in that voiceover I ended up saying it to go a different video anyway, which I did link using a card at the top right of the video when I talked about FoV.
JakeJLF Cool. At the moment, it’s primarily an either/or rather than a both when it comes to excitement vs. control unless you have VR or a triple. The good news for PS5 at least is it looks like full PSVR support, which affordably brings both within the range of more players, and more players will bring more VR development. The PSVR demo within GTS really well illustrated how you can have speed and accuracy, but sadly the PS4 couldn’t run it on a full grid. But it looked great! Can’t wait to get a PS5 and GT7 to finally be able to race a full grid in VR. I tried DriveclubVR, but the resolution was pretty bad and the handling even worse. Looks like the PS5 will solve both issues. But in the end, there’s always going to be a flat screen battle as those that want more visual excitement battle those that need a bit of stability in the picture for a bit better control, even without getting to the extremes of the hardcore simmers. One person hates the more stable, higher viewpoint of FM7 or Horizons because they like bashing around like a banshee enjoying the pure visceral excitement of the game, and another hates the low slung action of FM4 or Shift because it makes it harder to drive well. And sometimes it’s the same person a few years on... I certainly know I started on NFS, loved bashing around dodging the cops, then moved onto Shift 1&2, got more and more into racing and driving better, but still loved the rush and the rubbing’s racing bit, moved on to GT5&6 and got more into racing like real life, and ended up on PC2 trying for the closest I could get to the sport I love to watch. Along the way, I had to trade visual excitement for immersion. It was a trade I was willing to make, but I am so looking forward to getting VR and finally getting both!
@@1RolandG70 Strawmans argument. FOV has nothing to do with the racing genre. Its a standard feature of all PC games. Changing the FOV does not give you depth perception on a 2D screen. YOu learn to judge the distance and scale of corners just by racing at your FOV of choice. If you enjoy having an "accurate" FOV thats fine. No one cares how you play the game. Play it with no monitor at all for all I care. But the way a monitor and your eyes function rip apart your entire claim.
@@marvinlinnarz5856 As it should. Sadly most devs dont even know how that should feel in a proper 90s sportscar, as they all just drive modern SUV that have 0 sense of speed. Codies are people who could create proper successor to Black Box era nfs games. They shown they can do the sensations, camera and sound in Grid 2, Dirt 3 and Rally 2.0 games. Just join these together and make a well designed retro open world simcade like Most Wanted 2005 and we're golden
This is something I've always thought about. When a game may says the car is going 200mph, it feels like 100mph at best. Thanks for covering this topic
The biggest different for me is the camera height, I’ve been using bumper cams more and more often recently because the sense of speed is so good. Even in slow-feeling old games like Ridge Racer 1-4 and stuff like Cruis’n USA, the bumper cam feels *fast* and it’s amazing. I first noticed it in Virtua Racing, that feels fast in general but in the cockpit view it’s ridiculously fast, it feels crazy, it really captures the F1 energy.
I remember last year when I've started up DriveClub. So amazing sense of speed, that was the first game to make me check how fast was car going, even if it was always happening under 250kph/155mph.
One thing I really liked about this game is how they nailed the rain and the camera rattling, these are also the two aspects that make me like nfs heat so much.
There is one game that, IMO, has one of the biggest senses of speed ever programmed - Burnout 3: Takedown. When you activate the boost, even the slowest cars in the game make you feel like you're going warp speed! Everything around the car blurs into solid lines and streaks of light, while your ears get blasted with the loudest, crunchiest burning sound coming out of the tailpipe! It rivals F-Zero GX as the fastest racing game ever made.
The camera! Remember the Half-Life 2 Episode 2 car? The comparison from driving that car on screen and in VR makes a huge diffrence! Also a forgotten factor you asked for: Motionblur
NFS Pro Street had the best sense of speed IMO. The camera shake is tied to how fast the car is going, and the FOV heavily relies on the car's actions (gear changes lower it, nitrous makes the FOV stupidly wide, etc.) Coupled with the track design in Speed Challenges (looking at you Nevada Highway C) the game made you feel that you'll go off and total at any given moment in the race
Also sounds, ProStreet done sound amazingly well. Cars sohnd echo off the concrete walls, music echoes across the track. Next best gane in Black Box's era would be Most Wanted and The Run. Someone finaly should try to take best elements from all 3 and make moat intense and engaging simcade racing game in history. To dethrone Forza's lame mediocrity.
You clearly never play shift 1 or 2. that the only racing game i scared to go over 200kmh. besides you can just change you camera to hood view in prostreet and the sense of speed is easily been viped out.
I think part of the adding factor as well is the inertia movement. Specifically Shift 2, heat and some other titles have it by default that the faster you are travelling in the game, the more the camera shifts away from the car and in some cases even increases the fov to assist in this sense of speed, which is also complimented by the camera jamming further forward and the fov decreasing as you hit the brakes to sell the dummy of what the experience of inertia is like in a car and make the difference in speeds feel more extreme. One feels like you are barely moving, and the other feels like warp speed. To take this idea further, I have seen a couple games such as Project Cars 2 have an adjustable minimum and maximum fov setting for the game to adjust between depending on your speed.
I love you for making this video, I reckon this video will go big because there's countless times that I've searched for sense of speed videos on RUclips and there's nothing decent out there. Don't forget about the Cat when you're famous
Field of view does play a part of the look of the speed. But I believe that patterns on the road, details on the road, objects on the side of road helps to visualize the speed of the car. Without objects closest to the road or just a plain road without details or objects, will take away the look of speed in video games. Great video!!! I always wondered how developers made the look of speed in video games, until I started breaking things down logically.
Gran turismo is another game besides forza that feels slower, but it's better when used in first person, then it gets better when you play with a wheel, AND THEN it feels PERFECT in vr mode (even at a 720p vr from the base ps4, gt sport vr is really nice to play, fixing all the sense of speed issues)
The slow sense of speed in GT also can make the game harder when you don't have the braking assists on, etc.. You'll be going 80 mph but feel like you're going 40 and there's really no way you can pull off a super sharp turn at 80 so you fly off the track or crash into a wall. It's something you can get used to and account for, but it's annoying. Some clips of GT 7 though do make it seem faster. The dualsense controller is also said to have very good feedback through haptic motors and triggers, so that could help as well.
best and most satisfying sense of speed is as follows 1) DRIVECLUB 2) NFS SHIFT & SHIFT 2 3) 2010 NFS HOT PURSUIT 4) MIDNIGHT CLUB LA 5) FORZA HORIZON 1 PROJECT CARS 3 also had a great sense of speed!
