I unfortunately had to spend my time in Austria with Wendy. He's annoying, but he makes good videos. Check out his video on the logistics of organising F1 races here: ruclips.net/video/6OLVFa8YRfM/видео.html
Real Engineering is it just me or should those "cosmetic" alterations be of a significant importance since it is a racing game, and the target should be the best possible feeling. Only to think GTA V has implemented much more detail giving you the feeling of optimal performance according to your style. For example, different spoilers give a different feeling to the car. Admittedly gta v physics are shit but then again it's meant to be that shitty. I respect the arcade factor and agree to some extend but making spoilers just for cosmetic purposes is clearly the lazy easy way of implementing detailed features rather than toning the realism down.
Well, it's more so that the advertiser gives you a script for a portion of the video that you're supposed to read word for word with all the wording determined by their marketing department. Ubisoft didn't really have that for this video, since the whole thing was an ad in the first place. A well done ad, though!
If you want good physics go with beamng, a truly ground up simulation where literally everything is fully simulated soft bodies. The crew is deliberately not realistic!
Everything being a soft body doesn't make a game realistic. Realism in driving games depends much more on tire models than on soft body physics, and BeamNG doesn't really look realistic.
No no no. If you want realism go with assetto corsa, iracing, rfactor2. Those are the top 3 racing sims. If you are eight years old then by all means go with wreckfest or beamng.
It's not that they're interpreting the "perform like their real life counterparts" as 100% accuracy (at least i think they aren't), it's the fact that its so far from being accurate or precise that it feels like bad phrasing to say such a thing. Sure, the different parts to a good racing games handling model are simulated as you said (mechanical grip, aero aspects, suspension physics including rebound and compression, etc), it has all these pieces, but they aren't done _well_. Just the idea that they are there doesn't amount to much.
Its funny bc even tho he mentiones that some aspects are arcardy, its still has close to ZERO amounts of realism to it Almost ZERO % of the game Physics make the cars peform like their real life counterparts. Stopp tipp toeing around, this video isnt educational nor factual. A pure marketing stunt. And this bs coming from a "engineering" channel that usually produces good content
indeed, cars drive like toy cars at 2mph, even though they are going 200mph on dirt road. Would love to have game like crew with drive model from dirt rally, but it wouldn't sell because its hard to have a "real" car
I've got The Crew, and i can't say that i find the driving model all that appealing, worse than TDU2, which in turn wasn't bad but had issues that original TDU didn't have, though that has the issue of liftoff on low-resolution physics mesh for the road. What changed in The Crew 2 regarding its physics? I'm fine with semi-arcade physics in general.
Generally physics in games is a component of the game, not a constraint. Because of that, it's usually tweaked to match the desired results. Even if you're creating a simulator, you aren't physically simulating every part of the car. Instead of the entire suspension system, shock absorbers, springs, stabilizer bars and all that stuff you reduce it to few relatively simple variables and tweak it to match the results - actual physic simulation is too expensive, in computational sense.
I get that this is an arcade style game, so why bother trying to flatter the players with "realistic physics" If you want to have "realistic physics" just play a racing SIM like Iracing, Rfactor2, Asseto Corsa and so on. I totally respect people who play arcade racing games, nothing wrong with it, but at least spare the 'realism' BS because as stated in the name "arcade", it suggests anything from "realism". A car doesn't hit a tree and drives through it as if nothing happened, hence "arcade" not "Simulation". And before anybody wants to suggest that the physics aspect of this video / ad focused on the actaul modelling of the performance side rather than damage physics, just understand that my comment above was simply poking fun at arcade games because im more of a SIM racing fan.
Its simcade. From far an arcade physics. Arcade game physics don't simulate traction and suspension. Maybe you haven't visited an arcade in a while? How big of a fucking loser are you that you spend time on the internet trying to paint everything in as bad of a picture as you can?
2:08 Spoilers have an effect on overall down force no matter where power is being sent to the wheels. Even in FWD application, grip through corners on the rear axel is essential for performance. Take the GTR LM NISMO for example. It has a massive rear defuser and wing. It is a FWD endurance race car. The reason for why it is FWD is for purely aerodynamic reasons by having the engine, transmission, and power at the front of the car, it leaves a huge area for engineers to play around with the aero in the back of the car. This makes it a more well-rounded race car which is perfect for endurance races.
Paramour - He is clearly responding to the statement made in the video that spoilers have no purpose on FWD cars. Ironic while making comments about others being uninformed....
SideNote channel - Science and History Far better than the mess that is online journals and the journalists. I've stopped looking at certain articles for that reason.
David I can agree with you to some extent. Such channels have a big responsibility to provide real proven facts and not click-baity content. That's the reason I don't like Half as Interesting by Wendover Productions. Also when you try to correct such channels you get hate from some dumb fan bois....
I've been into racing games since I've been able to play games and never have I wondered how they code it to respond to peripherals. Great video! Your visuals, speech and content are on point as per usual. Keep it up!
Yeah Crew 2 is pretty and all, but if you want to really feel what a modern racing sinulator can do check out assetto corsa or rFactor2. Both of these games have tremendous tire models that have sidewall flex, flatspotting, and realistic temperatures. The amount of detail and realism in these two games could not be better.
