R3E Reality Check

Discussion in 'General Discussion' started by Dale Junior, Dec 4, 2015.

  1. Dale Junior

    Dale Junior Well-Known Member

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    Nürburgring

    … again, again, again :confused: … waiting for a Road America check.

     
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  2. Dale Junior

    Dale Junior Well-Known Member

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    Moscow Raceway

     
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  3. Dale Junior

    Dale Junior Well-Known Member

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    WeatherTech Raceway Laguna Seca + Porsche 934 Turbo RSR

     
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  4. Alex Hodgkinson

    Alex Hodgkinson KW Studios Developer

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    Excellent, although our 934 is slightly different to the car Gunnar is driving. He's in a Group 5 934/5 version, which has a big big wing

    [​IMG]
     
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    Last edited: Dec 25, 2018
  5. fireballr18

    fireballr18 Well-Known Member

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    Old post and I don't want to talk about whether a building is 2m beside its physically correct position along the track or not. This doesn't make sense as long as it is not an important fixed point (e.g. to start braking irl).
    But laserscan data is also not a medicine for accuracy. In my opinion there are differences between the NOS of iRacing vs. Raceroom vs PC2 vs. GTS vs. AC....its everytime a bit different. Sometimes you get this feeling for the width (could be FOV...yes), sometimes regarding the curbs (this is more tobvious..)...sometimes the developers seems to handle this rather inaccurate..(PC2) and so on. And FFB is contrubuting to that as well.

    In general I'm also a fan of tracks made of laserscan basic data when it's processed seriously. The question for me is: Why did Sector 3 not use this technology again since the NOS was released? Is there any specific reason (costs, time, effort..?)?
    And because of that how is the approach of Sector 3 to engineer a new track properly that it comes close to the real one? Which data base do you use and how do you know e.g. the starting point of a track has a width of 12m that you realize later in the project you're progress in modelling is now on a level you are satisfied with?

    Perhaps someone can answer on...? @Georg Ortner or @Alex Hodgkinson

    Beside that I think the tracks are in very good conditions even if the data base is not made of laserscanned material. A lot of attention to detail can be find.
     
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    Last edited: Dec 26, 2018
  6. Georg Ortner

    Georg Ortner KW Studios Developer

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    Autodrom Most - SIM vs REAL

     
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  7. David Peres

    David Peres Well-Known Member

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    Very good, as usual, but right at the beginning of the video, at the starting straight, the mountain ridge on the horizon is missing in the game.

    No mountains no buy :p
     
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  8. GooseCreature

    GooseCreature Well-Known Member

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    It's the haze, it's there, you just can't see it. ;)
     
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  9. Dale Junior

    Dale Junior Well-Known Member

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    thank you, that I am not the spoilsport this time :D
     
  10. Pales

    Pales New Member

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    I have seen comments about Raceroom being subpar when it comes to the graphics engine but when comparing these videos, it is hard to tell the difference? Not quite sure what people are seeing that I am not.
     
  11. MattStone

    MattStone Well-Known Member

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    That's very impressive
    I don't know the circuit at all and It took me quite a while into the vid before I was sure which was the game LOL
    Only thing that really gave it away was lighting of the sky and the sun reflection on the camera lens

    Amazing job
     
  12. GooseCreature

    GooseCreature Well-Known Member

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    Welcome to Sim racing snobbery syndrome, "My sim lets you change tyre temps, yours doesn't, so it's not a real sim!" :p
    "Well your sim is dull as ditch water and has a mish-mash of cars" :mad:
    "I don't know who you are but I will find you and I will kill you" :cool:
    You'll get the hang of it! :rolleyes:
     
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  13. DaniloE31

    DaniloE31 Well-Known Member

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    Me too Mate, me too! :D;)
     
  14. fl0wf1r3

    fl0wf1r3 Well-Known Member

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    I can not get used to sound in Raceroom, somehow not right yet. I think the sound when accelerating has a wrong frequency? something does not match. When acceleration I hear two sounds, a grainy lower one and on top a high frequency one. In Raceroom I only hear the lower grainy one. I love the Prosche but not in Raceroom :/

     
  15. Krystian Sulkiewicz

    Krystian Sulkiewicz Member

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    Most of the new cars have this problem. The sound of the gear whine and engine are mixed together and should be separate samples. This is not an easy job because both sounds are loud and it is difficult to separate them. As a result, we have a compromise. The sound of the engine is correct and the sound of the gear whine is unfortunately not.
     
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  16. fl0wf1r3

    fl0wf1r3 Well-Known Member

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    Yesterday I tried AC again with the sound mod from Fonsecker. Great, one can clearly hear the high frequency whine of the drive train, differential (I guess) and the lower one from the engine. Hm, hope never dies :) Lets see what Sector3 will do in the future.
     
  17. Wilko Jones

    Wilko Jones Well-Known Member

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    At times I'm wondering who modeled the trees in the top video? They must have been rushed to get that track out the door.

    :p
     
  18. Georg Ortner

    Georg Ortner KW Studios Developer

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  19. Zziggy

    Zziggy Well-Known Member

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    I think there is even a 12a car within the Porsche 911 GT3 R (pre-2019). Great video!
     
  20. Georg Ortner

    Georg Ortner KW Studios Developer

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    How close to reality is the new TT Circuit Assen in @RaceRoom?
    very close!


     
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