- 82
- Los Angeles, CA
I am fascinated by iRacing but not sure I would be any good at it, so I haven't taken the plunge to try it. I've never played any racing games (I don't even own a game console; I'm more of a PC gamer...MMORPGs mostly) and never had much of an interest in watching racing on tv until very recently. I'm watching the current NASCAR Sprint Cup series and am a bit obsessed with it right now, hence the curiosity wrt to iRacing (I'd be mostly interested in oval racing, naturally).
So while I read forum threads, learn what I can, and ponder a possible iRacing stint, I have a couple of questions about the simulation engine itself. The service seems to go to great lengths to provide super accurate car and track physics, but a couple of things seem missing:
1) Where is all the environmental shadowing? I see the contact shadows from the cars and the occasional fence-post type shadows, but in side-by-side comparisons with the real tracks that I see in some videos, the lack of shadows from grandstands, overpasses, signage, trees, etc. creates a peculiar unreality for me. On oval tracks, for instance, the presence of cloud cover can significantly alter track temperature which dramatically changes tire grip. If there is no environment shadowing, then I presume there is no simulated cloud cover either.
2) The collision fx seem vastly oversimplified, i.e., I see no evidence of crash debris physics. Running into debris, not just walls and other cars, can have a significant impact on oval track cars because perfect aero is such a critical aspect of race performance. One little tear on a front quarter panel (from running into a flying piece of someone's blown tire or rear bumper) and you are lucky to remain in the top 20, and even after pitting and "repairing" that tear, it is usually a struggle to finish top 10. Without debris and debris collision detection, none of this will get simulated. Or is it being simulated and I just can't see it in the videos?
Thanks in advance!
So while I read forum threads, learn what I can, and ponder a possible iRacing stint, I have a couple of questions about the simulation engine itself. The service seems to go to great lengths to provide super accurate car and track physics, but a couple of things seem missing:
1) Where is all the environmental shadowing? I see the contact shadows from the cars and the occasional fence-post type shadows, but in side-by-side comparisons with the real tracks that I see in some videos, the lack of shadows from grandstands, overpasses, signage, trees, etc. creates a peculiar unreality for me. On oval tracks, for instance, the presence of cloud cover can significantly alter track temperature which dramatically changes tire grip. If there is no environment shadowing, then I presume there is no simulated cloud cover either.
2) The collision fx seem vastly oversimplified, i.e., I see no evidence of crash debris physics. Running into debris, not just walls and other cars, can have a significant impact on oval track cars because perfect aero is such a critical aspect of race performance. One little tear on a front quarter panel (from running into a flying piece of someone's blown tire or rear bumper) and you are lucky to remain in the top 20, and even after pitting and "repairing" that tear, it is usually a struggle to finish top 10. Without debris and debris collision detection, none of this will get simulated. Or is it being simulated and I just can't see it in the videos?
Thanks in advance!