![]() ![]() ![]() Without the highly attuned details that one gets through the wheel, how can you feel and manage tyre wear as you hit the final few laps of a highly contested race? Since Slightly Mad Studios has basically centred on the principle of ultra-receptiveness to their fanbase, they listened when fans said that the physics and handling needed serious improvement. That's mostly where the sense of illusion is made and broken, since you want an impression of the car's weight as you hurl it through a corner, and to be able to interpret the backend if it kicks out.įorce feedback needs to be nailed and consistent, because drivers rely on it in so many ways. For all serious sim racing fans, it's fair to say that the most important and visceral detail comes from the force feedback of the obligatory racing wheel. Often, it's hard to tell the difference by sight. ![]() When scrutinising a realistic racing game, one always feels obliged to place it on the spectrum between the simcade experience of Forza and Gran Turismo, and the simulative heights of iRacing and Assetto Corsa. ![]()
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