Why Racing Games Feel Slow
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- Опубліковано 28 вер 2024
- Racing games are all about going fast, yet they all fail at making you feel it
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Italian dude complains about a non issue
_Alternate Title_
hmm here to steal your likes lmao
pigeon moment
Ciao Muye, come stai?
Facts
Yes, this should be the title of the video
the 'scared' part is one of the huge reasons why the sense of speed in NFS Pro Street's speed challenge events is so good, especially at Nevada Highway. You're on edge 95% of the time, hoping you don't lose control and total your car.
exactly! Fastest I've ever felt in a car racing game was pro street's highway races.
One slight mistake and you crash. (And it cost money to repair totalled cars too!)
Man , Nevada Highway is my fav mainly not only the tight road , there like 90% chance that you can total your car by hitting a tree
@@nezunish-898 or that notorious jump
YESS
That is so true, I remember going 400kph for the first time in a Ford gt and being panicked happy scared and on edge, that it was unhealthy fun, pro street sprint was no joke specially nevada
This is a phenomenon you feel in real life too. In my city, they temporarily replaced streetcars with buses, and everyone remarked how much faster the busses were than the streetcars, and actually petitioned the city to keep buses and do away with the streetcars. But the city and the transit agency were confused, because all of their on-time data showed that the busses were performing worse than the streetcars, and rides were longer. The reason, was because a bus shakes and jostles you around, while a streetcar is a much smoother ride. It was peoples perception that the buses were actually faster because how much more of a bumpy ride it was. They actually were going slower though.
What city was this? I'm really curious to learn more
Same thing when driving small and/or old cars compared to new SUVs. In a small car you feel much closer to the ground and every little disturbance in the road will shake the whole car while in the SUV it will be smooth sailing.
and they let these dummies vote....
Yeah, hardening the engine mounts of a car makes it feel WAY faster.
Yes, when i go abroad and ride a bus for the first time, i was surprise at how fast it is that i take a video to send to my gf. Howver, when i watch the video, i realize how slow it actually is compare to when i ride a normal car back home. Yet, it feel fast
There's something else. In real world when You drive a car, You look generally forward. But our brain also see, less detailed 180 degrees FOV. That's makes us feels like we are drive fast without even look at speedometer. In games it feels like You are driving with binoculars
Hej lucek
Nie wiedziałem, że oglądasz też innych respect +
Ale wiesz że lucek ma drugi kanał the dart
Humans fov is greater than 180
Thats why games on a tv screen also feel faster than on a phone
I work as a software engineer for a motorsport company, developing a full immerson 6-DOF racing simulator. The biggest impact on speed for me was the peripheral vision. We use a 180 degree wrap around projector screen which fills your peripheral view. I guess this sort of falls into the realm of FOV, but it's more about the physical viewscreen rather than the in-game projection.
Dirt Rally 2.0 with a steering wheel set up makes you feel like you’re going 150 when you’re only barely reaching 60. The FOV, Camera Shake, Narrow Roads and the fact that the cars SOUND powerful, really makes you feel fast. That and your co-driver starts yelling and becoming out of breath the more frantic you drive. Fantastic feeling in a game.
Agreed. My favorite racing wheel experience by far. It's incredibly immersive.
The first time I drove the Quattro on Finland I legit felt scared on the big jumps. No other racing game/sim has ever made me feel like that
And then you have the great idea of using a group B car and you're just praying you'll survivre every corner without merging with a tree but the speed and thrill you feel are so incredible you just want more and more
Now you make want to play dirt rally 2.0
Yeah but such a garbage game
If they added damage physics. I think that would help severely. The ‘being wrapped around a tree feeling’, would make you stay up lol
That's what beam ng drive is for
If you don't mind a more arcadish racing game, that's what Burnout Paradise is for.
@@bathshebahubber614 isn’t it Arcady to drive 200mph crash, and have no damage?
@@NotTheBomb that's not what happens in Burnout Paradise. the game prides itself on quite the opposite occurring.
@@bathshebahubber614 oh, the comment was genuine. I thought it was more of a “if you don’t like it, go play an arcade game somewhere else!”
I recently started riding a 125cc motorcycle. Even though it barely reaches speeds above 100 km/h, it fells really fast because of the aspects you mentioned.
Wind, engine sounds and the feeling of air pushing against your body make a huge difference compared to sitting in a car.
Overall great video.
Love the content. Keep it up. :D
I know exactly what you mean. Going 70 on a curvy road feels kinda fast on a motorcycle, but not at all in a. Even just excellerating in 1 gear to 50 feels fast, because of the sound.
also not having a seatbelt and the possibility to yeet from the bike at any time feels liberating yet dangerous
On 125 especially, you have to push the engine in every case. So you're always going full speed
I love motorcycles. I found out I was a speed addict when I maxed out my Honda Magna 750. A 4-cylinder monster that thing was.
@@AlecWyld you gotta hop on a modern 1000 it’s just ridiculous
This effect is experienced in real life too. You will feel that you're going a lot slower in a vehicle that is more sound proofed and has better suspension.
100%. The size of the vehicle you're in makes a pretty big difference too. I've been in the passenger seat of a ford five hundred going 120 mph and didn't realize it until I looked up and asked how fast we were going. Once did about 100 in a kia soul on the same road and it felt like we were about to take off. Jeep patriot feels like that at about 70
@@michaeldaigle7207 old school Cadillac
Thank you! Me and my friend noticed his parents new car never feels fast but couldn't figure out why.
When I cycle at 24mph I'm like whhhhaaa this is so fuckin fast, driving at 24mph it feels so slow.