I jumped from Grid's saga to project cars's. And it was thanks to PC 3, that is something in between for me. Now I'm addicted to PC 1 and 2 physics and the camera's movement(helmet view)
I've played various racers (circuit & open world) and the one that gives me that addictive sense of speed the most does it by *faking it* - *Wipeout* By 'faking' it, i mean it creates the most claustophobic tracks ever. You are constantly aware that you can 'wipeout' at any moment if you collide into the walls. Then , you have aggresive gravity racers ramming you and the boost platforms you can land to increase your ridiculous sense of speed already. Oops...forgot the techno music tracks that push your adrenaline even HIGHER, and its the most addictive game i've ever played. Only downside: the best version were on the PSX, with the possible exception of Wipeout Omega on PS4.
In NFS Heat when you activate NOS the car pulls away from the camera which gives the illusion that the camera can’t keep up and I think it works really well.
Maan that S2U footage brings back many memories. NOTHING beats S2U's helmet camera, yet. :') Sadly it got that friggin DRM, nowadays it's only sitting nicely on my Steam library.
Sim racer here. Thanks for including both sides of the story. It's nice to see a video that isn't just about the sim or arcade side of the topic but about both. It's rare to come across a video like this where both discussed equally. So thank you.
Yeah, you don't often see people into both into arcade and sim racing, I am though. I want to do both types of racing games on my channel, and I actually made a video about arcade vs. sim racing and why people who like arcade racers usually don't get into sim racing.
Good topic. This has always been my main issue with Gran Turismo & Forza. DRIVECLUB and SHIFT do this amazingly well. (Also The Run & ProStreet, even though they're way more arcade). It has everything to do with field of view, camera movement, and details at the side of the track.
3:04- 3:21 That's why NFS Carbon's sense of speed is terrible because the camera is close to the car aka low FOV. A mod apparently fixed NFS Carbon's sense of speed by porting MW's far camera values into NFS Carbon.
I think that the difficulty of controlling the car in a specific game, and the fear of crashing gives that sense of speed that I suppose you would feel in real life. I think I feel that sense of speed when I play DiRT Rally.
Imagine for the PS5 there was another Burnout game, and with the controller vibration technology they made it so you could “feel” whatever vehicle you were driving, you could feel collisions, scrapes, landing jumps. Almost as if the vehicle had “feelings”. This could apply for gear shifting too, I know I’m probably just talking about regular vibration but yeah.
Really like the video, great topic and well written. I would chime in and say that Force Feedback is not that big of a contributor for me personally to sense of speed, but it does help, at times being equally as important. A lot of it does come down to the camera, and I think it’s certainly an art to get the right balance of visual clarity vs camera movement/deflection. Having the camera shaking about everywhere is no fun if I can’t see where I’m trying to drive, and great point on being attached to the car w/ wheel. I hate that feeling of becoming detached unless I’m on controller. A few more titles adding in camera tools to adjust is a really cool feature and ACC is a prime example of having a good set of tools at your disposal for any camera
I have been talking about sense of speed for years and seems like nobody knew what I was talking about. I thought I was the one with the problem. Especially on Forza, I blow off the turns so much because I cannot sense that the car is going faster than what it seems like
very few people have played this game or at least they dont remember, BUT midnight club LA is a game that get it done, something about it made me feel the speed. the camera movement, the driving, the sound of the car, just over all it felt good.
Another thing about Forza Horizon is that the roads you drive on in that game are so massive. Like you could fit 3 realistic sized lanes in a regular 2 lane road in that game. If they were sized more realistic, then you'd get a much better sense of speed because you have to pay more attention to where your car is on the road. Take Nevada Highway in NFS Pro Street for example. Those roads are realistic sized and the sense of speed is incredible.
some of the EA Sports NASCAR games actually had dedicated sense of speed sliders in the display settings. increasing the slider would apply a vertigo effect to make the track look like it was further away from the camera than it actually was without changing camera position or FOV, and it would also add motion blur and screen shaking. you can check it out yourself via a PSP emulator, the feature is present on the handheld port of NASCAR 07.
I love the Horizon series and I’ve poured tons of hours into 2, 3, and now 4. That being said (at least with Horizon 4), you don’t feel like you’re going very fast until you hit 200+ mph. It’s especially noticeable in speeds under 100 mph, where 60 mph feels like 20. It almost feels like the gauge is wrong because it just feels like I’m going so much slower that it says. With that being said, I also hate playing racing games with a low camera (it just feels very off to me and I feel like I can’t see anything), and sometimes excessive camera shake can be very annoying. I think these are some reasons for why it’s so hard to make a game with a good sense of speed that is also not hard or annoying to play. The FOV seems to be a good solution to this and I generally like playing on higher FOV’s, but some FOV settings might seriously impact how the game feels.
When you can ear the shaking of your car interior, the transmission and engine to the limit almost breaking. If you feel how you push the car to his limit you feel the speed. Wheb you ear the tires spinning at crazy revolutions on the asphalt and the wind cutting through your windshield. You will fly 🦅🦅⚡
A small experiment for the FOV sense of speed: If you have Minecraft, go to FOV and set to low number like 70 to 50. Walk around. Now set FOV to 120 and you’re in hyperspeed
When it's about immersion and feel of a game there's one thing that's not getting enough credit: It's sound.. Sound can be very powerful and can simulate your surroundings very well if implemented right.
