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What’s Your View on Driving Views?

Your Favorite Driving View In Racing Games

  • Cockpit view

    Votes: 372 77.3%
  • Bonnet view

    Votes: 37 7.7%
  • Chase view

    Votes: 12 2.5%
  • Nose view

    Votes: 9 1.9%
  • Dashboard view

    Votes: 43 8.9%
  • Other

    Votes: 8 1.7%

  • Total voters
    481
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

I have noticed some games make weird physics when using cockpit view, like F1 series, so I don't play those. Yep, I have noticed physics is more real when in other views.
 
Since i play all the sims in VR (don't even have a monitor behind my wheel) i play them all in first person/cockpit view. Another reason is: I don't play sims for competition but for immersion. For me simracing is the only way to drive on the limit or drive performance cars at all. I simply cannot afford to do that with real cars.

But in more arcade focussed racing games like Forza Horizon, Need for Speed etc. i drive a lot in 3rd person view as well.
 
I have noticed some games make weird physics when using cockpit view, like F1 series, so I don't play those. Yep, I have noticed physics is more real when in other views.
Although I won't discount the notion of changing physics outputs based on the user's settings like controller or view, this post does illustrate quite well how easily people can placebo themselves into thinking this or that about car handling in sims. The view is one of the more important parts. Probably nothing is actually changing in the physics when you change view, but it can really feel like it.
 
for me it definitely depends on the game

more hardocore sims I play from cockpit view
F1 I almost always drive from the camera view that is similar to what F1 broadcars look like , is that the T view?
more casual games like Gran Turismo / Forza, I usually play from chase camera
 
I can only race in cockpit view in VR. Cockpit view with proper FOV on a normal monitor feels too claustrophobic to me. I can't really get a sense of depth in that view so for normal monitor use, I'll use hood/roof cameras (but still try to adjust FOV if it is available in those views).
 
Top down view. Screw 3D. I steer with arrow keys up and down on my keyboard (for optimal precision and realism), brake with my steering wheel (throw it real hard left to brake, real hard right to release brake) and use the pedals to gear up and down. Clutch with scroll wheel.

Seriously, this again?

Sim racing is about immersion, immersion comes from having the (almost) right FOV. It's safer as you can judge distances (track width, distance to other cars, distance to corners) correctly, makes you more consistent (and often faster). Makes the track look like it should. Removes the so called fun of Need for Speed high FOV many motion blur much fastness. To look aside, set up some buttons on your wheel. It has nothing to do with elitism. Can't move screen closer? Get a monitor arm.

Da: https://flowracers.com/blog/sim-racing-field-of-view/
Da: https://www.reddit.com/r/simracing/comments/cok06m Da:
Da.

I'm out.
I couldn't disagree more. I don't care about what is the correct FoV, for me it's always around 50-55, no matter the size and position of the screen, never below 45 or all turns feels like they're 360° turns and my car never speeds up, never above 60 unless I want to jump to hyperspace.
You've to accept that we don't have all the same perception, for me what is immersive is what feels natural and comfortable, having always the same FoV which feel natural for me is what is immersive for me, having the theoretically correct FoV is a deal breaker and an immersion killer.

It's the same with FFB strength which has to be similar from car to car for me, and not close to what the real car is. Same for the rotation radius, as much as I want to respect car's original radius, it often kills the fun and I end up setting it where it feels comfortable for me.
I play for fun, realism is great as long as it doesn't negatively affects the fun I get, especially considering what most elitists consider realistic is not really. I don't call realistic having my head stuck in one position in the cokpit without any perception of the distance, and the recommended low FoV on a single screen doesn't gives at all the same feeling as what it would be IRL.

I never see people who have a similar way of playing than mine judging people who use correct FoV, similar to the real car FFB strength and cokpit view only, but I always see some of those people considering their way is the only one and being quite judgemental and condescending.
 
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It's VR for me, so that ultimate racing position. I know I won't be on anyone's racetrack anytime in the foreseeable future, so this is it for me!
 
Favorite view is VR, what I use the most is between Cockpit (for when I want to drive fast) and Exterior camera ( for when I want to enjoy the visuals of the car/tracks)
 

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