Actually, when you get used to driving, you have some experience, and driving at 50km/h up to 70 km/h feels slow, 70 feels normal, but 50 feels like a dragging. I've driven up to 170km/h on highway, it starts to feel dangerously fast for me, as I haven't used to those speeds, but it depends from the road type as well, but somewhere around 120 it feels really comfortable and fast enough. But 50-70 feels damn slow to mediocre.
To add on to the sound portion mentioned in the video:
Something that I really appreciate from Asseto Corsa Competizione is the excellent job they did with the noise of the car scraping on kerbs and low points on the track. You can bounce the car over the kerb for that extra tenth of a second in other racing games and get little to no sound feedback, but in ACC there's loud scraping noises, the interior shivers, and you might even hear reverberations from the car's suspension. All of this reminds you that you are driving a 2700lb/1200kg racing beast at high speeds and there are some intense forces involved. One side of this heavy speed demon could be lifted into the air by a kerb, and you think nothing of it, but when it goes up and comes down with a loud crash, you might stop and think if it's worth possibly damaging the car over that tenth.
Strictly for educational purposes : *curb not kerb
@@GrogedUp strictly for educational purposes: they're the same. Kust American vs British spelling
that's very true! AC is actually not the only game to have these details, but most of them fo lack refinement in this area. Racing games are truly more complex than others if you think about it
@@GrogedUp kerb = british english
Curb = American English
😁👍
@@justinwong833 ahhh very cool
Lotus Esprit turbo challenge on Amiga was one of the first car games where you could feel the speed. What we can learn from that game, is that dashed lines on the road that flickers faster and faster can be enough to create a great sense of speed.
Or test drive 1 and 2 or street rod 1 and 2 🤣🤣🤣
@@danielshatford2302fr, Street Rod 1 actually feels kinda fast
Sense of speed is soo important. I remember in NFS heat when you're going incredibly fast then hit the boost your camera would go out like 40 feet and everything is so blurry around you
Remember NFS Shift when they went after the racing sim scene? It felt terrifying to go past 100 as the edges of your screen and your dashboard would blur out.
I love the fact that you bring up the that hardcore sim racers hate any form of camera motion. Most of the forums I've seen, especially with assetto corsa when I ask about adding more movement to interior cameras for my own playstyle, the proper sim racers act like I've murdered their dog and tell me I'm stupid and I should be banished from racing games forever.
But assetto corsa has an incredible modding community, and using the custom shaders patch and content manager for it, I have managed to tweak the camera settings. So much so, that the interior camera looks left and right into corners, and also, upon acceleration and braking, the camera jolts forward or gets pushed backwards, as though the characters head is getting forced about by the g forces. Even on bumps and kerbs, the camera jumps up and down accordingly and it has helped me throw better lap times Down because I can actually sense the cars movement better through the camera motions.
This is made even better on the modded free roam tracks, modded cars (especially when you make your own exactly how you want with 3d modeling and knowledge on assetto modding) and paired with the right sound mods, and stereo mods that display what you're listening to on Spotify in the car radio INGAME, make for an otherworldly experience and I don't even have VR or anything crazy, just a thrustmaster wheel and some fanatec pedals. Nothing is like launching a brutal sounding 900hp r34 GTR with launch control, on the roads of the English countryside, as the camera conveys just how violently it is accelerating. It truly is an incredible experience of realism and sense of speed that no other racing game has been able to convey to me
It makes me wonder how many of them have actually taken a car at speed on a mountain road or a track. I noticed the camera and lack of a sense of speed in Project Cars and it bugged me especially when I thought back to how driving my car at higher rates of speed irl felt.
You forgot the "anime speed lines" that magically disappear and have never existed outside of your imagination once you slow down
I worked on the first _Need For Speed_ (PS1) and this video is an absolute gem of summarizing and showcasing the biggest issues.
I want to make a game like NFS HEAT But better
Really? I worked on the third one only!
thank you for pioneering the NFS series
@@chuckdude514his name is literally listed in the credits
Thanks for paving the way for years and years of memories, to this day I derive so much inspiration from later entries like High Stakes, Hot Pursuit, and Underground/Most wanted.
The sense of danger absolutely has an effect. I tell you, with my front passenger strut going out it, feels like I am absolutely screaming down the road when I round a shallow turn at speed. That side of the car begins to dive a bit and the tires bite the pavement. It seems like it would be easy to lose control but I feel like such a badass every time I come out of the corner and the strut springs the car back upright. Not even going faster than the speed limit.
That being said, I have the new struts ready to install. Sick of the noise.
Hell yeah , sharp turns are so good at making things dangerous.
Traffic sometimes annoying also works this way when done correctly.
People argue why sometimes the traffic is totally unavoidable and unfair in racing games.....well it wouldn't really be fun otherwise now would it?
nice profile picture
As a developer I can confirm that you are spot on. Driving feeling boring is something I fought against a lot. And I probably will add Wind sounds after your video 😉
The game is Savage Turret if anyone is curious.
game looks cool! i like the art style. best of luck to you!
@@prismen5535 Thanks)
The best feeling of speed I have ever had playing a racing game would be when I played Burnout 3. This game is all about going fast, but with a minimal hit on an npc car, you crash it, and that gives you the adrenaline you mentioned in the video
Lol oh my god I forgot about those games, they were so cool! My favorite was the "crash mode" (it had a different name i can't remember) in burnout 2 [and maybe 3] where it plopped you down on a highway on ramp or an intersection and you had to see how expensive of a crash you could create. And as was the standard for the time, the AI was terrible but that was ok because they'd just keep adding and adding to the pileup
@@idontwantahandlethough fr bro burnout 3 was my childhood
Burnout 3, Burnout Revenge, NFS Most Wanted... Everybody has good memories associated with those types of games, yet companies continue to create boring, repetitive driving games instead...