MotoGP 3 for PC (2005) also has an amazing sense of speed. This is a topic I have been thinking about a lot as well and I agree with you on this. Camera shake and zoom are the keys for sense of speed.
really good and unique video. and yes I do agree. also, people use dashcam angles in sim racing also to improve their performance so they can see better I do that when I play racing when I am using my screen instead of vr
There is also the factor of markers Things like road lines, street lights, signs can help with sense of speed Additionally blur affects can help as well, whether it be motion blur or a blur filter applied to the screen, it can give the illusion of more speed
just started playing forza motorsport 7 and yeah i dont have any sense of speed at all, i'll take a corner at 80mph and come off the track as i felt i was going slower, hopefully they fix it for forza 8
another reason why sim racers use a small fov like 50 to 60 is because it made it easier to look at the apex and can helps with racing line. and small fov usually benefits you when using triple monitors. but again its all preference personally when im racing or doing hotlaps i usually use the small fov but when im drifting or rallying or just cruising in shutoko revival assetto corsa i usually use fov 80 to 90 because it gives you more visibility and you dont need too look at the apex just to be fast and also gives you sense of speed
I believe other things that provide a good sense of speed are the feeling of risk/lack of control as the speed increases (NFS PS) and visual effects like motion blur (NFS UG) and "speed lines" behind the car (NFS MW '05). These, except for maybe the first, are on the more arcadey side of things, but are really important nonetheless. Another thing I just thought of is wind noise. It's pretty much absent from most racing games, but I remember it giving a great sense of speed in GT4 where it's quite prominent.
in forza horizon 4 you can adjust the fov in the cockpit to max to give it a really good sense of speed without any shaking or blurring, and without ruining the looks
This was great to find as I'm about to write a small paper and create some experiments in unity trying to find out what makes a good sense of speed in games for uni. I do think you should have looked into screen / partical effects such as the ones in automodelista and initial d games with the speed lines as well as motion blur which can also help with a sense of speed. These are more used in more arcadey games though.
Glad I could help! Personally I don’t think motion blur actually makes a game feel faster - even the Burnout games, which are some of the fastest feeling racing games ever, don’t use it for the most part. That’s why I didn’t talk about it.
In Live for speed, you can set in options how camera moves angles and shake depens on g forces + it has one of if not the best forcefeedback from all sims
If you want a sense of speed in Horizon 4, play it with the hood cam. Its field of view is much wider than every other camera and that helps you actually feel like you’re going 200 mph instead of 150.
6:02 Project CARS is made by the same developers that did NFS Shift - Slightly Mad Studios, it's even based on the same (albeit modified) game engine, so it makes sense they would share some features between them
Personally, I've always preferred it when a third person camera view has something of a zoom effect like what you mentioned with the train vid. When you're going slowly, the camera is zoomed in to make up for the lack of forward movement, but when you speed up, it pulls back a little to let you actually see what's going on. That's just my own opinion.
While not a racing game, I've always thought GTA 4 gives that sense of speed really well. Mostly because of how heavy the cars feel, it's like they have weight and you have to take that into account when cornering or you will plow through a pole. also the camera moves down the harder you brake.
After checking out a collection of different games and how they manage speed, I've come up with a few key factors: (mind, this mainly applies to 3rd person views.) DO's: ------------ -Have the camera's FOV/distance react to the car's inertia. Zoom out as the car's velocity increases, lurch as the car changes gears, zoom in as velocity decreases. Hard acceleration and braking must affect the camera in an abrupt manner to sell the application of g forces. Amount of change to FOV must correspond/adapt to the individual vehicle's top speed, rather than being a fixed trigger. -Use screen edge motion blur at speed, only apply per-object blur to objects in close proximity, adaptive to the relative speed of the two objects. A caveat however is that light sources should be given a greater emphasis for blur than the track's actual geometry. You want to sell the effect of objects whizzing past without making the road itself ambiguous. -Apply a small amount of vertical camera motion on acceleration and when near the vehicle's top speed. No motion at all will make the scene stagnant and slower on wider roads, too much could disrupt the player's ability to judge distance, which hampers brake timing. DONT's: ------------- -Avoid applying horizontal camera motion. This will defocus the player's eyes from the center of the screen as it shifts the position of the road on the screen, which affect the player's ability to maintain racing lines. -Full scene motion blur will also affect the road, since the eyes will automatically gravitate to the clearest object towards the center of the screen (the player's car) this would likewise defocus the eyes and make incoming obstacles and corners more ambiguous. -Placing the camera too high will dissociate the sense of speed away from the car, making it less effective. Similarly, angling the camera too much will align the FOV and blur towards the ground rather than the direction of travel.
There's also the trick where the camera is tilted upwards but the focus is lower than the center. This way, the camera feels closer to the road than it really is.
Something that is always forgotten in racing sims is motion blur. In real life, when you start going fast, you know, everything starts looking fast. I play Assetto Corza Competizione, which has no motion blur, so it never looks like I'm going fast and it's hard to tell the difference between speeds.
2 things that stick out to me when it comes to sense of speed: slight camera shake at higher speeds and motion blur in the foreground (not the entire screen like on Need For Speed Underground). Games that are great with this are: Grid, Need for Speed Hot Pursuit (2010), Motorhead for PC, Fast RMX, Dirt 2. There are others but I fondly remember those games for their sense of speed. A lot of sim games have a rock solid camera and a perfect shutter speed with no motion blur. It looks too “clean” whereas racing is supposed to be exhilarating and heart pumping. 😉
I think the old Test Drive unlimited you could change your field of view. Also the first Project Gotham had a advanced camera option when you unlocked free roam. Lowering the camera was amazing.
How fast are you moving; and what does it look like to be moving past the environment you are moving through + what a video game can provide to enhance this perception
Interesting, this is generally overlooked in most cases. There's definitely a lot which matters, motion blur can really add a lot to the overall experience along with the sense of the camera going back & forth while you accelerate or brake. By the way, Can you not throw shade at RR3 though? 😂
A sense of speed, is a game concept. From a simulation point of view, as both a sim, and areal racer perspective. It cannot be simulated. The intensity is just different.
For me Prostreet and the Shift games have the best sense of speed. They are the only racing games I've played where I actually feel like I'm going over 150mph.
Well these are definitely valid points. The main grudge that I have is that the car doesnt seem to go that speed which is indicated on the speedometer. The cars literally take a turn at 100kmph when it wouldnt even possible at 60kmph. Even if they solve this issue it would become better.
Also i remember, the bossibility of instant death made mafia 2s driving very intense for me. I remember getting in a hot rod in that game and knowing if i exceed 100mph im most likely gonna die
I suppose that there's one more factor. It is track width. The narrower the road is and the more obstacles/walls on the edge of the road the faster you think you're moving. I realised this when I played TrackMania United where different environments have different track widths and camera positions. 200 KM/H on Island or Stadium will never be the same as 200 on Coast.