It really can, it would just be way too expensive to simulate every single thing that happens in a car. I've driven a C7 Corvette Stingray in Assetto Corsa aswell as in real life and the difference is enormous. Yeah, AC is quite realistic but still, driving the Corvette in real life was very different to doing it in AC.
if you want to look at real driving physics look at rfactor2, assetto corsa or iracing. there is much more going on like tire deformation, track rubber built up, aerodynamic simulation, air temperature, tyre component and temperature, suspension and much more. all of these factors influence things like top speed, cornering speed and acceleration. the crew 2 is a very bad example of a game with real driving physics, because its far from realistic.
E Q R Q ehm nooo, this is exacly how it shouldn't be done because in his normal content he would never talk about this game nor do we have any evidence about his personal connection to the game nor is any money transaction clearly disclosed.... for all we know he doesn't personaly like nor play the game but gets paid big money to make this which he otherwise wouldnt
but most channels just make a normal video with an annoying 1min part where they just say:" This thing is good link in discription" but he does something which wouldnt be possible without a Sponsor an it isnt that far off his normal content
I think he had fun making this video, had a great time out driving different cars and got some money. We also enjoyed the video, so I really don't see the downside! :)
... Why. Just why? Look, I love everything you're saying, the event looks like it was fun. The engineering side of things is cool to hear. But boy this game is not a sim, it isn't trying to be. "Simulated in game accurately" you say at one point - showing video of the exact opposite. Happy to get a good video, shame it's about a game poorly pretending to be a sim. You say it's clearly arcade at one point, but then you mix in the real stuff and relate it to the game like it's actually simulating them. Despite how the above may sound, the game looks fun. But I find it frustrating that you had to put it in this video.
In short,You can't have a realistic racing game and an arcade racing game at the same time,which is what the video tries to represent,kind of frustrated that they took that approach but I guess it's only natural for that comp.
The thing is, when designing systems like that, it's easier to make them realistic, and drop the realism from there. You _have_ to create simulations for all the parts that affect a car's handling. The "realism" is just the parameters that you choose to put in the car, hence why straight-line performace is accurate, but cornering is arcade. The game isn't pretending, nor even trying, and nobody said it's a simulator. No matter what game it is, if driving is a core mechanic, you can bet they simulate all of the things mentioned in the video.
I played the beta, the physics aren't even "arcady". Just so far from any reality that it's immersion breaking, the car literally doesn't feel like it's attached to the environment.
lmao it's not like the physics of the game were made from thin air, they're clearly *based* in reality, relatively speaking. He never insinuates it's a 1:1 representation, but of course they're getting as close to reality as possible before tweaking it for fun.
I love your videos, I cannot express it enough! Only channel where I've watched everyone of your videos and I don't plan to change that, great work Brian.
I don't like these types of sponsorship. I feel like first of all it should have been mentioned in the title, its not about the physics of racing games, but of a particular game, and one that actually is not even trying to simulate real physics, as arcade racers are about fun over realism. Seconed many things you said about them doing accurately while showing something that did not look accurate at all made me distrust it a bit. Thirdly it looks like they paid you well and let you drive some nice cars to butter you up to some degree. You are not reviewing the game but your content has always come across as unbiased and factual, when everything in this felt like you were just paid to say every word and mention every key point they wanted you to, without any barring on the truth of the matter. I am a bit disappointed and in the future the moment i found out its an ad I wont watch. So I hope its in the title next.
Front wheel drive cars DO need spoilers/wings for mid corner body shift. If no down force is applied then you will wind up spinning do to lack of rear stability.
Martillo Workshop its a pretty good video about how game developers use engineering to make racing games and it used crew 2 as an ad/example. But if you dont want to watch it, hey thats your loss.
yeah the video is actually better than expected, even though it doesn't make any sense for a science channel making a video about a arcade racing game.
Oversteering is not drifting. Oversteering is spinning in circles. You only initiate oversteer on the entry in order to point the car in a direction which will allow you to understeer it through the rest of the corner. That's in a perfect world, in practice it's a balancing act, using the vehicle's controls to initiate oversteer and understeer in order to correct your path as you take it. As you get better you'll learn how to set it and forget it on the entry, the ideal drift is one with no countersteering and full throttle, the first time you do it you're hooked.
I would like to thank the Forza game series for making me learn all I needed to know about tuning, real world physics models and algorithm from the manufacturers test benches. Great video explaining all the maths involved, and what a lucky basterd getting to ride shotgun in that amazing machine.
One thing that I don't see being mentioned in the comments anywhere - you said that racing cars are usually mid-engined, because the weight of the engine will maximise rear grip when braking; this is one of the effects of a mid-engine (or, rear-mid engine) layout, but that's not the main reason why racing vehicles use this layout. Putting the engine close to center of the car will reduce your rotational inertia and allow the car to corner more efficiently, as there is a significantly lower energy requirement to change the car's direction. It also helps to create an even weight distribution between the front and rear of the car, which also improves handling. These are the main reasons to use a mid-engine layout afaik, though increased rear grip is also a benefit of the mid-engine layout.
It's ironic that Ubisoft talks about physics when The Crew 2 is in the top few WORST physics models of any racing game this generation. It's right up there with NFS in terms of unrealistic
Having unrelistic physics doesn't make a racing game bad, the Burnout series was great and it has very unrealistic physics, however, I do agree that the physics in The Crew 2 are terrible, but not necessarily because they're unrealistic.
Interesting video, I understand it is a sponsored video, but I would much have much preferred a video like this about race sims, comparing them to the real cars to find out which is most realistic.