@@idontwantahandlethough The AI being "terrible" was actually by design in order to create those large pileups. In fact, sometimes you will even see the AI traffic swerve _towards_ a crash and go faster!
I loved Burnout so much in my high school years, it's a tragedy the franchise just vanished off the map. There was nothing more fun than wracking up destruction with your friends and blowing them up in the process. Still my favorite car games of all time.
Contrast patterns on the track, like marks on the Nürburgring or light and shadows when going through some trees (Sarthe), will greatly convey the sense of speed.
Taking inspiration from Real Racing, one key sound is how realistic the game reproduces the sound of going over the red-and-white rumble strips at the inside of a track corner. This really adds to the sensation of cornering at a race track.
Another thing to add here is tactile feedback. In real life, when you go fast, you can feel it through the wind's effect on your chassis, and the feedback from you wheels running over the road. In older cars, the feel is raw, while in newer cars, manufacturers dampen the tactile feedback for user comfort.
hello old boi
Exactly, feels completely different at 110kph in my 30 year old car vs my 6 year old car
@@notjay9794 Bruhhh u got smth that's almost vintage now
@@sed6957 he said almost tho, another 10 years after 30 years is 40 years, dude.
@@sed6957 taking a sarcastic joke as a serious sh*t, eh?
Good video
NFS king
*Runs*
midnight club still canceled soz
So weird getting a comment from one of the content creators I grew up watching.
Hopefully Criterion doesn’t give us another Most Wanted 2012 💀
@@MuYe tho, MW12 is superior compared to the last 3 NFS hackjobs
Imma be real with you, I played the fuck out of Most Wanted 2012 and I used to love it lmao
@@MuYe MW 2012 Was honestly best arcade multiplayer racing experience, it only had a few issues... Instant takedown... And that's about it when it comes to issues with the multiplayer.
Issues with the single player was that there wasn't one... If they fixed that it would have been a great game, if not probablyone of the best NFS to date held in regards like underground 2.
I have always thought dirt rally feels extremely fast, probably because of the narrow roads, but also because of the great sound and camera design
Also, dirt rally 1/2 is really hard, so if you crash, you're fucked. So it becomes reeeeally intense, especially due to the amount of steering inputs per second, which is high as fuck
codemasters really hit the goldilocks zone on the sound man. the subaru sounds absolutely spot on. like uncannily spot on.
Dirt 1 & 2 for me are the best racing simulation games ever!
The first DiRT game also hit those same notes all those years ago, but it's something which got lost completely as time went on. DiRT Rally brought that back tenfold and even just watching people play that game is anxiety inducing, the sense of speed and danger is ridiculous.
Dirt rally 2 is great , frustrating but rewarding lol. The fact that it's all sprints adds to the intensity as well imo. Gotta be reacting more, as opposed to a circuit where you get into a rhythm.
dirt rally 2.0 has the speed right. Going fast scares me on some maps.
“Why racing games feel slow: peripheral vision”
You’re welcome,
This is spot on! I’ve been feeling the same, that GT has no sense of speed and this video confirms my experience and now I understand why.
Feeling speed I think is important for a driving simulator. Not only to get the excitement of driving but also you must check the speedometer to know if you can take the next turn.
Gran Turismo literally has the gear sign and speedometer flash when you're too fast before a turn tho.
@@KasumiRINA super boring game
Really? Are you that bad that you need to know the speed to know if you can take a corner or not?
Dirt rally actually scared the piss out of me. Especially the section where you have to go flatout then suddenly a serries of tight hairpins come up. Really fun and thrilling to play
Dirt 3 was my jam, slidey cars go brrrrr
Rallye games are the absolute peak of racing immersion, the feeling of always being a split second away from total desaster, the car slowly falling apart, your brain glowing like a light bulb trying to keep up, and yet, somehow, you barely made it through another curve, holding on for dear life.
I've never had a "heart racing" effect from a video game until I played this game, it's nuts
I played a handful of rally games, and the most engaging ones where the ones with the narrowest tracks.
The racing games I played growing up were Burnout, Wipeout and Need for Speed. While all 3 of them are much more arcadey, they all made you feel like you were going insanely fast (Wipeout and Burnout especially)
The sense of speed in Wipeout Pulse on the PSP blew my little mind lol
Burnout does not give a single shit about realism or excessive demand for skill. It asks "Why would you ever let go of the boost button?"
Rally games do an excellent job at conveying this. With how thin the roads are and the many obstacles pretty much sandwiching the road like trees, rocks and stuff going 60mph felt like going 120
Group B in Poland on dirt rally 2.0 is mental
Agree totally. Anything over crawling speeds in RBR felt absolutely out of control.
In my opinion good ol gta sa manages to convey speed amazingly well with the motion blur.
yep, one of the reasons dr2.0 is probably my top racing game of all time
@@FreshApplePie Yeah, after playing some competizione for some time going 260km per hour felt decent, hopping back on DR2 going 80 felt like I was warping through time, definitely my top racing game atm, maybe wrc generations may do better this time this year
I totally agree. The last point of road wideness is also something that effects your sense of speed in real life. I also think that objects or buildings that are closer to the road make you feel faster.
I feel like the NFS Shift games encapsulate the feeling of fear while driving, you can feel and see the speed you're going through visual hints like your vision getting blurry but you also feel the car being at the brink of losing control at high speed which at the same time results in an impact when you brake really hard or you crash into a wall.
But the BMngine case is a lot better since anything can destroy the car, making every move count which in the process makes driving engaging, the problem it's that unless the game has unlicensed cars like Flatou or Burnout then realistic car physics aren't going to be a thing in games like GT or Forza since manufacturer's don't find the cars being shown as a scrap of metal very funny.
