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''Most realistic physics engine and driving physics'' Bullshit!

Discussion in 'General Discussion' started by OrjanZ4G, Dec 7, 2014.

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  1. The Sturmovik

    The Sturmovik
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    The only thing I can say about motion blur is that if you have proper shutter speed, even real life cars don't necessarily look like they're in motion:
    Dick+Payne%u00252527s+%u0025252770+A%u0025253AP+racecar+copy.jpg
     
  2. TheAdmiester

    TheAdmiester
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    Except that example has clear motion blur on the wheels and background, making it obvious that it's in motion.
     
  3. Yarukidaro

    Yarukidaro
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    Let me add to this in a more practical and mature way.
    i agree with the point that traction is slippery. i usually dont like sharing my opinion because i'm lazy, but i really think this game and its phyx engine = genius. i think there should be a bit more grab with not just the tires but the body as well. a bit more traction and body friction on materials like dirt and rock, as cars that roll on dirt tend to grip the ground a bit more, where as on asphalt they tend to slide. *i'm getting this simply from a lot for car crash compilations i've seen on the tube. on that note, when hitting the ground (dirt especially) i think there are too many thick clouds that form. maybe lighten the debris or maybe make it a bit more transparent. it seems like a bit too much right now. i've played the game for a couple of hours so far so thats all i got for now. i think this is a great game and i hope it takes off. good luck to the staff and i hope you're all having fun. i am.
     
  4. Wheelie

    Wheelie
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    And, once again, this thread has been bumped from the bottom of the page. Can we please just let this thread die in peace?
     
  5. Slammington

    Slammington
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    Yarukidaro made a relevant post that added to the conversation. Plus this thread hasn't even been "dead" for a week. Stop complaining about bumps, as long as people add to the conversation it's better than making a new thread.
     
  6. logoster

    logoster
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    no

    this game does not use any form of physx

    it uses it's own custom physics engine that the devs made THEMSELVES, and has absolutley nothing to do with nvidia's physx or anything like that
     
  7. Slammington

    Slammington
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    I think he just meant physics, but shortened the word
     
  8. clayton8or

    clayton8or
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    Wo Uses shrtnd wrds?
     
  9. crazikyle

    crazikyle
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    Have you ever tried driving down the highway at 50MPH, then jerking the wheel suddenly to the left or right? Chances are you haven't, otherwise you wouldn't be here trolling right now. My point is, when you play with a keyboard or controller (which I bet you do), and you try to turn, you are doing just that, turning the wheel as far to the left or right as it can go. This causes your tires to skid, and when tires skid they become useless, especially for steering. So by turning the wheel to an extreme, you defeat the purpose of turning. You are better off only turning the wheels as much as you have to, so as to prevent skidding and loss of control. When I went from a controller to a wheel, I found that cornering became much easier, and I could do it at a higher speed.
     
  10. Yarukidaro

    Yarukidaro
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    xboxkyle735, i agree. very similar to my 1st driving sim games on console, steering any vehicle was a task and caused much frustration using a keyboard/controller. after using a nice steering wheel or "slider" steering, it became obvious that my amateur control skillz were to blame. while that's all well and good, i still have to bring up two points. if this game is to be as successful as possible it needs to be able to accommodate multiple types of user input. not everyone would want to use a steering wheel ya'know? one solution to this off the top of my face is a stabilizer option when using controller/keyboard to limit the speed of rotation of the steering wheel. this way hard core drivers can still choose to feel the full experience whilst an amateur like me may continue to enjoy other aspects of the game without running off the road all the time. and let's face it. how many users actually have a wheel? wii mote wheels don't count...

    second point would be that, from my experience, the traction is still a bit slippery at high speeds. using the gravel d it was fine. maxing out at top speed control was very easy. however, for a car like the bruckell moonhawk, i found that when going about 100 mph, turning the wheel around 70 degrees left or right, and slowing down (releasing gas petal) the car does not regain its traction like it should. i'm using the controller so i'm able to reference in cockpit pov how much i'm turning the steering wheel. i've gotten a bit good at it now. so i don't think it's bad, but it could definitely use a few adjustments here and there.
    i definitely think the developers did a great job though.

    lastly;

    Slammington was right, i just shortened it. let's get back on track though...
     
  11. Wheelie

    Wheelie
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    Sorry for the snarky comment I made earlier... I was under the impression that the post was just a continuation of a flamewar. I didn't read the thread thouroughly enough to realize what was really going on. :)
     
  12. subyracer475

    subyracer475
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    yea I agree that the tire model needs work but show me a game that has the same soft body physics and ill be impressed. if you go over a series of bumps with a pickup at 50 mph your tail starts doing some bouncing so quit whining and stick to rigs of rods if your going to complain about a game that's still in dev
     
  13. Zappymouse

    Zappymouse
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    You just bumped a three week old thread which had already run its full course with an inane comment with no useful content. Good job.
     
  14. Paul-Simon

    Paul-Simon
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    In case you're interested, this is how BeamNG looks with real motion blur:
     
    #54 Paul-Simon, Jan 27, 2015
    Last edited by a moderator: Oct 21, 2015
  15. Goosah

    Goosah
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    BeamNG Team

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    Wow, I'm sold!
     
  16. AdR

    AdR
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    That looks great. How did you set it up? I think there's a way to do it from Torque, but I don't quite remember.
     
  17. SoHigh00

    SoHigh00
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    I need this!! And I really NEED those sounds to be ingame D: I have been playing with the sounds turned off since the release of experimental...I can't stand the curent engine/tire squeal sound anymore. The motionblur is also pretty good but a bit overkill...but definitely better than without.
     
  18. 14ramosr

    14ramosr
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    I suggest looking into soundmods. Dummies tire squeal is actually really good imo, its the first thing i implement into every new build now.
     
  19. TheAdmiester

    TheAdmiester
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    It's a blur plugin for *insert video editor software* as far as I'm aware. I use RSMB on Sony Vegas which blurs frames together nicely based on things that move between frames. It works nicely because it looks like object-based motion blur, but if the car moves around the screen a lot that'll get blurred too, because the filter can't tell what's moving and what isn't meant to be blurred.

    I used it myself in this video, you can see how natural it looks on things that move suddenly, and it looks very cinematic when combined with a slightly shaky cam.

    http://www.youtube.com/watch?v=rEHUmQvd0iU
     
  20. Paul-Simon

    Paul-Simon
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    Admiester, you're almost right.
    However, RSMB by itself doesn't work very well for all cases.
    I recorded the video in 8 times slow motion using the in game time deceleration tool, then i speeded it up accordingly so that it would run in real-time in the video editor:

    (imported from here)

    The result now is that I'm throwing away 7/8'ths of the frames. So, the next step is using Premiere to blend all the lost frames into the visible frame, the result is something like this:

    (imported from here)

    Now, this is pure motion blur with 8 samples. There's some obvious artifacting going on right there, so to solve that, the ReelSmart Motion Blur plugin is used to smooth out all the in-between frames so that there's no visible "banding":

    (imported from here)

    The final result is very convincing, even for fast and sporadic moving stuff like debris from crashes. The amount of motion blur can very simply be limited as well.

    Here's another example:
     
    #60 Paul-Simon, Jan 27, 2015
    Last edited by a moderator: Oct 21, 2015
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