Ride 2
RaceRider Oct 10, 2016 @ 1:30pm
--- Onboard FOV change requested --- Modded Gameplay videos
I posted a request earlier for a change in Field of View(FOV)...mainly for Onboard/Helmet camera views. For that I used my own virtual examples as it was posted nearly a month before the release. http://steamcommunity.com/app/477770/discussions/0/352792037318559545/

***Update*** Modded Gameplay Videos on Page 3 or visit youtube channel directly https://www.youtube.com/channel/UCoBPPQyvfqeMBFbJbmordoA

As speculated the Ride 2 is suffering and is losing all the good opportunity it has for going an extra mile towards success. I can't get my head around how people are enjoying such a distorted result and even real life riders are saying it to be the best replicated view ever. Clearly, those people either haven't experienced close battles in modern sim racing or dont know how to seperate Go pro vision from real. I don't mean to sound corny but rather share and discuss why this change is not important for you. We as customers have paid for a product and unless until a collective will is shown, developers are usually not going to spend their time and money on it. The request is sensible as you can see in examples below. I am mainly using full size 1080p gif and images so to see it FULL SCREEN as in a game. I have added numbers next to each example so that we can relate our discussion. In case of any problems, you may download archive containing these images for offline viewing.
https://www.dropbox.com/s/5gjharfzs2o01us/Ride2%20FOV.rar?dl=0

There is already a built in REPLAY feature within game to experience this change. It makes it easier to get true idea of what we are missing. We need additional onboard cameras or a control to change FOV along with an option to offset rider's head position.

First...try to realise a clear sense of scale and how it would feel standing on grid or as a spectator. How we see things when they are near and far in distance and also notice the distance between bikes.
01- http://steamcommunity.com/sharedfiles/filedetails/?id=778641457
02- http://steamcommunity.com/sharedfiles/filedetails/?id=778642386

Gif showing how current onboard view is clearly a pin cushion effect over a proper viewpoint.
03- http://steamcommunity.com/sharedfiles/filedetails/?id=778644357

Notice how bike just few meters away appears to far and approaching corner is not at all readable due to high FOV. Proper FOV makes the scale of environment and track clear as it showuld be.
04- http://steamcommunity.com/sharedfiles/filedetails/?id=778645653

Imagine racing with a proper one
05- http://steamcommunity.com/sharedfiles/filedetails/?id=778646895

I don't care much for 3rd person view, but the idea is common. They too are missing the action.
06- http://steamcommunity.com/sharedfiles/filedetails/?id=778648257
07- http://steamcommunity.com/sharedfiles/filedetails/?id=778649190

What more do we need to see after this and those who will still prefer current implemetation, please explain why. There is a good video explaining all this in context of car racing
https://www.youtube.com/watch?v=4yYeiAHsdr0
Compared to enclosed view of cars, bikes are open and have less issues with clipping. Looking through a high FOV lens is sickening in itself. Opposite to that, addition of vibration and high speed shaking to low FOV view will make it even better and alive.
Last edited by RaceRider; Oct 27, 2016 @ 11:14am
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Showing 16-30 of 44 comments
flipmode Oct 17, 2016 @ 11:17am 
Originally posted by Adenzel:
This is something I find really hard to understand about certain developers; when they put an obvious ton of effort into developing a game but then leave out relatively simple things like this, especially when it's been pointed out as a desired feature.
I often have the exact same thought, sometimes a seemingly small thing can almost ruin an otherwise great game (not the case here for me, this is more a feature thing imo).

But it`s worth keeping in mind that Devs are usually neither stupid nor lazy, they just don`t get to do everything they want either.
Eg if, one month till release, they have 20 lovely things on their feature list, but also some severe bugs, there is little choice but to abandon the features for the time being.
RaceRider Oct 17, 2016 @ 12:04pm 
Originally posted by KGal13:
Racerider your job is impressive. Have you done this only with hex editor and you can change the fov in the game?
All the changes in related BML files are done in either "HxD" or "MGPBMLeditor". While the later is more friendly for most of the work, I am only able to edit FOV using HxD. The presentations are done in a post editing application from screenshots taken after restarting game for every small change. In game sliders controls is just an idea which I wish to be implemented providing all these changes within game. I did the animation in post to mainly attract public opinion. I feel those of us who are desperate for this change are in minority. I'll try posting some details and sort of beginner's guide on this editing... after I post gameplay videos.
Last edited by RaceRider; Oct 17, 2016 @ 10:55pm
KG_03 Oct 17, 2016 @ 5:01pm 
I think we are minority as most of people play in TPP mode :(
flipmode Oct 18, 2016 @ 8:19am 
Originally posted by KGal13:
I think we are minority as most of people play in TPP mode :(
Wouldn`t be much of a surprise imo since cockpit view was borderline unuseable until Ride2.
But I read quite some feedback from people who converted now. I did too, because the changes to cockpit view made it really fun, while TPP didn`t see any improvement from previous games.

It has little bearing on the requests here though, most of them would apply to all cameras.