NFS Shift is really the most authentic racing game. If something like it was made with proper physics It'd be one of the best racing games.
There are mods for it to be somewhat realistic on a wheel, maybe I'll try them some day.
@@erixccjc2143 Either Shift or Pro Street are really impressive when it comes to speed and risk of it.
Maybe I'll check the mod for the game as you say, in the future.
Really love seeing someone highlight this. Dirt 5, Driveclub, and Need For Speed all excel at giving a sense of speed. I do wish more sim-heavy games would aim for that more. Playing Forza or GT and going like 200 MPH and not feeling anything versus going like 60-70 in driveclub and it feeling faster than that, is such a sad situation.
It's true that when you immerse yourself a bit in BeamNG, the crash physics really makes you feel even just a bit like you're gonna die if you wrap your car around a tree or a barrier, and just that added sense of danger is enough to make you realize how fast you're actually going.
If you go on the uneven roads(not offroad, beamng drive has less paved and worn out roads too) in utah in beamng drive, the faster cars, or cars with stiff and low suspension, shake considerably when driven fast, and that makes the cars feel really fast in beamng drive. On the other hand, in assetto, the cars are extremely well tuned and the roads are even at their worse is the most even thing ever. So speed really doesn't give much feeling.
Gotta say, ProStreet has some batshit levels of effects to convey that sense of speed and that's why I love that game. I'm always clenching my butt during speed challenges.
THANKK YOUUU FUCJING FINALLLY SOMEONE SAID IT
I came here to say this. Those high speed runs made you feel like you were going fast. Especially when you hit nitrous
To this day still my favourite driving game. That and call of juarez gunslinger is why ill never get rid of the ps3. And i need the space.
Oh man that shit was crazy
Yeah pro street speed challenges really made you rage when you made the wrong move lmao
I think that general traffic (of course only applies for open world games) adds to the sense of tightness. Anything that keeps you from driving a straight line makes you understand just how fast 230 mph can be. So, I think that slow paced traffic helps to create that effect of a tight road without narrowing it down
Let’s all take a moment to appreciate how SEGA nailed the sense of speed in most of their car games. Yes I know, they are not sims but Jesus Christ Daytona USA was rampant in the arcades with a 8 player link up in 1994
4:32 NFS really looks like speed. It really deserves credits for that. Having the camera move further away when going quicker makes it feel quick.
Parallax is another good tool for making things feel fast. If you're driving out on the salt flats, then there's nothing nearby to create a sense of scale or speed. Even at insane speeds, you'll feel like you're crawling because the mountains on the horizon are your only point of reference. But if you're passing nearby stuff like poles, trees, or signs, then their rushing by will create that all-important sense of motion.
Yeah! on wider roads its a bit harder to add that, which is why lines and other road details can be super important, because it gives a point of reference for the viewer
Dirt rally 2.0 is the best modern racer of recent memory that does a kick ass job at letting you feel the car through your eyes and the speed and sounds
GT fanboy and I totally agree. As a result Dirt Rally 2.0 is more fun to play even though its more of a sim than GT
i love dirt rally 2 but fighting against my wheel while driving top speed through narrow corridors where a single mistake is the end of the race is kinda rough.
@@spinnenente and scary what makes it great
I suppose one option on the 'width' issue would be to include Monte Carlo even if it didn't actually make much sense for the type of car (given the streets are only closed off for the Gran Prix- everyone else has to drive around Monaco at regular speeds). Or just put bikes and the TT in, so players can work out whether they'd join the list of honoured dead.
One thing I think is pretty important is that you often have the problem of not appreciating your speed, even in a real car on a real track. I used to do track days in my old E36, and it was often the case that, when heading down a long straight, back to the pits, I'd think I was pootling along, but I'd occasionally check my speed, and I'd be doing over a hundred miles an hour. You just get mesmerized by the zen of driving.
Its because humans dont feel speed... only positive and negative acceleration
Indeed. The effect is even stronger if you are on a very smooth road and your card is new and has good suspension. In my brothers 2019 BMW, going 60 feels almost like 40. But in my manual 2003 Honda Civic, going 60 feels like going 70 lmao.
The brain easily get used to the speed.
When you drive on the highway at 130kmh, you feel like a turtle when you get to the road. (feeling is way stronger when you cruise at 200+ kmh on the autobahn, and then just slow down to 130-150)
On the other hand after several days in the mountains, never going over 3rd gear, i felt like i was racing, just by cruising at 90kmh when i went back to the bottom of the mountain.
What’s happening is that over time your brain starts to process things you see faster the longer you spend time at higher speeds this is to quicken your reaction time if something happens, this is why you feel like your going so incredibly slow when you get off a highway/interstate onto a normal road
I forget the name of this effect but there was some research done by the US Air Force into it due to its effects on supersonic jet pilots
@@1234567895182 totally. My friends 2017 AMG can bomb 100 on i5 pretty casually while me in my 1995 Toyota mini van sitting at 70 feeling like I’m in a race
The fastest sensation I've ever felt when driving a car was from Midnight Club 3, Burnout and NFS Underground. After them games, it felt like racing games were getting slower
try Dirt Ralley 2.0
Even the slowest cars feel pretty fast
@@ComradeKiryu for me personally the "i'm shiting my pants it is too fast" is also a factor, dirt rally 2.0 is a game that i can't play with confidence unless i'm using a 60's lancia with foward wheel drive which is literally the first car you drive in the game. Other and fasters cars i just can't go faster unless i rip my car apart.
I feel like MC3 is goated for that
@@ComradeKiryu yes they do
When that nitrous hit in Midnight Club, dam..