Lol physics and the crew 2, have you seen the gravity? You can even drive monstertrucks up verticaly. If you want to talk about racing games and physics, dont talk about arcade racing games. 2:10 spoilers are/can be usefull on fwd cars. Also "the suspension model", is there even one in this game? This game has like multiple handling modles, depending on the vehicle type. For example the drift cars always drift, and touring cars are limited in top speed offroad. And you can just adjust traction, thats also really unrealistic. 6:20 "the crew 2 lands somewhere in the middle"(of arcade and simulation) it doesnt, the crew 2 is very obviously arcade, forza(horizon) would be a game thats in the middle. All in all just a terrible game to talk about when looking at physics.
You can adjust traction in a real car. It's called traction control. Other than that, you can adjust tire pressure and compound, suspension stiffness, wheel camber/caster/track/toe, weight and downforce. All of the above have an effect on traction and handling. Gran Turismo and Forza Motorsport are simulation games.
I didn't mention Gran Turismo, and i said forza (horizon). About the tuning: This game already has susp geom camber front and rear, sus comp front and rear, susp reb front and rear, aero distrib, anti roll bar front and rear tuning. Traction control is the system that prevent wheelspin on accelaration, which has nothing to do with tyre grip.
i am usually not a fan of sponsored videos, but between Real Engineering and Wendover Productions, they have done a great job showing how the virtual world and real world are related. Do NOT stop making great videos.
To all the people in the comments who are whining that the Crew 2 isn't a realistic representation of physics, well no shit. There's a reason the title says "Racing Game" and not "Racing Sim". The game has a consistent physics engine and a world relatively based in reality, it clearly had to be based on *something*. He never insinuated that it was a sim, and clearly outlined the liberties the game designers had taken. If he made a video on a sim, the video would just be "yeah it's the same as real life, so here's a video on the physics of cars in general".
I'm a game developer who works with car games and I must say, I really enjoyed this video. I just wanted to see a bit more :D I feel so tuned in on these videos (physics and engineering) that I wish the videos were longer XD
2:09 did you just suggest functional spoilers on fwd cars are never effective *on an engineering channel*? really? i hope that's just a badly executed stab at ricers, because otherwise that doesn't look very good for you.
Slight correction: Spoilers do benefit FWD cars. Grip on the rear end is important for stability and cornering even though they aren't the driving wheels.
Ugh, I hate it when the designers put this fake drift mechanic in the game. I'm a racing fan and it just seems too unrealistic. No, a "drift setup" just can't be faster than a balanced one. The last time I saw a good trade-off between arcade and realism was probably in the Underground era of NFS. Nowadays I actually prefer simulations anyways, but for that you need a good steering wheel. And those aren't cheap...
Games like the crew HAVE 0 relativity to their real life counter part, the crew is like playing with hot wheels, Games like Assetto Cora’s is the closest thing to driving a exotic car to pure simulation The developers for the crew do fuck all
"Your inner idiot can apply spoilers to fwd cars to your hearts content." You say this like FWD cars don't need spoilers/ wings. They need them like AWD and RWD need them.
I really enjoyed this! Both gaining knowledge about game design and car design. I imagine the dislikes are from people who are either not into gaming or don't consider The Crew to be a good example of good driving physics, but that doesn't take away anything from this video imo.
Advertisement ends at 9:37. I'm not mad I'm just really dissapointed that you made an Ubisoft commercial. There goes the integrity. Edit: I like your other stuff, keep on doing what you do.
Actually the biggest downside to really stiff suspension is the loss of mechanical grip of the tyres. A softer suspension will have more mechanical grip, but it is a huge balancing act to obtain the best speed for any race car.
I made RUclips videos for 2years and in the wake of the adpocalypse, between demonitization and a cutthroat algorithm, RE is just paying his bills but if you'd like he can just shut down for good.
I love racing games but they kinda have fell flat on their face. Still to this date Tokyo Extreme Racer Zero was by far the best n in car customization. No I don’t mean visuals like under light (thanks but no thank NFS) you could change turbo boost pressure, you could change you gear ratio etc. this game looks good but I’m a bit reserved on the racing games of today especially once they go online then you run in to pay to win players.
There are several racing games that truly aim to be simulators, not "arcade" racing games. I played Live for Speed back in the day; it has realistic physics -- including detailed tyre deformation, tyre temperature, wear. Of course you can adjust tyre pressure, spoilers, gear ratios etc. And it has a steep learning curve -- racing without feeling the forces with your body is even harder than racing in real life. It's still being updated from time to time but sadly it feels dated by today's standards. And you have to play it online, the AI is below par.
It's odd that out of all game developers out there, the makers of Crew 2 invite RUclipsrs to such an event. After all it's one of the less realistic games. If it were a Forza 7 event, or Gran Turismo, or rFactor 2... (which simulates flat spots due to locking up the brakes, simulates the carcass, thread and contact patch, and even rubber left on the road by all the cars, affecting grip). A video like this on rFactor 2 would be pretty interesting...
Ducklip spoilers do not make much sense on front wheel drive cars but if paired with a front lip or if your car is to light in the rear and has a tendency to slide less aggressive spoilers or air foils make a lot of sense. Because a car doesn't lose grip when your maximum theoretical tire strain exceeds 100% but rather most often after the first tire to lose grip does so.
I just stumbled upon your videos last night (I know) and man, everyone one of them has got me excited about the subject you were talking about. I've really enjoyed the 30 or so I've binged on so far. Thanks for the knowledge!