I`ve sent them my feedback about it per bug-report-thingie. Personally I am optimistic they`ll look into camera stuff sooner or later, at least for future games.
Leper Messiah Oct 20, 2016 @ 8:20am 
I flit from onboard to 3ps as the situation dictates, excellent stuff from Racerider and I wholeheartedly support a slider.....I also must add that in comparison with Ride 1 I hate the new helmet intrusion at the top of the screen, why did milestone do that? There was nothing wrong with the little bit of helmet shown at the top of Ride 1, now it's 1-2inches obscuring the view at the top.
KG_03 Oct 20, 2016 @ 11:09am 
There are some other decisions from Milestone that I don't understand like removing the headshake and noise od the air that was depending on the speed.
RaceRider Oct 20, 2016 @ 11:39am 
Originally posted by KGal13:
There are some other decisions from Milestone that I don't understand like removing the headshake and noise od the air that was depending on the speed.
I am able to edit most of the parmaters to suit onboard view as I like....apart from this one. It is a big step down in Ride2 from Ride 1 and in no manner it was inducing some sort of motion sickness or anything for me. The way more emphasis is on collection of brands rather than replicating raw feeling of riding, I doubt if the person in charge of Ride1 and RIde2 is the same soul :).

My Gpu is taking long to reach but I am eager to share the experience from the changes made. I am surprized how a few numerical changes are seperating Ride 1 and Ride 2. A game in iteslf is an interactive medium. There is no question that if these parameters should be provided in game.

Another easy and maybe the best solution of all for the developers can be to allow modding of camera related files without breaking online features. I am sure there must be ways to allow such in file structuring. A camera view is not some cheat for performance but rather a preference of experience. Not as easy as in game, but still people will be able to make changes as they feel and share.
Last edited by RaceRider; Oct 20, 2016 @ 11:46am
TonaZ Oct 23, 2016 @ 4:52pm 
KG_03 Oct 24, 2016 @ 1:03am 
Tested it a moment ago. I don't like the bigger FOV :-( It destroys the perspective :-( The lower saturation of colors and head shake is great...but that FOV :-(
Last edited by KG_03; Oct 24, 2016 @ 1:50am
TonaZ Oct 24, 2016 @ 6:46am 
i really like it instead. how does it destroy the perspective? the viewving field is wider so you see more, and the sense of speed is super. the default fov is simply wrong, and makes the game looks so still and slow
Last edited by TonaZ; Oct 24, 2016 @ 6:47am
KG_03 Oct 24, 2016 @ 6:59am 
I play only in fpp view, wider fov is connected with bigger distortion on the edges of the screen. Of course the sense of speed is bigger but this what is on the sides of central point of view is not as far as it is in reality. It just about the perspective, cornering, overtaking and how human eye is not used to wide perspective. But it is just a matter of individual preferences 😊
RaceRider Oct 24, 2016 @ 8:15am 
Originally posted by TonaZ:
i really like it instead. how does it destroy the perspective? the viewving field is wider so you see more, and the sense of speed is super. the default fov is simply wrong, and makes the game looks so still and slow
:D I wonder if you are against this thread request or with it. The mod you are using is good for pushing more towards arcade feeling while this thread is created for a bias towards sim-simcade. I dont think real riders will be able to read anything on pit boards if had such false sense of speed.
Last edited by RaceRider; Oct 24, 2016 @ 8:17am
RaceRider Oct 25, 2016 @ 9:54am 
Here is the gameplay showing required change. Forgive the mediocre pace as I am using stock bikes and trying to be in group for this presentation. I am still unable to edit for the "depth of field effect" and "high speed noise (of Ride 1)". The FOV is reduced from 60 to 35. This is the minimum to strive for a single screen user. I'll test furthur with a triple screen setup after my third monitor arrives :)

---- BMW S1000RR Nordschliefe (using helmet Cam) -----

https://www.youtube.com/watch?v=T7SoRpujDG8

Due to a muted and dull cockpit camera, I used helmet cam and it's rolling horizon for adding some dynamics. While the initial value for roll in Bml files is -15, I am using a value of -7.


--- Ducati Panigale 899 (using Cockpit cam) ---

https://www.youtube.com/watch?v=aud3kfb9f6w

This one has a lot of overtaking bikes running close by.

The sense of speed is clearly there and if we are missing something, it is due to flat textures and lack of variation. While some tracks are good, there are others which appear dead flat. North Wales in Ride1 was much better and road texture provided a great sense of speed. You may see in image below how Ride2 road lacks detail in comparison and the point of interest for rider is set just a few meters ahead to exaggerate sway.

http://steamcommunity.com/sharedfiles/filedetails/?id=778010118

Offline is not an issue anymore. We need controls for making such edits in game or permission for using such mods without breaking online features.
Last edited by RaceRider; Oct 25, 2016 @ 9:58am
RaceRider Oct 27, 2016 @ 10:57am 
-----------------------------------------------------------------------
-----------TRIPLE SCREEN GAMEPLAY--------------
-----------------------------------------------------------------------

https://youtu.be/1ByLADKm5Aw


Slightly better quality https://youtu.be/Hnpq5MeqKR4
Last edited by RaceRider; Oct 29, 2016 @ 2:20am
RaceRider Oct 27, 2016 @ 11:23am 
While default value for FOV is 60 in Ride2, I am using 36 for single screen and 28 for triples.
This is how far the view in Ride 2 is set from ideal.
Last edited by RaceRider; Oct 27, 2016 @ 11:23am
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Date Posted: Oct 10, 2016 @ 1:30pm
Posts: 44