“Redout 2” is a good example of simulated SPEED
The game even fades out the music at high enough speeds leaving you with the sound of your “ship”
Particle effects also make a huge difference. Having bits of litter blowing past you and your tires kicking up dust helps a lot with feeling fast.
Yeah, kinda like those anime speed lines.
Yes. This. I'm not buying any more racing games until they make one with autumn leaves that swirl around my car as I speed by. I've been waiting for that for 20 years. It's time for me to with-hold money until I get it.
@@UltimatePerfection yyyup, the latest NFS, Unbound has those... or more exactly comic speadlines, as despite the anime-BS stuck on in naming. Not against anime, just the use of the term here, since Unbound is clearly ripping of Spider-verse's artstyle and is doing a pretty good job at it. Heat also did great with the wind and rain effects. Payback with the wide open Nevada roads and no effects felt way slower.
@@robotnoir5299
I feel like I've seen that in a movie once
You should check out Shift 2: unleashed. The sense of speed in that game is just insane. Especially using the "helmet cam" (not dashboard). To the point that gets scary like in real life when you are going 200+km/h. Beside Drive club, no other racing game could replicate that kind of sense of speed.
The action camera in NFS counter turns when you turn and drift giving you a sense of unpredictability, especially around slow corners making you feel fast lol
Reminds me alot of midnight club la's action cam which does the same thing but in a more over the top and dynamic matter
I remember playing the free roam at the end of Mafia. There’s a mission where you have to drive a super fast car and the devs did a great job conveying that. When you accelerate the road narrows, motion blur increases and even the buildings look stretched.
What mission was that? Haven't played mafia 1 in a long time.
Loved the driving in mafia 2 though. Everything felt so good, solid physics, good sense of speed. It's probably the most realistic game we will ever have for driving 1940-1950s road cars, at least for open world.
@@nickskizekers1906 Mafia 1 Defenitive Edition Free Roam
@@tootygroody6026 Oh ok, that makes sense. I haven't played the remake yet, might have check it out, thanks.
@@nickskizekers1906 Everyone says it's a perfect remake.
the crazy horse? I bought that game for my friend for his birthday (his is a day and a year after mine) and he told me all about it
Basically, what a good racing game needs is good camera tricks that imitate how you'd feel while driving a fast car. Vibration, rumbling, motion blur if it can be done right, and the dynamic angling has to be shot well for a racing game to feel good. And the sound is important too!
I love this video! I like how you do your essays.
It is still unreasonable to expect circuit racing simulators and simcades to adopt that in order to appeal to a playerbase who really just wants NFS.
@@el_androi1203 That is understandable, and they can still make the games they want, but such games desperately need effects to truly be able to feel the car's power. If anything it'd make these games more realistic as driving cars too fast is quite a scary experience.
@@chocolatefitzgerald5692 motion blur and camera shake aren't realistic, even when in motion you can easily track a target with your eyes and stabilise your head. These games aren't about "woah dude check out the speed lol", they're about controlling the car, lapping the track perfectly and respectful racing. If that doesn't appeal to you, then there's plenty of arcade racing games.
I think you finally gave me the exact reason why I prefer Need for Speed over the other franchises. For example, when you hit 200 mph in NFS Heat, I'm the screen is super blurred even the speedometer is warped. Passing plenty of signs, cars, and markers to convey speed has been a mainstay in that franchise from the beginning. I would also like to add having nitrous in a game also helps convey how fast you're going, which I don't believe the hardcore racing sims have vs a NFS or Midnight Club.
I'm 1001% with you. The NFS series has always been my favorite in its genre. While yes, admittedly, there are some bad seeds here and there, but overall I really love the games because of what you just said. NFS to me is always about speed and chaos. Speaking of chaos, what I really really like about the chaotic races in each NFS games is that it's always grounded. They somehow managed to mix realism with arcade. It rarely feels too much over the top crazy. They always get the right amount of chaos. Another reason why I love the series is that they always get the setting/map right. Even payback despite having the weakest map for me is still not too bad. I don't know how to put this but it always feels right driving in each map of NFS games. I know, it's weird but that's what I always feel about the series which I can't said the same thing for FH. And lastly, the NFS is the only last standing AAA arcade racing game which makes me appreciate them even more for still doing it when every other racing game in today's world is sim. Not counting FH even though they have hot wheels and Lego and battle royale, but they also mixed it with sim. So not pure arcade. Also the driving is much more sim compared to NFS.
Sorry for the long rant, I didn't even notice that. But ig that's just how much I love the series
burnout paradise has a really good sence of speed
I am literally getting a new nfs most wanted for PS2 just because I want to experience it again.
@@phantombrotha1788 A classic bro. I've purchased that game at least 5 times between PS2, PSP & 360
Midnight Club control feels great even at top speeds. NFS I feel like I have no control
i think midnight club la does a great job at conveying speed . their "action" camera lags behind the car the faster it goes, it jumps when you shift gears, has heavy motion blur, the camera shakes as you get faster, and it sways and jerks whenever you change directions . a lot of these games need to take notes
There's just so much that could be done in the race genre. I agree with all five of the elements you suggested and I would add another that I think all racing games should have crashes like BeamNG
but that takes time which you don't have the patience for
Meh, beamng kinda has over the top crashes. You can tap a leaf in that game, and your car will flip 10 times.
@@historyman9436 my point with that is that if any racing game had realistic crashes along with great racing, it would completely overtake the market
@@hell_pike9150 and most manufacturers don't want to see their car banged up
Another thing you didn't mention is having objects to drive past. For example, in Traffic Games, you feel extremely fast because you see your car pass by every other car on the road, giving you the immersion of speed.
