@@adgefreeman6091 bro, its the 9 most sold ps4 racing game, but 2 Million copies wasen’t enough for surviving the gigantic cost of the game. 2 Million copies💀
@@CiqaedaNo fkin wonder PC3 felt more like nfs shift sequel lol. The handlings were very similar to Shift 2,i started to wonder if i rlly downloaded PC3.
its amazing, reminds me of nfs underground 1 damn Only one issue with it, its steering handling that isnt that great I mean car doesnt steer to left or right unless you use handle break
@@thehwguy4293 Well its arcade style racing game so shouldn't be like this, indeed slowing down works but not that good tbh still had tons of fun with this game reminds me of nfs underground 1
@@umairwaseem882 idk, based on what I've seen and heard of the game, the dev is seemingly going for some realism (e.g. if you want to drive with an automatic transmission, you need to buy an automatic car, which doesn't accelerate as quickly as a manual car, and the transmission type you use in-game can't be changed in the settings).
@@thehwguy4293 ye its true, I drive auto car in-game and its slow even when u drive fast and use brake to slow down car then again accelerate, speed get slow down really like acceleration staying at same point unless i manually down gear then let auto run it
@@pmayo7894ah yes, the sense of speed so static you could tell everything that's coming your way, giving you the best opportunity to win a race with full confident. Honestly tho, GT and most other sim don't buy "speed experience", they opt for speed profession and control. If you want a balance of both, try GRID series or NFS Shift/Prostreet.
The sense of speed is achieved not only by shaking the camera, but also by the inertial movement of the camera, directly proportional to the displacement of the car's weight. DriveClub, GT7 cope with this perfectly, one of the best, one might even say the best in this aspect. This implementation is also in NFS Shift, but there the inertia of the camera is too hyperbolic relative to the physics of the game. Assetto Corsa with the Neck FX mod can also show a decent result, but the camera movement is too artificial and jerky.
I think the field of view is the biggest and pretty much the only factor for sense of speed. I personally don’t think camera shake affects it at all, it just makes it look more chaotic which I guess makes you feel like you’re going faster. I’m not sure if I know what you mean by the inertial movement of the camera.
Level design also plays a minor but still important part. A track with lots of traffic, props, trees etc, especially on a narrow road is gonna feel much faster and more intense because said props flying through your screen can massively help with the sensation of speed. Compare this to something like a professional track with very flat environments, now the camera work alone has to do ALL the heavy lifting to make things feel fast.
@@gibleyman It's probably their single biggest source of income, and outside race... week? it's open public roads so noise complaints aren't an issue the rest of the year.
it literally feels like your car is gonna straight up start flying upwards like a rocket. The devs did not hold back with making the camera shake as ridiculous as possible.
What gets me about Driveclub is that they're the only ones who know how to make sense of speed feel scary but still NATURAL. Evolution Studios understood that more FOV ≠ Simply More Speed. Its the lack of comprehension of your surroundings that REALLY brings around the sense of speed. Everything being a high-speed blur, the wind crashing against your ears, engine roaring to the point you cant even hear the telemetry dings, the camera shaking chaotically as you struggle to fight for control over the car, rain crashing to your screen, blocking your vision in no time and those narrow roads you're left with little to no time to consider how hard you got to turn into, and God help you you're racing in the night because that corner can appear ANYTIME the moment you're high on speed. I can go on and on about what else makes REAL sense of speed, but you get the point. Evolution Studios UNDERSTANDS it and presents it so well in Driveclub that no other Racing Game TO DATE can come close to it. That, in my book is what you call a REAL racing game. One that not only tests your ability to handle speed, but also tests your ability to handle the FEARS that come with speed.
DriveClub is honestly my favorite racing game ever. I use place extremely high on top of the leaderboards and did have number 1 on three different maps. Loved this game. Screw Sony for dropping the studio. Driveclub 2 would have been the king of arcade racers.
What I really hate of sense of speed in many racing games is the excessive fov and camera shaking, it looks HORRIBLE and makes none sense. Shaking camera makes me headache 🤦🏼♂️ I don't know how people like this effects. Motion blur is all it needs to make sense of speed 🤷🏼♂️ or...a little bit of camera movement.
We need another game like Driveclub I was so proud when I found out the people behind Driveclub were responsible for Motorstorm, a part of my childhood
I will say an outlier and that The Run had such a good use of camera to show how fast you were going, especially using nitrous. Genuinely one of the best parts of that game by far
screen shake is so underrated, if you've ever seen time attacks, the driver is bouncing around all the time. Most racing games get this wrong because it feels like gliding on high-speed rails, and feels boring
Been thinking about this quite a while and I think I know most of the secrets. So here's my list so far. *1:* Frame rate. The lower the frame rate, the less time you have to process visual information, therefore the faster things feel. Kinda mimics how your eye/brain interpretation changes with speed IRL. *2:* FOV change. Wider FOVs make things feel faster since there's more space to process in the given amount of time. *3:* Motion Blur. IRL has motion blur, and when implemented right it can make ALL games look better. Object based is the best overall, but for racing games, Z-axis (forward/backward) is good enough if you CAN'T implement object-based. You could also have both together, with the Z-axis motion blur enhancing/adding to a realistic "stopped" or "normal speed" object-based motion blur. *4:* "Flavor" effects: -4.1: Variable Depth of Field. Especially if the implementation gives you a tunnel vision effect. -4.2: Chromatic or other aberrations/artifacts. -4.3: Vignette. Similar idea to the DOF. -4.4: Screen Shake. -4.5: Stretching or Trailing of things like light sources. LMK what you guys think and if there's anything I may have missed.
Don't forget track design, you could have all of this but if you're just driving on a 3 lane highway for 400 miles it's not going to feel fast, switch it up to a narrow slightly twisty road and it's a whole different story
I enjoy the handling of night runners as it's not full on arcady shit, I hate being slower than someone in a racing game because the physics are just stupid and I get beaten by someone that doesn't understand how high speed handling actually works (much different case than someone being better because they are better at driving). The balance in night runners is really nice, it's good that it doesn't strive for realism cause with a controller and 800hp cars on an highway it would feel bad, even uncontrollable, but it stills give a realistic vibe considering that upgrading in the handling department makes your car from a stock rolly softie to something stiff as how it feels irl ... ok FEEL is the right word, that game just hits the right spots I hope it develops into something bigger
Interesting, what would you say is the fastest? Ultimately, the fact I can see anything in driveclub is why I would rank it the absolute top due to how fast it feels
*Night Runners* does seem to do it the best overall, and I feel it's not only because of the presentation, but also because of how narrow the roads are and how tense you get when brushing against incoming traffic. 😅
The thing that most games wrong is camera shake or movement. Driveclub does it well, its a soft jitter. GRiD Legends doesnt have shake at all and relies on the car shaking loosely in front of the camera. Nightrunners is really good, but a bit too much especially in the interior with the driver looking into the sky. Projecy CARS 2 has too much forward and backwards movement, Project CARS 3 (personal experience) did it very well at Fov 110.
I think narrow roads is worth noting to contribute the sense of speed. try wider road next time and also dont play nitro since its happen in a short period of time
Hot take, but i think Gran Turismo could be better with dynamic FOV and camera shake because if it's supposed to be one of the most "real" driving simulators, then it's supposed to feel as real as driving a car at high speed.