TLDR: racing cars are unstable, and undergo many shifts in acceleration during a race. -add to that the lag of the camera when seeing the car from behind. -you get a progressively delayed reaction from the player to counter those forces. -the car crashes. -moral of the story,.... don't be flashy using the behind camera to showcase the looks of your car who nobody is going to care about if you ultimately crash. *use the bumper camera and have almost instantaneous feedback of the reaction of the car.*
as a video game developer, I always find creating a vehicle physics is a very hard task to tackle. I personally not interested in cars, not at all. But as a programmer, you must know all ins and outs of the system beforehand. I remember when I first try to make a racing game almost a decade ago, I had no idea about gear ratios, torque curves, and other stuff, that was a glorious failure.
I unfortunately had to spend my time in Austria with Wendy. He's annoying, but he makes good videos. Check out his video on the logistics of organising F1 races here: ruclips.net/video/6OLVFa8YRfM/видео.html
hey I’m annoying!
Wendy, that name probably will stick to Sam from now.
Well i am from Graz not too far from Spielberg
Hope you liked it here
What a nice surprise
First Vienna than this
great video bro i was waiting for your videos for a lot
Real Engineering is it just me or should those "cosmetic" alterations be of a significant importance since it is a racing game, and the target should be the best possible feeling. Only to think GTA V has implemented much more detail giving you the feeling of optimal performance according to your style. For example, different spoilers give a different feeling to the car. Admittedly gta v physics are shit but then again it's meant to be that shitty. I respect the arcade factor and agree to some extend but making spoilers just for cosmetic purposes is clearly the lazy easy way of implementing detailed features rather than toning the realism down.
I think it's a bit funny that you talk about The Crew in a video about physics accuracy...
Dude stop defending The Crew so much. It's physics are worse than NFS and GTA V.
@@Toxic2T How is he defending? WTF
@@Toxic2T "Worse than GTA V"
EVERY SINGLE CAR CAN DO A FUCKING BACKFLIP ON COMMAND
@@riftiro4427 That's cool about it.
@@bithundr I was replying to a deleted comment. Way back before RUclips implemented user name tagging.
You stole my upload time
this video is sponsored by squarespace
You stole my heart.
Real Engineering ah what a cute comment
When’s the wedding
Real Engineering The Science of Wendy and RealEngineering’s upload time
"Understeer is when you can see the tree you're about to smash into. Oversteer is when you can only hear it" - Walter Röhrl.
tfw you hear a tree
Hear the sound of smashing into it, that's what he meant
Moulton preferred all trees be unseen
Any professional driver will tell you understeer is 10 times worse.
"oversteer scares the passenger, understeer scares the driver" - *one of the guys from top gear, i think, not sure tbh*
Ubisoft and realism in one sentence is like saying that god is an atheist.
God, were one to exist, is likely an impotent cynical atheist that convinced a big bunch of people that he is in fact their god.
Who gives a shit, Siana?
why would God believe in himself?
god, if exists, would be an atheist because it would not believe that anyone created it
Driver SF is pretty realistic
9:23 of course there's no ad 😂 the video itself is the ad 😂 "there is no real ad read"
Elijah Elliott-Ebanks an ad read is when you say/acknowledge the advertiser at the end of the video. And as he said, there is no need
Well, it's more so that the advertiser gives you a script for a portion of the video that you're supposed to read word for word with all the wording determined by their marketing department. Ubisoft didn't really have that for this video, since the whole thing was an ad in the first place. A well done ad, though!
Elijah Elliott-Ebanks I can't believe I'm saying this, but I miss squarespace...
If you want good physics go with beamng, a truly ground up simulation where literally everything is fully simulated soft bodies. The crew is deliberately not realistic!
True, he should have interviewed Beamng's devs ... oh wait, they're busy making an actual good game!
Also, if you want good physics AND fun gameplay, go with Wreckfest.
@@rtyzxc no
Everything being a soft body doesn't make a game realistic. Realism in driving games depends much more on tire models than on soft body physics, and BeamNG doesn't really look realistic.
No no no. If you want realism go with assetto corsa, iracing, rfactor2. Those are the top 3 racing sims.
If you are eight years old then by all means go with wreckfest or beamng.
The Crew 2... perform like real life counterparts? Bwhahahahahah
hadron89 700km/h ain't that true to life
especially the wallrides.
I myself have two places I like to wallride on my way to work everyday
It's not that they're interpreting the "perform like their real life counterparts" as 100% accuracy (at least i think they aren't), it's the fact that its so far from being accurate or precise that it feels like bad phrasing to say such a thing. Sure, the different parts to a good racing games handling model are simulated as you said (mechanical grip, aero aspects, suspension physics including rebound and compression, etc), it has all these pieces, but they aren't done _well_. Just the idea that they are there doesn't amount to much.
Its funny bc even tho he mentiones that some aspects are arcardy, its still has close to ZERO amounts of realism to it
Almost ZERO % of the game Physics make the cars peform like their real life counterparts.
Stopp tipp toeing around, this video isnt educational nor factual.
A pure marketing stunt.
And this bs coming from a "engineering" channel that usually produces good content
Well he was talking about the acceleration of it when he mentioned that. Acceleration is not that hard to get right though.
Lol the physics in The Crew 2 is a joke.
That's why Dirt rally is the real deal
@@hubertkam7647 grand turismo 🤮
@@hubertkam7647 the physics are a fucking joke
@@hubertkam7647 The problem with those games is they just go round and round and round on a boring track.
The Crew is supposed to be a city driving/racing game. Not like those others. That is not the same as boring tracks.