A game that gives me a very fast sense of speed and was developed by the same people is project cars and need for speed shift. Personally i drive first person, but when you do, the faster you go they have a vignette and in project cars your dash becomes blurred increasing your focus on the center of the screen making you feel so fast, its fantastic and immersive.
About racing games being scary, things really changed when I took inspiration from Fire Emblem. In Forza Motorsport, I train laps as many times as I want, but then... I just race once. Having just one shot at a campaing race really pushes things to the "scared, sweating and wanting to take a break" after said race. And the reward is much, much sweeter, even if I'm not in first place.
VR helps a lot. Makes you feel more in control too. At the end of the day, it's hard to get scared in a driving game since it can't simulate the insane forces we feel. Making the stakes higher would help. If you crash a car, you lose it and have to re-earn it, that would keep you scared... But might also make you throw the game away.
I think you're spot on in every comment you made. I would just add that, especially when viewing from inside the car, the road should funnel the faster you go. That's the effect you feel when going really fast in a car: the road just gets narrower and everything blurs around you.
The most important factor you forgot was "lack of control"
When you have full control over the car even at high speeds, it feels slow but if it is uncontrollable, it feels you need to slow down and you're going to fast
Ah yes, because real cars are uncontrollable after 150kmh. I get what you mean tho, in games, the driver cannot turn the wheel more than the car can turn, unlike real life. But let's put that on a setting, that shit won't work unless you have a sim wheel instead of a thumbstick.
NFS Underground feels awfully fast since at high speed you see like 1 frame before you crash.
@@RedGallardotrue, I remember nsfu feeling incredibly fast. I thought it had exaggerated speed scaling, but probably it's just because it has a lot of possible obstacles coming out of blind corners that make it feel so dangerous.
Dirt 2.0 feels super fast at most speeds because of that
That isn't true. I have countless hours of Assetto Corsa on a gamepad and even though it isn't as nearly as precise as a wheel, it is very playable and actually makes you fear coming for a curve at 200km/h.
A factor that i consider good in this aspect is light, for example, how Midnight Club 3 uses light trails for the scenery, or how NFS Unbound does it for the car. Or how Blur uses mostly light in its artstyle to convey an amazing sense of speed, wich is also explored similarly by NFS Carbon, but in the latter case, it's not as intense
Agreed. Never loose that fear and you’ll be an excellent driver. I love to smash the gas to feel and hear that acceleration, but that fear keeps me from doing it when it’s not safe. My biggest complaint about racing games is with out that physical feedback it’s really-really hard for me really know what the car is doing. In my daily I can just feel (almost sense) when it’s near the edge of loosing traction, in a game it’s impossible.
Midnight club 2 is a highly underrated racing game. I felt like they really captured the elements speed for an early 2000s racing game.
The midnight club games do a great job at it, mainly with their camera use and more arcade style of racing
@Heisenberg still better than most Racing games
Also Midnight Club 3, I loved that sh*t
@Apexpanda better than most modern racing games
@Apexpanda lol old sports games destroy current games. Outside of NBA2k23 every other major sports game is dogshit and has been for years
Well put, it’s rare to feel completely engaged in racing games when you don’t feel like your car is actually quick
That is valid for in real life racing too. You do not notice how fast you actually move on a racing track.
How sensible the controls are also make a difference. That was very clear when I compare V-rally 4 and Colin McRae.
A gem of racing critic video, I agree even tho I don't play racing games, but I can add that in real life driving an old car at 130km/h with not so modern suspension and less outside noise isonlation is similar feeling to going with a modern car at very high speeds where car feels like failing, better adrenalin rush than going fast.
I think the biggest contributor is Speed Relativity. Even in real life this is a big factor. On the motorways I can be going 70mph and overtaking lorries going 50mph, and feel fast. But at 2am on empty roads I've gone over 100, passing a lorry maybe once every 1/2 mile, going almost double their speed, but due to the lack of times I'm passing them and the 2 lane gap, it feels equally as fast.
that's probably another reason why GTA 5 feels so fast, obviously because you're avoiding tons of slower NPC drivers
@@scribtz2241 yeah for sure. Fh5 is so void of npcs atm that 280mph feels like nothing
i find that turning up Your bass can make the engine feel more powerful and fast
Surprisingly, Mario kart has a great example of the “Doppler effect”. Scruffy has a great video on it, I totally recommend you watch it.
Why surprisingly
@@cooliipie I guess nobody's mind would immediately jump to Mario Kart when they think of the doppler effect
the roads being to wide is a huge problem in american suburbs because people speed through them risking the life of children because the streets are so wide driving feels just so slow
Car noises other than the engine rally games are really good at this hearing multiple subtle noises like your tires or amount of rocks you hear hitting underneath the car that intensifies relative to your speed makes a big difference
I felt this playing Dirt 5, where on the offroad tracks felt like a crawl due to how wide they were, even though I would be going the same if not higher speeds than normal.
i get how your feeling. sometimes when i play asphalt 9 and going like 182, it doesnt feel that fast sometimes
Things passing by definitely convey sense of speed. To be more clear, there's F-Zero GX, where almost all floor textures have parallel horizontal lines. The further they are, the more close together they look, but when they are proximate to your machine you see them passing by fastly and it kinda looks like if it was some rectangle losing parts of it in slim amounts (if that makes sense)
Even the original F-Zero conveyed speed pretty well.
i think one more aspect to consider is the surrounding map itself, aside from the road, but what's beside it.
on a race track you have the border and samey trees beyond that. No matter how fast you go, the environment stays mostly the same.
but if you're in a city like GTA5, then you have other cars, pedestrians, street signs, buildings and more all wizzing past you quickly one after another.
