What’s Your View on Driving Views?

Sim Racing View 01.jpg

Your Favorite Driving View In Racing Games

  • Cockpit view

    Votes: 399 74.7%
  • Bonnet view

    Votes: 51 9.6%
  • Chase view

    Votes: 16 3.0%
  • Nose view

    Votes: 12 2.2%
  • Dashboard view

    Votes: 48 9.0%
  • Other

    Votes: 8 1.5%

  • Total voters
    534
There’s no right or wrong way to enjoy a racing game or racing sim, but are certain titles better with a certain in-game viewpoint?

In-car, Bonnet, T-Cam and Chase Cam are all popular perspectives to race from in major racing titles. A quick search for a recent F1 title will yield a lot of T-Cam videos. Most of the content we see from racing sims like rFactor 2, Assetto Corsa and Automobilista tend to showcase cockpit cams. The immensely popular Forza and Gran Turismo series is commonly driven from a chase cam. And there are those in the sim racing community that swear by a bonnet (hood) cam.

So, why the preference by game, and what are the advantages of each?

Many of the popular racing sims tend to lend themselves better to an in-car cam for a few reasons. First, these titles are frequently driven with a wheel and pedal set, so the cockpit or helmet cam adds to the immersive experience. These titles also feature customizable view settings so the driving view can properly replicate the view of driving a real car based on the screen size and your distance from it. The bonnet and dash cams are close relatives of this view, and offer much of the same immersion and FOV advantages with less of the screen taken up by in-car instrumentation.

Codemasters’ F1 game series is unique in racing games with its T-cam view. In real-life F1, the T structure above and behind the driver's head is a discreet and minimally impactful spot for the mounting of a TV camera, so fans of the sport have become used to this perspective. This has carried over to the official game of F1 and gives players a broader view of track than the cockpit cam while also avoiding the visually intrusive halo pillar.

Sim Racing View 03.jpg


Chase cam is usually reserved for racing games and offers a comparatively wide view of the surroundings of your car. The precision achievable from this viewpoint tends to be less than that of the cockpit or helmet cams, so this is often reserved for racing experiences where placing the car in exact spots on corner entry, apex and trackout comes second to your proximity to other cars.

Of course, these aren’t all of the views in the racing game world. VR necessarily defaults to a helmet cam without the helmet. Art of Rally uses something entirely different. There are no rules to views in racing titles, just preferences.

We want to hear from you in the comments below. Do you have a standard driving view that you use across most or all your favourite racing titles? Or do you vary it by what you’re driving? Why do you choose that specific view?
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Premium
Seriously, this again?

Sim racing is about immersion, immersion comes from having the (almost) right FOV

I'm out.

Maybe if you were simulating the act of driving while pushing your head face-first into the windscreen so you not only cut off all your peripheral vision but also made it so you couldn't turn your head.

If that's what you are attempting to simulate, then the mathematical correct pov must be incredibly immersive.
 
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Try this simple test to see what nonsense FoV calculators are.
Make yourself a rectangular frame that you can look through. Hold it out in front of you and note the size of objects through it. move it nearer your head and note any change in the size of objects. Move left or right and note any change in the size of objects - yes, there aren't any. Real Life is ONE SIZE ONLY. It does not vary. Perspective of REAL LiFE is one ratio only. It does not vary. It is what VR should provide.
edit for spellling.
 
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Try this simple test to see what nonsense FoV calculators are.
Make yourself a rectangular frame that you can look through. Hold it out in front of you and note the size of objects through it. move it nearer your head and note any change in the size of objects. Move left or right and note any change in the size of objects - yes, there aren't any. Real Life is ONE SIZE ONLY. It does not vary. Perspective of REAL LiFE is one ratio only. It does not vary. It is what VR should provide.
edit for spellling.
Is this a serious post?
 
Try this simple test to see what nonsense FoV calculators are.
Make yourself a rectangular frame that you can look through. Hold it out in front of you and note the size of objects through it. move it nearer your head and note any change in the size of objects. Move left or right and note any change in the size of objects - yes, there aren't any. Real Life is ONE SIZE ONLY. It does not vary. Perspective of REAL LiFE is one ratio only. It does not vary. It is what VR should provide.
edit for spellling.
the size doesnt change, but the amount of objects change, therefore the viewing angle moves. The relationship between the viewing angle and that rectangle is called... field of view.
 
Try this simple test to see what nonsense FoV calculators are.
Make yourself a rectangular frame that you can look through. Hold it out in front of you and note the size of objects through it. move it nearer your head and note any change in the size of objects. Move left or right and note any change in the size of objects - yes, there aren't any. Real Life is ONE SIZE ONLY. It does not vary. Perspective of REAL LiFE is one ratio only. It does not vary. It is what VR should provide.
edit for spellling.
You seem a little confused. Please let me confuse you even more
 
the size doesnt change, but the amount of objects change, therefore the viewing angle moves. The relationship between the viewing angle and that rectangle is called... field of view.
We need to remember that game FOV is a projection and thus magnification must also change because our projection areas do not change size. That's why you even need to match a FOV to begin with and it's not just like peeking more or less through a rectangular hole in a wall.
 