Except the crew 2 is not realistic at all
Very good video Anyway, no hard feelings tho
indeed, cars drive like toy cars at 2mph, even though they are going 200mph on dirt road. Would love to have game like crew with drive model from dirt rally, but it wouldn't sell because its hard to have a "real" car
I've got The Crew, and i can't say that i find the driving model all that appealing, worse than TDU2, which in turn wasn't bad but had issues that original TDU didn't have, though that has the issue of liftoff on low-resolution physics mesh for the road.
What changed in The Crew 2 regarding its physics? I'm fine with semi-arcade physics in general.
When going from Gran Turismo to the crew 2 I was SOOO confused. It took me like a week to get over the crappy handling.
He mentions that in the video
Paid promotion out of the way, games like this have physics about as realistically accurate as a blind man playing darts...
Generally physics in games is a component of the game, not a constraint. Because of that, it's usually tweaked to match the desired results.
Even if you're creating a simulator, you aren't physically simulating every part of the car. Instead of the entire suspension system, shock absorbers, springs, stabilizer bars and all that stuff you reduce it to few relatively simple variables and tweak it to match the results - actual physic simulation is too expensive, in computational sense.
The physics are accurate. Car modeling is not. Bit of a difference.
I get that this is an arcade style game, so why bother trying to flatter the players with "realistic physics" If you want to have "realistic physics" just play a racing SIM like Iracing, Rfactor2, Asseto Corsa and so on. I totally respect people who play arcade racing games, nothing wrong with it, but at least spare the 'realism' BS because as stated in the name "arcade", it suggests anything from "realism". A car doesn't hit a tree and drives through it as if nothing happened, hence "arcade" not "Simulation". And before anybody wants to suggest that the physics aspect of this video / ad focused on the actaul modelling of the performance side rather than damage physics, just understand that my comment above was simply poking fun at arcade games because im more of a SIM racing fan.
Its simcade. From far an arcade physics. Arcade game physics don't simulate traction and suspension. Maybe you haven't visited an arcade in a while? How big of a fucking loser are you that you spend time on the internet trying to paint everything in as bad of a picture as you can?
Its unrealistic because reality is quite boring tbh.
2:08 Spoilers have an effect on overall down force no matter where power is being sent to the wheels. Even in FWD application, grip through corners on the rear axel is essential for performance. Take the GTR LM NISMO for example. It has a massive rear defuser and wing. It is a FWD endurance race car. The reason for why it is FWD is for purely aerodynamic reasons by having the engine, transmission, and power at the front of the car, it leaves a huge area for engineers to play around with the aero in the back of the car. This makes it a more well-rounded race car which is perfect for endurance races.
He quite clearly said the games physic engine does not take into account wing downforce.
*facepalm
Paramour - He is clearly responding to the statement made in the video that spoilers have no purpose on FWD cars. Ironic while making comments about others being uninformed....
The video said the game doesnt take into account spoilers as an aerodynamic feature
AND he made the point that in real life spoilers have no use on front wheel drive cars.
Came here from Wendover Productions...
You guys are setting the bar of quality educational content too damn high!
Took a look at you channel. Your short documentaries are very good considering you're a small channel. Keep it up!
I subscribed!!
SideNote channel - Science and History
Far better than the mess that is online journals and the journalists. I've stopped looking at certain articles for that reason.
Wendover Productions is full of errors. Look up the comment of the Brazil video. He is often very wrong or way way over simplified
And the sexual tension is simmering
David I can agree with you to some extent. Such channels have a big responsibility to provide real proven facts and not click-baity content. That's the reason I don't like Half as Interesting by Wendover Productions. Also when you try to correct such channels you get hate from some dumb fan bois....
The crew 2 has bad physics. Not buying it
Biniam Gaming Forza hands down
Assetto Corsa
It's fun though, you can randomly turn into a plane or a boat at any time if you so choose.
I mean, bad physics doesn't mean is a bad game
Biniam Gaming i feel like its the only game with weight in its cars
The irony. Making a RUclipsr make an ad about how realistic the game is while almost every single in game scene does look super unrealistic.
Spot on. Awkward to watch.
worst, blaming external modification or body modification would be called an "idiot" by this guy.
You get to do such cool stuff for your channel. So jealous. Great video!!
I've been into racing games since I've been able to play games and never have I wondered how they code it to respond to peripherals. Great video! Your visuals, speech and content are on point as per usual. Keep it up!
Yeah Crew 2 is pretty and all, but if you want to really feel what a modern racing sinulator can do check out assetto corsa or rFactor2. Both of these games have tremendous tire models that have sidewall flex, flatspotting, and realistic temperatures. The amount of detail and realism in these two games could not be better.
It really can, it would just be way too expensive to simulate every single thing that happens in a car. I've driven a C7 Corvette Stingray in Assetto Corsa aswell as in real life and the difference is enormous. Yeah, AC is quite realistic but still, driving the Corvette in real life was very different to doing it in AC.
if you want to look at real driving physics look at rfactor2, assetto corsa or iracing. there is much more going on like tire deformation, track rubber built up, aerodynamic simulation, air temperature, tyre component and temperature, suspension and much more. all of these factors influence things like top speed, cornering speed and acceleration. the crew 2 is a very bad example of a game with real driving physics, because its far from realistic.
thats how a sponsored Video should look like!
E Q R Q ehm nooo, this is exacly how it shouldn't be done because in his normal content he would never talk about this game nor do we have any evidence about his personal connection to the game nor is any money transaction clearly disclosed....
for all we know he doesn't personaly like nor play the game but gets paid big money to make this which he otherwise wouldnt
but most channels just make a normal video with an annoying 1min part where they just say:" This thing is good link in discription" but he does something which wouldnt be possible without a Sponsor an it isnt that far off his normal content
I'd wish for a more visible disclosure in the video itself and/or in the video title. Other than that I take no issue with it.