Speed can only be measured in relation to other objects, so its important to give players a frame of reference, how much ground they're actually covering in any given time.
That is best shown by rapidly changing scenery
This is why crowds are excellent for showing speed. Seeing even one human can make it so much better.
I like how I grew up on the first Gran Turismo game and this guy on the 6th and we both got into the game for the same reasons. Way to stay in form and on brand Gran Turismo!
When you drive fast and pass by something stationary (like a parked car or an object), you hear that distinctive 'whoosh' sound of air being displaced. You know the sound I'm talking about - it’s often amplified in media to create a palpable sense of speed. The drag races in NFSU incorporate this 'whoosh' sound, and when combined with camera shake and motion blur, craft an environment where you can truly feel the velocity. There's a narrow street in my town where, if I drive with the windows down, I feel like I'm in a drag race in NFSU. 😂
Great video. Something you missed though is the landscape. If you have large objects in the background, they really make you feel like you're moving slower because it takes a really long time to get to them. So games with a great sense of speed will have a lot of smaller foreground elements to help with that. From things like trees, lamp posts, signs and guard rails, down to minute details such as an exaggeratedly rough looking texture on the road or cobblestone. This also works in tandem with the motion blur to really sell a sense of speed. That's part of why more narrow streets make you feel like you're moving faster, because everything is wizzing by much more quickly.
This is true in real life as well. Going 50 on the highway feels slow. Going 50 in a residential neighborhood would feel insanely fast
Also would probably help for those objects to be familiar, where a typical person could judge their size properly, and thus realize "hey, I'm going hella fast" when they see them whipping by, instead of the unfamiliar sight and size of surroundings such as in a race track surrounded by constructed barriers. Like, I have no idea how large or far apart these posts in the barrier are, so seeing them fly by doesn't give a good sense of how fast I'm going when passing them, but seeing those trees on the side of the road fly by really tells me that I'm going fast because I can reasonably guess how large they are.
True, tires on the road are loud, and the faster you are, the louder it is. You don't hear the noise of the tires in racing games.
Yes!! This is why I loved Need for Speed SHIFT. I get it’s not a sim but when you hit a wall and your vision blurred and went black and white or desaturated briefly really made it feel so more engaging and to the bone
And in the cockpit camera, the G forces were turned up to 11½.
From my own experience, wheel & pedal/ sim rigs have also added to the "sense of speed" when playing certain games. Engaging more with the game via a wheel and pedal gives you a sense of respect for how fast you're going and how well you are maneuvering the car.
Yes I agree, if you have ever raced indycars on iracing you feel like you are going super super fast just because the wheel is extremely hard to control on the oval.
Dont forget the vr. I add up the immersion
Something that I do in forza is move the right stick in the same direction as the left stick so that it feels like inertia. Eg: if i push left stick to the left to turn left, i push right stick to the top left moving the camera to the back right of the car.
2:08 I think FOV shouldn't just be high by default. They should be normal when you're slow/stationary but they should get wider as you go faster to give that sensation that inertia is affecting you/your camera/your character as you go faster and faster
yes yes yes yes yes yes yes, you are very right
Didn't 'The Crew' do someting like this.
@@Studio-Ess- yes it does
Project cars 2 does this
You ever seen those speed/wind lines? The ones that as you speed up, wosh past your car. Yeah those. That's some real stuff right there!
I started watching this video like 2 years ago and never finished, and now UA-cam recommend it to me again
YES! Very very true! The first thing I did when I bought FH5 was bump the FOV to max. In Asseto Corsa the feeling of fear when driving cars is really only there when driving old, vintage hard-to-control death machines that'll try to kill you going in a straight line. But while having that fear, I sit with a smile on my face throughout the entire lap/race.
As sim-racers with the technology we have today, one of the only things that are left to simulate are the G-forces. G-force is one of the things that convey the biggest sense of speed in real life and therefor we lack that essential fealing in sim-racing.
So saying it's a "non-issue" is actually not quite true in my opinion. As long as we can't feal the G-forces in our rooms/sheds, we need games to convey the best feeling of speed as possible.
Very great video you've made highlighting an issue with racing-sims/-games.
Edit:
P.S. Beamng is my go-to game for driving for the past month or so. Such a truly great game with lots of potential.
Should look up hydrologic race sim, they simulate g forces (obviously not to the extent of real life but it’s there)
@@dankm240 Oh yeah they are cool! I’ve seen plenty of videos😄 But yeah obviously they don’t simulate the feeling of your organs moving around as you drive around a corner with 4 G’s pressing all of you towards the window 😄
@@daldanus yeh :( but at least you can feel the handling of an formula 1 with g forces equivalent to a couple kms instead of the hundreds.
@@dankm240 Oh deffinetly! They do give an enhanced feeling of speed and the immersion factor sky-rockets for sure. Too bad they're so damn expensive :D
Besides wind noise, you really kind of need road noise too. Look at that car at 6:39 just silently gliding over a brick road. I doubt it.
I remember playing Burnout Paradise ages ago when I still had my 48:9 Triple Monitor setup. Racing on a motorcycle in first person view felt so fast I was worried that if I so much as hit a pebble, I'd be ejected and thrown across the map.
What is missing in video games is the elevation changes, the tracks feel flatter than they are, but when you go on the actual track there are drops and hills that need to adapt much more. The video game will always feel slow because you don't feel the road, when you have kinetic energy instinct makes you adapt speed to the upcoming corner and tyre grip/temperature even without reading, while in the game you need reference points. But in any case, anything instinctive is wrong and you will corner better with science than guts (verified on track with professionals). Science give you one unbeatable trajectory, all the other ones are contextual exceptions. My laptimes on the Nurburgring improved after I did some real laps on the real track, because I used some memory to cut it better. My reference racing game where I really sweat was F355 challenge on Dreamcast, pfew what a workout !