Didnt expect this comment, u hitted me hard with nostalgia, but yeah totally agree, Urban gave that speed feeling
This has a lot to do with Horizon 4's lack of 'feel' as well. Why do the lanes on these 2 lane roads need to be 4 cars wide?
The original Forza Horizon game I think had it just right. Every 2 lane road FELT like the backroads around my house with how narrow they were(about 4-5 car widths from shoulder-to-shoulder).
Yep. Obstacles are key. Even in real life. Less obstacles make you feel slow. The more there is the more sense of speed you get
Same with Dirt Rally
That’s why dirt 4 is terrifying. Especially with a wheel in 1st person
pro street is the definition of insane sense of speed lmao
Shaky cam lmao
Nevada Speedway...
@@acev3521 now *that's* a hot take lol
@@acev3521 more like sense of nausea
I find Prostreet's sense of speed comes less from camera shaking and more from the FOV which reacts to how fast the car is going and whether it is braking, accelerating, or changing gears.
For me burnout paradise has the best feeling of speed. Because 1. You have unlimited gears in Burnout 2. The camera zoom shift while boosting and 3. Because the map is optimized for fast driving
I absolutely hate unlimited gears
@@AdvancedGamingYT the game has no speedometer or rev counter so it’s not bad at all
@@Route765 That's your opinion, in my opinion unlimited gears suck. Id much rather have limited gears.
Hell yeah dude, I always feel like I'm driving 700 km/h
Unlimited gears have super confusing and weird feel.
I love Heat's camera. When you brake hard the camera basically eats the car xD
I mostly play hood view, since thats how i play from my childhood. And need to say heats def feels the most lightweight game (fh, crew) but it feels much faster. In fh4 it feels so slow. Exept you are 370km/h over bumps and you get kinda motion sick of Goliath after some time.
Crew is maybe the mist bland, so this gen the most fun game is def Heat rn. And HP is voming what wasnt too bad eather, and actually kinda good for its time
Heat's hud gets squishier if you drive very fast. It really tells you that you are going fast.
Reminds me of nfs the run.
Heat's sense of speed is amazing
Even though I don't really know a lot about racing games, or racing in general I found the video extremely well explained, great job jake!
Thanks Diego!
@@TheJakeMG ngl, your channel os SO underrated! Jesus! Imma sub (and turn notifications on, obvously)
Thank you so much!
@@TheJakeMG You are always welcome my guy!
Another cool factor is: the loudness and the sounds. For example, nowadays, in recent video games, the cars are way too quiet in comparison to the oldest video games like Shift, Grid, NFS the run.
That's not something visual but definitely improves the sense of speed
Prostreed and my loud Zonda F wants to know your location
Even gong back to Forza Motorsport 4. The way the cars SOUNDED just made them feel better to drive, at least more than 5-7.
The sounds of the surrounding objects are much more effective imo. I'd rather have the sound of kerbs, the clutch, the gearbox, the wet ground, puddles, the sound of screeching tires, the sound of scrapping car floor than a loud engine. It gets annoying after a level if the engine is loud even if the car sounds good.
@@Cake_Doge i mean there are perfect amount of everything,loud engine but not that much so we can hear what you mentioned
@@jaygiemtg7511 Car sounds in forza have probably gotten worse since forza 4 and the first horizon
Kinda surprised you didn't mention NFS: Pro Street. Pro Street has literally the best sense of speed ever in the Speed Modes.
Screaming of Zonda F on nevada,insane camera shake and Almost Easy by Avenged Sevenfold in background feels so good
Imo burnout paradise id the clear winner. Its the only game where i feel like im going super fast in the freaking starter car...
Prostreet's camera shake is not good, it's nauseating
@@charlienash1050 that's what makes it good
@@charlienash1050 but hey that's just my opinion lol it's different for everybody
Actually the devs of the Need for Speed: ProStreet were aware of sense of speed is connected to camera movement and made the in game camera flexible as possible. That's why you feel really fast even when going about 150km per hour in ProStreet.
especially changing the gear
Speed challenges with loud Zonda is so good
No game has ever surpassed how fast driving feels than midnight club 3. It might be simple and maybe cheating, but the addition of street lights and city neon passing by in an unbelievable blur makes you feel like you're driving that 1957 Bel Air at light speed. Paired with how light your vehicle feels, it's perfect for taking a tight drift at 150+mph
I think so too. More obstacles = More sense of speed my opinion
Example:
-Nascar looks slow in a circle with no obstacles
-Street Racing looks fast with all the obstacles
Redout.
Dude driving the fastest cars in that game is like point and squirt and hope for the best. It really feels like you're not in control, thats how stupid it is lol
@@IDyn4m1CI i make myself sleepy just to play with a mc f1 lm or a zonda, trust me it works
@Keegan Young Nah dude, irl you're absolutely in control of the car, if you know what you're doing. Cars won't snap on you for no reason, specially driving under the limit. In these games you're not really controlling the car, these things accelerate so quickly with so little grip and there's so much bullshit happening you just point the car in the right direction, squirt your nitrous/boost and hope for the best. Its like trying to drive a fucking rocket in these games
Need for Speed Most Wanted 2005 did a neat thing by adding air/wind trails behind your car.
Yeah that was awesome, especially when using nitrous. The added bonus of the 'Speed Breaker' slow-motion helped as well, and once you got in a police pursuit the music was just so intense.
God I love that game ahaha
Nah wasn't really a fan of that, looked to gamey
@@kesandumaduekwe9359 I mean... it's a game
@@kesandumaduekwe9359 it was an arcade racing game
@@juliantaffa4089 I like the dolly zoom effect of the speed breaker.
I really like the sense of speed in Need for Speed Prostreet, nobody mentions it but I think black box did a good job with it
This game is forgotten and underrated
I fucking love it
"nobody mentions It"
Literally everyone in the comments Is either talking about Pro Street or other games
Well nfs pro street have a problem with the physics on the road specifically in nevada highways usually it's confused with sense of speed
NFS Heat also have good sense of speed, in my opinion. When you reach 180mph/300kmh you feel so fast. The field of view is bigger, the UI "flattens" or tilted, and the motion blur is well implemented.