I think he had fun making this video, had a great time out driving different cars and got some money. We also enjoyed the video, so I really don't see the downside! :)
CrazyPaving159 Yeah
... Why. Just why? Look, I love everything you're saying, the event looks like it was fun. The engineering side of things is cool to hear. But boy this game is not a sim, it isn't trying to be. "Simulated in game accurately" you say at one point - showing video of the exact opposite. Happy to get a good video, shame it's about a game poorly pretending to be a sim. You say it's clearly arcade at one point, but then you mix in the real stuff and relate it to the game like it's actually simulating them.
Despite how the above may sound, the game looks fun. But I find it frustrating that you had to put it in this video.
In short,You can't have a realistic racing game and an arcade racing game at the same time,which is what the video tries to represent,kind of frustrated that they took that approach but I guess it's only natural for that comp.
The thing is, when designing systems like that, it's easier to make them realistic, and drop the realism from there. You _have_ to create simulations for all the parts that affect a car's handling. The "realism" is just the parameters that you choose to put in the car, hence why straight-line performace is accurate, but cornering is arcade. The game isn't pretending, nor even trying, and nobody said it's a simulator. No matter what game it is, if driving is a core mechanic, you can bet they simulate all of the things mentioned in the video.
I played the beta, the physics aren't even "arcady". Just so far from any reality that it's immersion breaking, the car literally doesn't feel like it's attached to the environment.
lmao it's not like the physics of the game were made from thin air, they're clearly *based* in reality, relatively speaking. He never insinuates it's a 1:1 representation, but of course they're getting as close to reality as possible before tweaking it for fun.
the game defiantly uses the real equations for TORQUE(rpm)>gear>driveshaft>wheel
I love your videos, I cannot express it enough! Only channel where I've watched everyone of your videos and I don't plan to change that, great work Brian.
I don't like these types of sponsorship. I feel like first of all it should have been mentioned in the title, its not about the physics of racing games, but of a particular game, and one that actually is not even trying to simulate real physics, as arcade racers are about fun over realism.
Seconed many things you said about them doing accurately while showing something that did not look accurate at all made me distrust it a bit.
Thirdly it looks like they paid you well and let you drive some nice cars to butter you up to some degree. You are not reviewing the game but your content has always come across as unbiased and factual, when everything in this felt like you were just paid to say every word and mention every key point they wanted you to, without any barring on the truth of the matter.
I am a bit disappointed and in the future the moment i found out its an ad I wont watch. So I hope its in the title next.
Front wheel drive cars DO need spoilers/wings for mid corner body shift. If no down force is applied then you will wind up spinning do to lack of rear stability.
You only needed 5 more seconds
200 foot jumps
Real life: Kills your car, and likely you too.
Games: Scratched headlight (at the worst).
I don't feel like watching a 9 minute long ad today.
Martillo Workshop its a pretty good video about how game developers use engineering to make racing games and it used crew 2 as an ad/example. But if you dont want to watch it, hey thats your loss.
yeah the video is actually better than expected, even though it doesn't make any sense for a science channel making a video about a arcade racing game.
I just unsubbed.
Then dont = problem solved! Wow is not free choice amazing!
An ad for Crew 2 of all games, the pinnacle of racing game physics.
Oversteering is not drifting. Oversteering is spinning in circles.
You only initiate oversteer on the entry in order to point the car in a direction which will allow you to understeer it through the rest of the corner. That's in a perfect world, in practice it's a balancing act, using the vehicle's controls to initiate oversteer and understeer in order to correct your path as you take it. As you get better you'll learn how to set it and forget it on the entry, the ideal drift is one with no countersteering and full throttle, the first time you do it you're hooked.
I would like to thank the Forza game series for making me learn all I needed to know about tuning, real world physics models and algorithm from the manufacturers test benches. Great video explaining all the maths involved, and what a lucky basterd getting to ride shotgun in that amazing machine.
One thing that I don't see being mentioned in the comments anywhere - you said that racing cars are usually mid-engined, because the weight of the engine will maximise rear grip when braking; this is one of the effects of a mid-engine (or, rear-mid engine) layout, but that's not the main reason why racing vehicles use this layout.
Putting the engine close to center of the car will reduce your rotational inertia and allow the car to corner more efficiently, as there is a significantly lower energy requirement to change the car's direction. It also helps to create an even weight distribution between the front and rear of the car, which also improves handling. These are the main reasons to use a mid-engine layout afaik, though increased rear grip is also a benefit of the mid-engine layout.
It's ironic that Ubisoft talks about physics when The Crew 2 is in the top few WORST physics models of any racing game this generation. It's right up there with NFS in terms of unrealistic
Having unrelistic physics doesn't make a racing game bad, the Burnout series was great and it has very unrealistic physics, however, I do agree that the physics in The Crew 2 are terrible, but not necessarily because they're unrealistic.
Interesting video, I understand it is a sponsored video, but I would much have much preferred a video like this about race sims, comparing them to the real cars to find out which is most realistic.
'The Physics of ***Arcade*** Racing Games'
The Crew 2 when car fly and land perfectly
Me : That some great physic
the vidio is good but i wouldnt use the crew 2 as a physic demonstration because the fastest way to corner is to grind the rail...
Really nice product placement: "If you are into car games, the crew is out now". Keep going at this high level!!!