Premium
My view is - screw immersion, use the one you're most comfortable/fastest with.
My view is - screw being fastest with. I'm always in VR with cockpit view for the immersion. (I'm a really slow guy on the track, and can be distracted by the beautiful view sometimes. That's also why I love those freeroam lobbies in Assetto Corsa...)
 
the size doesnt change, but the amount of objects change, therefore the viewing angle moves. The relationship between the viewing angle and that rectangle is called... field of view.

yes and you use that FoV angle to set screen objects to match their real world counterparts for visible size.
 
We need to remember that game FOV is a projection and thus magnification must also change because our projection areas do not change size. That's why you even need to match a FOV to begin with and it's not just like peeking more or less through a rectangular hole in a wall.
Wrong, there is no magnification happening in Real Life. You simply need to match the visible size of objects on screen to how they appear in real life. Of course this will mean you get to see less in your portal but that size relationship never changes and you have it ass-backwards.
 
Wrong, there is no magnification happening in Real Life. You simply need to match the visible size of objects on screen to how they appear in real life. Of course this will mean you get to see less in your portal but that size relationship never changes and you have it ass-backwards.
You're pretty confident for someone who doesn't have reading comprehension and only understands the very basics of the subject. It's like you don't even know what a picture plane is yet you argue.
 
You sound a little rude.
The video I posted was meant to be some food for thought. But clearly you ignored that. What you said about moving a frame is risible. Of course that doesn't change things. But the correct "experiment" would see a person moving THEIR eyepoint relative to the frame, with the latter fixed in space. This is called parallax.

Edit: I see what you mean with "real life is only one ratio" but that's exactly what the FoV calculation is for. A computer doesn't know how much you're supposed to see through a screen, unless:
-You set a fixed number and you assume that you keep your head pretty still or that your screen is pretty large so that small head movement don't compromise the calculation
-You continously feed the computer data about the distance of your eyes to the screen (what the video I posted earlier says!)
 
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I am by far faster when I use the chase camera.
I believe because I can place the car better and 'cut' the corners.
I also love seeing the car when I race.

I mostly use cockpit camera though for immersion reasons.
 
For many years i used Cockpit view only on every racing game on my PC, but then i got to know a console guy and we started hanging out together and he always prefered the bonnet view in his forza and gran turismo games. He said that this way he just can see more of the nice game. This kind of made sense to me and slowly but surely i started using bonnet view as well. Now its 99% bonnet view for me in AC and ACC. It just is the most fun for me.
In arcade racing games i drive third person view though, like Forza Horizon, Grid 5...
 
Dashcam is the way to go for me, my screen is not big enough to set the correct fov and viewing position so that my my ingame wheel and rl wheel match up and it can be quite disorienting having two wheels offset by 10-15 cm in my viewfield
 
Premium
Yes I had to wait a while but eventually the FOV police arrived. I enjoy it when people get so excited about how others should sim racing. In my experience there are two ways of sim racing. You use it to practice for real racing or not. If you're doing it to practice for real, I think it's important that you make it as realistic as possible. It helps enormously to only simulate that which also comes close to reality. Simulating something that is slightly different on the sim than in real life will not help you. Then you get used to the deviation in the sim and that works against you in real life.
If you don't practice in the sim for real, but want to be really good at online racing, or just do it all for fun, choose a driving view that makes you happy and don't worry about the FOV police at all. They don't say nonsense, but take it for granted, try out the effect on your fun or racing speed and choose what suits you best.

I have a large screen that I sit as close to as possible. I am not using the mathematically calculated correct FOV. Then I see too little of the track and the cars around me. That's why I use a kind of compromise between the "correct" FOV and enough visibility around me. I'd rather use three screens, but I don't have the space for that at the moment. VR could also be a solution, but I still hear too many stories about its drawbacks. That's why I'm waiting a little longer.
 
10-15 years ago i was used to bonnet cam. Reason was the very limited sight in cockpit cam on a small monitor. Bonnet cam gave me just a better overview.
Later on i bought a bigger monitor and i switched to cockpit cam with (almost) realistic FOV settings.

But since about 4 years i was going all-in with VR. So no question .... the immersive cockpit view is king. :cool:
 
Driver's eyeball view. High cowl, knuckles in face, etc. And a 40 degree vertical FoV. Physically turn my head to see the mirrors. Buffeting, vibration, G-effects, the works.
Don't care for arcade view, "giraffe-in-the-cockpit" view, or fish-eye effects where things are stretched out in the periphery.
 

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Mike Smith
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