It's true about motion blur, I am playing it on PC and once turned motion blur off and gained about 7fps hoping to feel smoother. I suddenly had to turn it back on because the sense of speed is tremendously lost and I was already playing at around 60fps, sacrifice well made.
I think the one thing you left out was the accurate field of view aspect. For sim racers that actually drive real cars, how you approach a corner is related to how accurate to real life the scale of everything is. Yes, you lose peripheral vision which is where the sense of speed comes from (which is why the serious guys go triple screen or VR), but you gain an accurate feel of corner tightness, and how close or far away you are as you approach. The first thing any simmer does is measure their eye to monitor distance and calculate FoV for the size of the monitor. It’s not really an FFB thing, it’s strictly for visual accuracy.
Casual gamers are looking for excitement, but simmers generally want the excitement to come from immersion, and if you actually drive a real car, it’s hard to get immersed in something that looks as if you are driving from the back seat looking through a telescope the wrong way!
One thing I did love about NFS Shift2 was the dash blur and crash graying out, though. Very realistic! But the camera moving about much makes it really hard to see your car’s aspect angle compared to the road accurately. Without your seat of the pants, catching the back stepping out is mostly a visual thing along with the FFB. Move the camera much and you can’t rely on the visuals.
I actually mentioned the concept twice in my voiceover but I cut it out due to me not getting it across well. Plus, in that voiceover I ended up saying it to go a different video anyway, which I did link using a card at the top right of the video when I talked about FoV.
JakeJLF Cool. At the moment, it’s primarily an either/or rather than a both when it comes to excitement vs. control unless you have VR or a triple. The good news for PS5 at least is it looks like full PSVR support, which affordably brings both within the range of more players, and more players will bring more VR development. The PSVR demo within GTS really well illustrated how you can have speed and accuracy, but sadly the PS4 couldn’t run it on a full grid. But it looked great! Can’t wait to get a PS5 and GT7 to finally be able to race a full grid in VR. I tried DriveclubVR, but the resolution was pretty bad and the handling even worse. Looks like the PS5 will solve both issues.
But in the end, there’s always going to be a flat screen battle as those that want more visual excitement battle those that need a bit of stability in the picture for a bit better control, even without getting to the extremes of the hardcore simmers. One person hates the more stable, higher viewpoint of FM7 or Horizons because they like bashing around like a banshee enjoying the pure visceral excitement of the game, and another hates the low slung action of FM4 or Shift because it makes it harder to drive well.
And sometimes it’s the same person a few years on... I certainly know I started on NFS, loved bashing around dodging the cops, then moved onto Shift 1&2, got more and more into racing and driving better, but still loved the rush and the rubbing’s racing bit, moved on to GT5&6 and got more into racing like real life, and ended up on PC2 trying for the closest I could get to the sport I love to watch. Along the way, I had to trade visual excitement for immersion. It was a trade I was willing to make, but I am so looking forward to getting VR and finally getting both!
Whats funny is actual drivers don't bother. Its less important than you think.
@@Wylie288 Which would imply I’m not an actual driver? Nice try! Try to find a well regarded sim that CAN’T adjust FOV. I’ll wait....
@@1RolandG70 Strawmans argument. FOV has nothing to do with the racing genre. Its a standard feature of all PC games.
Changing the FOV does not give you depth perception on a 2D screen. YOu learn to judge the distance and scale of corners just by racing at your FOV of choice.
If you enjoy having an "accurate" FOV thats fine. No one cares how you play the game. Play it with no monitor at all for all I care.
But the way a monitor and your eyes function rip apart your entire claim.
well imo dirt rally 2.0 gives the best speed sensation , at some points its scary . once you hit 200+ km/h things start to get REALLY SCARY and hard .
Even 120 feels very fast
Well there are trees and rocks flying by less than 2 meters away in the DiRT Rally games
Because the roads are tight and you've got trees and people standing everywhere nearby. Well at least not as insane as real life group b spectators
@@marvinlinnarz5856 As it should. Sadly most devs dont even know how that should feel in a proper 90s sportscar, as they all just drive modern SUV that have 0 sense of speed.
Codies are people who could create proper successor to Black Box era nfs games. They shown they can do the sensations, camera and sound in Grid 2, Dirt 3 and Rally 2.0 games. Just join these together and make a well designed retro open world simcade like Most Wanted 2005 and we're golden
This is something I've always thought about. When a game may says the car is going 200mph, it feels like 100mph at best. Thanks for covering this topic
The biggest different for me is the camera height, I’ve been using bumper cams more and more often recently because the sense of speed is so good. Even in slow-feeling old games like Ridge Racer 1-4 and stuff like Cruis’n USA, the bumper cam feels *fast* and it’s amazing. I first noticed it in Virtua Racing, that feels fast in general but in the cockpit view it’s ridiculously fast, it feels crazy, it really captures the F1 energy.
I remember last year when I've started up DriveClub. So amazing sense of speed, that was the first game to make me check how fast was car going, even if it was always happening under 250kph/155mph.
One thing I really liked about this game is how they nailed the rain and the camera rattling, these are also the two aspects that make me like nfs heat so much.
@@sp1tf1r33 True. I remember turning off entire HUD and cruising around the whole map around 80kmh with rainy effect, amazing!
Prostreet showed everyone how it's done
*wooshes screen shake slider to 5000%*
There is one game that, IMO, has one of the biggest senses of speed ever programmed - Burnout 3: Takedown. When you activate the boost, even the slowest cars in the game make you feel like you're going warp speed! Everything around the car blurs into solid lines and streaks of light, while your ears get blasted with the loudest, crunchiest burning sound coming out of the tailpipe! It rivals F-Zero GX as the fastest racing game ever made.
The camera!
Remember the Half-Life 2 Episode 2 car?
The comparison from driving that car on screen and in VR makes a huge diffrence!
Also a forgotten factor you asked for: Motionblur
NFS Pro Street had the best sense of speed IMO. The camera shake is tied to how fast the car is going, and the FOV heavily relies on the car's actions (gear changes lower it, nitrous makes the FOV stupidly wide, etc.) Coupled with the track design in Speed Challenges (looking at you Nevada Highway C) the game made you feel that you'll go off and total at any given moment in the race
Pagani Zonda F at Nevada is awesome but you can take off any secons
A good job on the camera too on NFS prostreet
Also sounds, ProStreet done sound amazingly well. Cars sohnd echo off the concrete walls, music echoes across the track.