Be better if it you interviewed about a sim rather than an arcade racer but we all know you where paid for this by ubi
I freaking love this channel. Small, Medium, Large, no matter how big, it's hard to find a good channel like this.
What a slick intro!
The Science Biome
Right in the first 10 seconds: DRIFTING
i absolutely lost it when the boat appeared in mid air. all this science and serious talk and then this OMEGALUL
great video btw
Lol physics and the crew 2, have you seen the gravity? You can even drive monstertrucks up verticaly. If you want to talk about racing games and physics, dont talk about arcade racing games.
2:10 spoilers are/can be usefull on fwd cars. Also "the suspension model", is there even one in this game?
This game has like multiple handling modles, depending on the vehicle type. For example the drift cars always drift, and touring cars are limited in top speed offroad.
And you can just adjust traction, thats also really unrealistic.
6:20 "the crew 2 lands somewhere in the middle"(of arcade and simulation) it doesnt, the crew 2 is very obviously arcade, forza(horizon) would be a game thats in the middle.
All in all just a terrible game to talk about when looking at physics.
BoudewijnB i agree granturismo and forza are perfect in the middle, crew 2 is a lvl below that its more realistic than need for speed and burnout.
You can adjust traction in a real car. It's called traction control. Other than that, you can adjust tire pressure and compound, suspension stiffness, wheel camber/caster/track/toe, weight and downforce. All of the above have an effect on traction and handling.
Gran Turismo and Forza Motorsport are simulation games.
I didn't mention Gran Turismo, and i said forza (horizon).
About the tuning:
This game already has susp geom camber front and rear, sus comp front and rear, susp reb front and rear, aero distrib, anti roll bar front and rear tuning.
Traction control is the system that prevent wheelspin on accelaration, which has nothing to do with tyre grip.
BoudewijnB nonono you misunderstand, I didn't relate traction control to tire grip at all.
@@mrmaniac3 Neither gran turismo nor forza are sims.
i am usually not a fan of sponsored videos, but between Real Engineering and Wendover Productions, they have done a great job showing how the virtual world and real world are related. Do NOT stop making great videos.
You know a game have bad physics when you can adjust front and rear tire friction.
To all the people in the comments who are whining that the Crew 2 isn't a realistic representation of physics, well no shit. There's a reason the title says "Racing Game" and not "Racing Sim". The game has a consistent physics engine and a world relatively based in reality, it clearly had to be based on *something*. He never insinuated that it was a sim, and clearly outlined the liberties the game designers had taken. If he made a video on a sim, the video would just be "yeah it's the same as real life, so here's a video on the physics of cars in general".
BeamNG should be in "The Crew 2" 's place if not for the sponsorship.
It's not a racing sim really. Sure it looks cool with the soft body physics but i don't think it has realistic tyre models etc
BeamNG is veeery far from realistic also.... Sure it;s body physics are really damn fun, and the game is great, but isn't trying to be a Simulator
"The Physics of Racing Games ... The Crew 2." LOL
i was hyped when i read the title, then i stopped watching when i heard crew 2
The physics of The Crew 2: 4 completely unique approaches to unrealistic handling in 1 game.
I see you replaced your "ker" with "vehicle", that's good!
UPDATE: no, you didn't :(
I'm a game developer who works with car games and I must say, I really enjoyed this video. I just wanted to see a bit more :D I feel so tuned in on these videos (physics and engineering) that I wish the videos were longer XD
2:09 did you just suggest functional spoilers on fwd cars are never effective *on an engineering channel*? really?
i hope that's just a badly executed stab at ricers, because otherwise that doesn't look very good for you.
Slight correction: Spoilers do benefit FWD cars. Grip on the rear end is important for stability and cornering even though they aren't the driving wheels.
I swear the crew is unrealistic asf
Lol I love how they don't put physics onto the spoiler, a crucial part of aerodynamics, but the suspension changes everything!
I was expecting a racing sim, not an arcadey racing game ;(
When it comes to realistic racing games.
Need for speed is in last place and then the crew comes after.
@@junatah5903 yeah, with Assetto Corsa, Project Cars 2, Iracing etc.. taking the realism categories
Fascinating video! Thank you for bringing physics and engineering to the masses!
Ugh, I hate it when the designers put this fake drift mechanic in the game. I'm a racing fan and it just seems too unrealistic. No, a "drift setup" just can't be faster than a balanced one. The last time I saw a good trade-off between arcade and realism was probably in the Underground era of NFS. Nowadays I actually prefer simulations anyways, but for that you need a good steering wheel. And those aren't cheap...
Matej Pivec Forza Horizon is a great middle ground
What about Driver SF? IMO is a good simcade
Driver SF was fun indeed
"The Crew" ... "physics"
Hahahaha, and now just try to play crew 2 and see "the physics" ahahahah
The good information and content doesn't go away only because it's an ad. In case you're wondering.
Games like the crew HAVE 0 relativity to their real life counter part,
the crew is like playing with hot wheels,
Games like Assetto Cora’s is the closest thing to driving a exotic car to pure simulation
The developers for the crew do fuck all
"Your inner idiot can apply spoilers to fwd cars to your hearts content." You say this like FWD cars don't need spoilers/ wings. They need them like AWD and RWD need them.
Do racing games have physics? I see only one BeamNG
The game clearly has physics and a consistent engine that's relatively close to reality. "Racing game" doesn't mean "racing sim".