I loved GTA4's motion blur effect. When you get faster, you get a tunnelvision blur effect
Roads are rarely smooth in real life, so we notice when we are going fast as fuck because the ride gets more and more bumpy and we start even getting air time on vertical curvature of the road that normally is fine at lower speeds but serves as a ramp at high speeds.
Especially gtav(single player)
Ironically, the cars top out around 140 if I remember correctly.
@@jordantomblin2302 most cant even do 100 mph lol
Cause you can't even get to walking speed before getting vaporized in online
@@MuYe
Ha u already know it 😀
@@jordantomblin2302
Wouldn't it be great if they cared about the single player part
Like putting a new car every 6 months or somthin
Very good point about road wideness having an impact on visualization of speed. This occurs often in real life as well and can lead to a false perception when operating a vehicle. When I first began flight training, we would take off from a local field with a very narrow runway, easy enough to tell when we were moving. We would often fly to one of the larger international airports for landing practice. The runways there were intended for large commercial airliners, not so much for a little Cessna, and hence were massive. The centerline on their runway was larger than our wingspan. When approaching at the rated landing speed of the aircraft, it appeared as if we wern't tracking any faster than 10 knots, while in reality we were going about 60 knots. Could cause issues for those who don't pay good enough attention to their instruments. I'll never forget that feeling all these years later, very strange for a first time experience.
It's weird after skydiving and doing a check (where we stick out heads out to confirm the spot) you get used to how loud 120+mph is when the air is whipping around you. Then when you're done skydiving for the day and you're driving home, even 'speeding' feels like you're barely moving.
This video is a subject I've never really been able to put into words but rings so true... and probably also the reason why VR racing feels so awesome, because the car moves around you, you naturally move your head and can look to your left or right at any time to see how crazy quick the world goes past.
Here is something I haven't seen anybody mention: how fast a certain speed feels is always relative and subjective. When you reach 80 km/h for the first time it feels fast but if you have spent a good amount of time driving 160 km/h on the Autobahn 80 feels disturbingly slow in comparison. In racing games we tend to drive very fast so the higher speeds are what we are getting used to.
I'm not so sure. I've played many a game and the dynamics of the indicated speed are nothing of the sort having driven in real life at the same speed in a variety of different cars. Some game physics just simply aren't programmed well.
Size of vehicle and your position in it relative to road surface also makes a huge difference.
Even 30MPH in a vehicle where you're seated closer to the road is feels faster than 30MPH in something like a box truck for example.
I've driven plenty of racing games but driving above 100kmph in a real car terrified me.
@@DipJyotiDeka bruh how, by now as a german going 210kmph just feels like 80 with everything around me being slower than me instead of me feeling faster
Drive on a really narrow road with obstacles and 80 will freak you out. The Autobahn is just this wide road with barely any curvature
I feel like adding a lot of objects/trees on the side of the road also makes u feel faster, not as much as some of the other stuff you listed but it does help.
Well it is a tactic used irl so I think that it does really work.
It’s also painfully missing, my fav thing that arcade racing games have that sim ones don’t are buildings, just having a good and real looking city
@@tobikat8865 Yep, was gonna say, many places purposely add tress to the side of the road to get people to slow down. And it actually works much better than just throwing up lower speed limit signs.
Burnout Revenge has pretty much ruined any chance of me getting dopamine hits from most other games. You felt like a bullet in that game, and when you crashed you could really feel it!
FOV is a major contributor. I modded my NFS Most Wanted so that instead of changing camera angles it just increases and decrease FOV. Going higher and higher was like hitting warp speed, even though the velocity didn't really change.
You're right, this is common knownledge of filmmakers too.
When I went for my drivers training, my instructor after 10 mins asked me if I’d driven before, and didn’t believe me when I said no. I guess years of pumping arcade games full of quarters did pay off Lol
Same happened to me when i got my license when i was 17.
He asked me if i drove before and why i was even taking driving lessons. I told him "I just like racing video games. Played a bunch of then in the arcade."
Indeed. This is why i play anti gravity racing games anything with wheels feels super slow compared to F Zero , Wipeout, Redout etc
In my opinion, I think Need For Speed 2015 has conveyed the sense of speed really well, the motion blur is reall well done, not too much, perfectly dosed ; the camera is also really well done as you showed in your video, especially with the "trailer" camera, whenever you turn a bit, the camera lags a shit ton and it shakes whenever youre going tchoo tchoo train fast. Altough this game is hated by the majority of people, the sense of speed is more than awesome.
I played it for the first time during lockdown. I really enjoyed it!
Yeah, it's just a shame the handling was so stiff in that game. Fortunately, its successors have done better.
@@virgilhawkins5680 I found the handling to be very comfortable, but it was definitely improved with the UNITE mod
@Karl with a K what??
@Karl with a K how am I making money for a living by commenting and sharing my opinion? my channel is not monetized by any means since i dont meet the requirements for it, i dont know what sort of crack you're on
I know this is a 2year old video but I'm posting this comment because recently there was a Korean game called Kartrider Drift that had this problem where users didn't feel like they were going very fast but the devs didn't want to increase the speeds of the karts.
Later when a new director stepped in to the project, he added different camera options without changing any actual speed and all the complaints about feeling slow went away.
I honestly think that GTA V did this perfectly, not only combining the things he mentioned in this video, it also creates excitement by you knowing that if you crash, you'll have to pay for it with in game money
You must be thinking of another game like NFS Prostreet, because you can automatically fix car damages for free by parking it in a garage.