Next best gane in Black Box's era would be Most Wanted and The Run. Someone finaly should try to take best elements from all 3 and make moat intense and engaging simcade racing game in history. To dethrone Forza's lame mediocrity.
And seeing how good Grid 2 was, Codemasters are the ones to do it.
You clearly never play shift 1 or 2. that the only racing game i scared to go over 200kmh. besides you can just change you camera to hood view in prostreet and the sense of speed is easily been viped out.
I think part of the adding factor as well is the inertia movement. Specifically Shift 2, heat and some other titles have it by default that the faster you are travelling in the game, the more the camera shifts away from the car and in some cases even increases the fov to assist in this sense of speed, which is also complimented by the camera jamming further forward and the fov decreasing as you hit the brakes to sell the dummy of what the experience of inertia is like in a car and make the difference in speeds feel more extreme. One feels like you are barely moving, and the other feels like warp speed.
To take this idea further, I have seen a couple games such as Project Cars 2 have an adjustable minimum and maximum fov setting for the game to adjust between depending on your speed.
Mw 2012 deserves to be the best example in. sense of speed even though it’s getting hate for handling and cam
Omg yes, Everytime I wanna remember being fast in video game, mw 2012 is the first thing that Pops into mind
PROSTREET NEVADA HIGHWAY AND 400KPH
I actually like the physics too, the suspension reacting to bumps and kerbs.
I love you for making this video, I reckon this video will go big because there's countless times that I've searched for sense of speed videos on RUclips and there's nothing decent out there.
Don't forget about the Cat when you're famous
NFS Pro Street definitely delivered a good sense of speed and acceleration while being an arcade game.
I really liked Midnight Club LA‘s sense of speed. The traffic and camera really added to it....
Field of view does play a part of the look of the speed. But I believe that patterns on the road, details on the road, objects on the side of road helps to visualize the speed of the car. Without objects closest to the road or just a plain road without details or objects, will take away the look of speed in video games. Great video!!! I always wondered how developers made the look of speed in video games, until I started breaking things down logically.
Gran turismo is another game besides forza that feels slower, but it's better when used in first person, then it gets better when you play with a wheel, AND THEN it feels PERFECT in vr mode (even at a 720p vr from the base ps4, gt sport vr is really nice to play, fixing all the sense of speed issues)
nah gran turismo is trash
@@alessgr9394 nah gran turismo is pretty great
@@miji0227 omegalul
@@alessgr9394 understandable have a great day
The slow sense of speed in GT also can make the game harder when you don't have the braking assists on, etc.. You'll be going 80 mph but feel like you're going 40 and there's really no way you can pull off a super sharp turn at 80 so you fly off the track or crash into a wall. It's something you can get used to and account for, but it's annoying. Some clips of GT 7 though do make it seem faster. The dualsense controller is also said to have very good feedback through haptic motors and triggers, so that could help as well.
best and most satisfying sense of speed is as follows
1) DRIVECLUB
2) NFS SHIFT & SHIFT 2
3) 2010 NFS HOT PURSUIT
4) MIDNIGHT CLUB LA
5) FORZA HORIZON 1
PROJECT CARS 3 also had a great sense of speed!
Thanks for making this because I always wonder about sense of speed and why some games represent it better than others
Shift 2 was WAY ahead of its time
I jumped from Grid's saga to project cars's. And it was thanks to PC 3, that is something in between for me. Now I'm addicted to PC 1 and 2 physics and the camera's movement(helmet view)
I've played various racers (circuit & open world) and the one that gives me that addictive sense of speed the most does it by *faking it* - *Wipeout*
By 'faking' it, i mean it creates the most claustophobic tracks ever. You are constantly aware that you can 'wipeout' at any moment if you collide into the walls. Then , you have aggresive gravity racers ramming you and the boost platforms you can land to increase your ridiculous sense of speed already.
Oops...forgot the techno music tracks that push your adrenaline even HIGHER, and its the most addictive game i've ever played. Only downside: the best version were on the PSX, with the possible exception of Wipeout Omega on PS4.
In NFS Heat when you activate NOS the car pulls away from the camera which gives the illusion that the camera can’t keep up and I think it works really well.
I have been thinking about that the last couple of days
BeamNG has crazy sense of speed. Trying to get a full speed run on any road with a moderately high power car feels like going the speed of sound.
Maan that S2U footage brings back many memories. NOTHING beats S2U's helmet camera, yet. :')
Sadly it got that friggin DRM, nowadays it's only sitting nicely on my Steam library.
I generally find excessive camera shake annoying, however subtle camera movements appropriate to the direction of travel are a nice touch.
Sim racer here. Thanks for including both sides of the story. It's nice to see a video that isn't just about the sim or arcade side of the topic but about both. It's rare to come across a video like this where both discussed equally. So thank you.
Yeah, you don't often see people into both into arcade and sim racing, I am though. I want to do both types of racing games on my channel, and I actually made a video about arcade vs. sim racing and why people who like arcade racers usually don't get into sim racing.
@@TheJakeMG Yeah youtube recommended that video after this one. Both are nice and well done. Good job.
Nfs prostreet has a Excellent sense of speed especially in the speed challenge events.
Well I mean its hard to concentrate when the screen shakes more than a Strawberry Milkshake
@@demioxdtouring yet if you switch to hood it's stable as hell.
@@demioxdtouring also the camera is like 5 car lengths away from the car youre driving
Need for Speed Shift and Driveclub are the one that come to my mind when the topic is sense of speed. Even more than F1 games. Great video!
Good topic. This has always been my main issue with Gran Turismo & Forza.
DRIVECLUB and SHIFT do this amazingly well. (Also The Run & ProStreet, even though they're way more arcade). It has everything to do with field of view, camera movement, and details at the side of the track.
a racing game with a good sense of speed is project cars 2 it forces you to drive in first person cause of how good it feels especially in helmut cam
Forza horizon 5 add optional fov/helmet view options for better sense of speed. Guys spread this and conquer we will get this feature
3:04- 3:21 That's why NFS Carbon's sense of speed is terrible because the camera is close to the car aka low FOV. A mod apparently fixed NFS Carbon's sense of speed by porting MW's far camera values into NFS Carbon.
