Rank: D-Class Racing License
 1 user liked this post.
#1 Posted : Tuesday, October 29, 2019 11:53:37 AM(UTC)
Desynchronized steering


This can happen... when performing very fast lock-to-lock steering. (for a very brief period)


[Image (GIF, 3.14 MiB)]
Either the Telemetry is reporting the input wrong or the game's physics... Does the car's movement actually correlate with the direction of the wheel?







Telemetry not updating during the Fade

[Image (GIF, 6.1 MiB)]

And the transition feels weird... (actually I'm a hater for those Fades in UI as they hurt responsiveness)


Adding an option to disable all these transition animations may be an effective fix to the problem.



Related:
(UI responsiveness)

Originally Posted by: FullNietzsche Go to Quoted Post
Originally Posted by: Ripperoo UK Go to Quoted Post
It seems like PG just love to bake-in wasted time wherever they can instead of making the UI more efficient and fluid.

Have they not heard the phrase work smarter, not harder?

I could probably note between 5-10+ places within the the FH4 UI where there unnecessary button presses or menu hops that baked-in, that could be removed in order to streamline the user experience and make everything more efficient.

Not related to Eliminator but one of the times this grates with me is when you fast travel to an event, after the loading takes place you are put back to free roam but it takes nearly four seconds before you are allowed to actually press anything. You have to sit and watch a four second slow transition of the camera panning round to your car and then the HUD returns and the button prompts appear. This 'baked-in' delay can be longer than the actual loading time (on PC with SSD).

People might say 'what? it's only four seconds, are you in that much of a rush?' but for some things a few seconds can be very noticeable.

Imagine if you walked into a dark room and went to press the light switch, but you have to wait four seconds before it responds. Or if you get in your car, put the key in the ignition, but have to wait four seconds before you are allowed to turn it. Nobody would tolerate those things, it would be highly irritating. So why these stupid baked-in delays in this game? The sluggishness, the slow fades, it's like they don't want it to be snappy and responsive.

The new Xbox console coming out this year is slated to be super fast in all respects, but if these developers adopt the same philosophy, the loading times and responsiveness of FH5 will still be bad, because they apparently want it that way.

Edited by user Monday, April 27, 2020 3:52:14 PM(UTC)  | Reason: Not specified

Rank: D-Class Racing License
#2 Posted : Thursday, November 7, 2019 9:20:47 PM(UTC)
Desynchronized shifting

[Image (GIF, 1.22 MiB)]
This is actually more obvious.







Off-Topic:

How to read the analog tachometer on "2010 Pagani Zonda R"?..


Also, if you attempt to do the same (as I do in the GIF), there'll be surprise. (unless you play the game muted, or as if muted...)

The "surprise" also for "2019 Bugatti Divo", "2011 Bugatti Veyron Super Sport", "2018 McLaren Senna", ...

Edited by user Monday, April 27, 2020 3:55:40 PM(UTC)  | Reason: Not specified

Rank: D-Class Racing License
#3 Posted : Thursday, November 7, 2019 9:28:17 PM(UTC)
Missing E-brake animation

Originally Posted by: FlashyClamp5213 Go to Quoted Post
2017 Nissan GT-R

  • Missing E-brake animation.


...


2012 Nissan GT-R Black Edition

  • Missing E-brake animation.

If I'm not mistaken the problem applies to almost every car...



There are basically 2 obstacles preventing a simple solution to the problem:


  1. Different E-brake input design on different cars.

    Which can basically be divided into 4 types:


    • Button


    (2016 Lamborghini Aventador LP750-4 SV)


    (2014 Porsche 918 Spyder)


    (2018 Bugatti Chiron)


    (2013 Ferrari LaFerrari)


    • Lever


    (2017 Koenigsegg Agera RS)


    (2013 Aston Martin V12 Vantage S)


    • Pedal


    (1969 Chevrolet Camaro Super Sport Coupe)


    • Absent



    (2014 Ferrari FXX K)



  2. The interpolation with other input actions. (steering, shifting, etc.)

    On some cars of specific designs, like:


    (2010 Mosler MT900S)

    When inputting E-brake and shifting at the same time, the "hands off" situation is posed.
    If continuing to input steering at this time... A challenge to the animation design is posed: How is the wheel supposed to move without a hand on it?




The first problem is relatively easy, while the second... there's a probable solution:

From my experience in many ARPGs, the actuation of the character's actions (especially attack, drawing weapons, etc.) are usually done instantaneously, with only the post-actuation animation presents... which can be interrupted by further actions. And there doesn't seem to be any negative impact on the animation's fluidity with such design...

Maybe similar designs can also be used in driving games, thereby solving (or mitigating) the aforementioned problem and some other desync issues in this game.





Also, the E-brake input control can be made to use a toggle switch schema rather than the current hold/release schema. (for better immersion)

Edited by user Friday, December 6, 2019 8:15:42 PM(UTC)  | Reason: Not specified

Notification

Icon
Error