Well it has great Deformation Simulation dunno about handling physic though
I really enjoyed this! Both gaining knowledge about game design and car design. I imagine the dislikes are from people who are either not into gaming or don't consider The Crew to be a good example of good driving physics, but that doesn't take away anything from this video imo.
The Racing Games of Physics
This guy uses like bots
To be clear, braking does not lift the rear axle of a car. It reduces weight that the axle transfers to the rear wheels.
First 2 seconds of gameplay and i can already see the physics in this game are a joke.
Looks like an arcade from the 90's lol
Very informative channel, combines physics, engineering, driving, all very interesting stuff.
But realism=fun IMHO.
lol the crew 2 has arcade style physics, barely realistic
When you realize you just watched an almost 10-minute ad and still enjoyed it.
test beam.ng to see good suspension simulation and deformation ones!
I was legit worried this was gonna be on a sim game, nice to see an arcade racer's physics taken into consideration.
While everyone wastes time saying "first", I'll just say "good day to everyone here" ^_^
Advertisement ends at 9:37.
I'm not mad I'm just really dissapointed that you made an Ubisoft commercial.
There goes the integrity.
Edit: I like your other stuff, keep on doing what you do.
If only you made this video a month ago, where I made a simple racing game for school
Actually the biggest downside to really stiff suspension is the loss of mechanical grip of the tyres. A softer suspension will have more mechanical grip, but it is a huge balancing act to obtain the best speed for any race car.
0:58 - face behind the voice 😏
I recently made a car in unity but the center of mass was too high, so it kept rolling over if steering wasn't done carefully
You picked an arcade over a simulator to speak about this topic . . . cringy.
Awesome stuff, I'd never really thought about the programming that went into these sorts of games
the crew 2 sucks. but congrats on the shill money, man
I made RUclips videos for 2years and in the wake of the adpocalypse, between demonitization and a cutthroat algorithm, RE is just paying his bills but if you'd like he can just shut down for good.
Ja 9
Nice a collab between this awesome channel and the game I just bought!
Nice!! Can you explain the theory behind of Rod Of God (ROG)?
in arcade racer terms, Wreckfest has the best and most fun physic model. You feel weight of a car and impact of mass.
I love racing games but they kinda have fell flat on their face. Still to this date Tokyo Extreme Racer Zero was by far the best n in car customization. No I don’t mean visuals like under light (thanks but no thank NFS) you could change turbo boost pressure, you could change you gear ratio etc. this game looks good but I’m a bit reserved on the racing games of today especially once they go online then you run in to pay to win players.
What? There are many racing sims with far better tuning. How big is the rock you live under?
Wylie28 I don’t deny that if you could reference them to I would love to try them.
There are several racing games that truly aim to be simulators, not "arcade" racing games. I played Live for Speed back in the day; it has realistic physics -- including detailed tyre deformation, tyre temperature, wear. Of course you can adjust tyre pressure, spoilers, gear ratios etc. And it has a steep learning curve -- racing without feeling the forces with your body is even harder than racing in real life.
It's still being updated from time to time but sadly it feels dated by today's standards. And you have to play it online, the AI is below par.
D. Mat.Zero6 project cars 2?
Assetto Corsa thoo
It's odd that out of all game developers out there, the makers of Crew 2 invite RUclipsrs to such an event. After all it's one of the less realistic games. If it were a Forza 7 event, or Gran Turismo, or rFactor 2... (which simulates flat spots due to locking up the brakes, simulates the carcass, thread and contact patch, and even rubber left on the road by all the cars, affecting grip). A video like this on rFactor 2 would be pretty interesting...
showcases physics in an extremely unrealistic arcade game
nice
The CREW 2 really knew which RUclips channels to hit up
>Realistic driving physics
>Gameplay footage of Crew 2
This is the information we need as much as we play racing games.
BeamNG would have made for a more interesting analysis, there is no separation in physics simulations.
Ducklip spoilers do not make much sense on front wheel drive cars but if paired with a front lip or if your car is to light in the rear and has a tendency to slide less aggressive spoilers or air foils make a lot of sense. Because a car doesn't lose grip when your maximum theoretical tire strain exceeds 100% but rather most often after the first tire to lose grip does so.
Physics of games: Crash through giant electrical pole? No problem
Crash into small shrub: instant death
I just stumbled upon your videos last night (I know) and man, everyone one of them has got me excited about the subject you were talking about. I've really enjoyed the 30 or so I've binged on so far. Thanks for the knowledge!
I remember the physics in the first game not working well when you were trying to drift. Glad to see they're working on fixing that.
For more than 10 years I have been hearing terms such as torque on TopGear and never really known what they meant....that is until today. Thank you
Ford f-150 raptor:
Falls from a height of 1000000000 metres and doesn't bounce even the tiniest bit
*'Suspension physics'*
"allows it to behave realistically" *shows video of car jumping off ramp into series of poles with no damage*
TLDR: racing cars are unstable, and undergo many shifts in acceleration during a race.
-add to that the lag of the camera when seeing the car from behind.
-you get a progressively delayed reaction from the player to counter those forces.
-the car crashes.
-moral of the story,.... don't be flashy using the behind camera to showcase the looks of your car who nobody is going to care about if you ultimately crash.
*use the bumper camera and have almost instantaneous feedback of the reaction of the car.*
as a video game developer, I always find creating a vehicle physics is a very hard task to tackle. I personally not interested in cars, not at all. But as a programmer, you must know all ins and outs of the system beforehand. I remember when I first try to make a racing game almost a decade ago, I had no idea about gear ratios, torque curves, and other stuff, that was a glorious failure.