I think that the difficulty of controlling the car in a specific game, and the fear of crashing gives that sense of speed that I suppose you would feel in real life. I think I feel that sense of speed when I play DiRT Rally.
Imagine for the PS5 there was another Burnout game, and with the controller vibration technology they made it so you could “feel” whatever vehicle you were driving, you could feel collisions, scrapes, landing jumps. Almost as if the vehicle had “feelings”. This could apply for gear shifting too, I know I’m probably just talking about regular vibration but yeah.
as a racing game programmer I think you really nailed it, good job!
Really like the video, great topic and well written. I would chime in and say that Force Feedback is not that big of a contributor for me personally to sense of speed, but it does help, at times being equally as important. A lot of it does come down to the camera, and I think it’s certainly an art to get the right balance of visual clarity vs camera movement/deflection. Having the camera shaking about everywhere is no fun if I can’t see where I’m trying to drive, and great point on being attached to the car w/ wheel. I hate that feeling of becoming detached unless I’m on controller.
A few more titles adding in camera tools to adjust is a really cool feature and ACC is a prime example of having a good set of tools at your disposal for any camera
Forza 4 had the best sense of speed when you reached 200 miles per hour.
Awesome content dude, keep it up ! Didn't expected that quality for this amount of subs, keep the good work :))
I have been talking about sense of speed for years and seems like nobody knew what I was talking about. I thought I was the one with the problem. Especially on Forza, I blow off the turns so much because I cannot sense that the car is going faster than what it seems like
I can relate
Can’t relate
I had this question in mind and experienced it. Thanks for this great explanation!
very few people have played this game or at least they dont remember, BUT midnight club LA is a game that get it done, something about it made me feel the speed. the camera movement, the driving, the sound of the car, just over all it felt good.
DT Racer/Carnage,Flatout 2/UC,Nfs Pro street/Shift 1-2 and Burnout...
Another thing about Forza Horizon is that the roads you drive on in that game are so massive. Like you could fit 3 realistic sized lanes in a regular 2 lane road in that game. If they were sized more realistic, then you'd get a much better sense of speed because you have to pay more attention to where your car is on the road. Take Nevada Highway in NFS Pro Street for example. Those roads are realistic sized and the sense of speed is incredible.
disappointed that you didn't even mention prostreet. PART 2!
some of the EA Sports NASCAR games actually had dedicated sense of speed sliders in the display settings. increasing the slider would apply a vertigo effect to make the track look like it was further away from the camera than it actually was without changing camera position or FOV, and it would also add motion blur and screen shaking. you can check it out yourself via a PSP emulator, the feature is present on the handheld port of NASCAR 07.
Here before 100k!! Keep up the great work man Im so glad I came across your channel 🙏
Best sense of speed personally:
Need for Speed Hot Pursuit when activating LV3 Turbo
I love the Horizon series and I’ve poured tons of hours into 2, 3, and now 4. That being said (at least with Horizon 4), you don’t feel like you’re going very fast until you hit 200+ mph. It’s especially noticeable in speeds under 100 mph, where 60 mph feels like 20. It almost feels like the gauge is wrong because it just feels like I’m going so much slower that it says. With that being said, I also hate playing racing games with a low camera (it just feels very off to me and I feel like I can’t see anything), and sometimes excessive camera shake can be very annoying. I think these are some reasons for why it’s so hard to make a game with a good sense of speed that is also not hard or annoying to play. The FOV seems to be a good solution to this and I generally like playing on higher FOV’s, but some FOV settings might seriously impact how the game feels.
Sounds of the car moving parts, of the tires and ground, wind and engine working hard also benefits the sense of speed.
When you can ear the shaking of your car interior, the transmission and engine to the limit almost breaking. If you feel how you push the car to his limit you feel the speed. Wheb you ear the tires spinning at crazy revolutions on the asphalt and the wind cutting through your windshield. You will fly 🦅🦅⚡
Motion blur is very very very important.
And aswell as the speed your background/surroundings move at. (Building’s, tree’s shadows etc)
Man shift 2 was absolutely beautiful i would get scared going past 200kmph
A small experiment for the FOV sense of speed:
If you have Minecraft, go to FOV and set to low number like 70 to 50. Walk around. Now set FOV to 120 and you’re in hyperspeed
When it's about immersion and feel of a game there's one thing that's not getting enough credit: It's sound.. Sound can be very powerful and can simulate your surroundings very well if implemented right.
MotoGP 3 for PC (2005) also has an amazing sense of speed. This is a topic I have been thinking about a lot as well and I agree with you on this. Camera shake and zoom are the keys for sense of speed.
really good and unique video. and yes I do agree. also, people use dashcam angles in sim racing also to improve their performance so they can see better I do that when I play racing when I am using my screen instead of vr
There is also the factor of markers
Things like road lines, street lights, signs can help with sense of speed
Additionally blur affects can help as well, whether it be motion blur or a blur filter applied to the screen, it can give the illusion of more speed
just started playing forza motorsport 7 and yeah i dont have any sense of speed at all, i'll take a corner at 80mph and come off the track as i felt i was going slower, hopefully they fix it for forza 8
I agree with everything you said. Just one thing; ifyou had shown a car going beyond 400 km/h in Shift 2, people would understand it better.
Nice vid I defenitly agree. Never thought of it like this
Need for speed heat have good sense of speed honestly
another reason why sim racers use a small fov like 50 to 60 is because it made it easier to look at the apex and can helps with racing line. and small fov usually benefits you when using triple monitors. but again its all preference personally when im racing or doing hotlaps i usually use the small fov but when im drifting or rallying or just cruising in shutoko revival assetto corsa i usually use fov 80 to 90 because it gives you more visibility and you dont need too look at the apex just to be fast and also gives you sense of speed
The absolute sense of speed in Dangerous Driving...I feel like I'm about to be launched into outer space.
I believe other things that provide a good sense of speed are the feeling of risk/lack of control as the speed increases (NFS PS) and visual effects like motion blur (NFS UG) and "speed lines" behind the car (NFS MW '05). These, except for maybe the first, are on the more arcadey side of things, but are really important nonetheless.
Another thing I just thought of is wind noise. It's pretty much absent from most racing games, but I remember it giving a great sense of speed in GT4 where it's quite prominent.
When i ride my bike on asphalt i feel kinda fast, but when i ride on loose terrain i feel like im passing a speed of light
in forza horizon 4 you can adjust the fov in the cockpit to max to give it a really good sense of speed without any shaking or blurring, and without ruining the looks
I really like Need for Speed Hot Pursuit (2010) because it is always action packed, some of that comes down to the feeling of speed.
This was great to find as I'm about to write a small paper and create some experiments in unity trying to find out what makes a good sense of speed in games for uni.
I do think you should have looked into screen / partical effects such as the ones in automodelista and initial d games with the speed lines as well as motion blur which can also help with a sense of speed. These are more used in more arcadey games though.
Glad I could help! Personally I don’t think motion blur actually makes a game feel faster - even the Burnout games, which are some of the fastest feeling racing games ever, don’t use it for the most part. That’s why I didn’t talk about it.
The most important thing is motion blur and fov
Your videos are amazing. Gonna blow up soon
In Live for speed, you can set in options how camera moves angles and shake depens on g forces + it has one of if not the best forcefeedback from all sims
If you want a sense of speed in Horizon 4, play it with the hood cam. Its field of view is much wider than every other camera and that helps you actually feel like you’re going 200 mph instead of 150.
6:02 Project CARS is made by the same developers that did NFS Shift - Slightly Mad Studios, it's even based on the same (albeit modified) game engine, so it makes sense they would share some features between them
Personally, I've always preferred it when a third person camera view has something of a zoom effect like what you mentioned with the train vid.
When you're going slowly, the camera is zoomed in to make up for the lack of forward movement, but when you speed up, it pulls back a little to let you actually see what's going on. That's just my own opinion.
While not a racing game, I've always thought GTA 4 gives that sense of speed really well. Mostly because of how heavy the cars feel, it's like they have weight and you have to take that into account when cornering or you will plow through a pole. also the camera moves down the harder you brake.
After checking out a collection of different games and how they manage speed, I've come up with a few key factors: (mind, this mainly applies to 3rd person views.)
DO's:
------------
-Have the camera's FOV/distance react to the car's inertia. Zoom out as the car's velocity increases, lurch as the car changes gears, zoom in as velocity decreases. Hard acceleration and braking must affect the camera in an abrupt manner to sell the application of g forces. Amount of change to FOV must correspond/adapt to the individual vehicle's top speed, rather than being a fixed trigger.
-Use screen edge motion blur at speed, only apply per-object blur to objects in close proximity, adaptive to the relative speed of the two objects. A caveat however is that light sources should be given a greater emphasis for blur than the track's actual geometry. You want to sell the effect of objects whizzing past without making the road itself ambiguous.
-Apply a small amount of vertical camera motion on acceleration and when near the vehicle's top speed. No motion at all will make the scene stagnant and slower on wider roads, too much could disrupt the player's ability to judge distance, which hampers brake timing.
DONT's:
-------------
-Avoid applying horizontal camera motion. This will defocus the player's eyes from the center of the screen as it shifts the position of the road on the screen, which affect the player's ability to maintain racing lines.
-Full scene motion blur will also affect the road, since the eyes will automatically gravitate to the clearest object towards the center of the screen (the player's car) this would likewise defocus the eyes and make incoming obstacles and corners more ambiguous.
-Placing the camera too high will dissociate the sense of speed away from the car, making it less effective. Similarly, angling the camera too much will align the FOV and blur towards the ground rather than the direction of travel.
There's also the trick where the camera is tilted upwards but the focus is lower than the center. This way, the camera feels closer to the road than it really is.
Something that is always forgotten in racing sims is motion blur. In real life, when you start going fast, you know, everything starts looking fast. I play Assetto Corza Competizione, which has no motion blur, so it never looks like I'm going fast and it's hard to tell the difference between speeds.
Motion blur in games is stupid, because if objects move fast on the screen, it will look blurry because your eyes can't keep up.
@@zondaboy6493 motion blur on the edges of the screen
2 things that stick out to me when it comes to sense of speed: slight camera shake at higher speeds and motion blur in the foreground (not the entire screen like on Need For Speed Underground). Games that are great with this are: Grid, Need for Speed Hot Pursuit (2010), Motorhead for PC, Fast RMX, Dirt 2. There are others but I fondly remember those games for their sense of speed. A lot of sim games have a rock solid camera and a perfect shutter speed with no motion blur. It looks too “clean” whereas racing is supposed to be exhilarating and heart pumping. 😉
NFS Prostreet was such a great, but underrated game.
I think the old Test Drive unlimited you could change your field of view.
Also the first Project Gotham had a advanced camera option when you unlocked free roam. Lowering the camera was amazing.
How fast are you moving; and what does it look like to be moving past the environment you are moving through + what a video game can provide to enhance this perception
Interesting, this is generally overlooked in most cases. There's definitely a lot which matters, motion blur can really add a lot to the overall experience along with the sense of the camera going back & forth while you accelerate or brake. By the way, Can you not throw shade at RR3 though? 😂
A sense of speed, is a game concept. From a simulation point of view, as both a sim, and areal racer perspective. It cannot be simulated. The intensity is just different.
For me Prostreet and the Shift games have the best sense of speed. They are the only racing games I've played where I actually feel like I'm going over 150mph.
Well these are definitely valid points. The main grudge that I have is that the car doesnt seem to go that speed which is indicated on the speedometer. The cars literally take a turn at 100kmph when it wouldnt even possible at 60kmph. Even if they solve this issue it would become better.
Actual driving speed adds sense of speed. In Mafia: The City Of Lost Heaven cars is going pretty fast but in speedometer there are 60-100 km/h
Also i remember, the bossibility of instant death made mafia 2s driving very intense for me. I remember getting in a hot rod in that game and knowing if i exceed 100mph im most likely gonna die
I honestly loved how Shift 1 felt.
Once you drive the Works Conversion Lotus, you will understand
5:40 bold of you to talk about how hitting apexes feel when you've hit virtually zero throughout the whole video
Because I haven't hit them in my 3 years of playing racing sims lol