Plugin Real Head Motion 2

Personnal Video Game industry Background

I'm Ingenior Developer in video game industry since 1998.

V-Rally 2 ( PS1-DC-PC) : A.I., In Game Track Editor & Track generator.

Need For Speed Porsche Unleashed ( PS1 ) : A.I., GFX, Licence test system

V-Rally3 ( PS2-XBOX-PC ) : Collision and Dynamic Engine, Device Enginne, Car Physics, GFX.

Test Drive Unlimited ( X360-PC ) : Car Physics , Replay system, Camera System, Devices.

Why this plugin?

The camera shaking in rF2, is very bad, it give nausea, make the viewing of the track difficult and it's not even realistic of what a drive see when he drives.

Biological facts

The feel of equilibrium, acceleration, gravity, and so bumps are not feel by the eye but with the inner hear. Wich is made of liquid and crystals.

When the inner hear feels bumps and head motion, it instintly moves your eyes to soften/filter/remove those bumps.

2 experiences to demonstrate that.

1) when put somebody on a chair, in complete dark, you film his eyes with an infrared caemras, you turn the chair, is eyes will roll too, even if he see nothing

2) this one you can do it yourself, looks at in front of you, at your screen, not shake your head, the vision will not move.

When there is conflicting information from inner hear and eye, you feel strange, it's difficult to focus on the road, and you can have nausea.

What happens in a car

When you are driving, you are looking the road, and all the bumps are filter/corrected by your inner hear, so the viewing of the track is smooth and it's the car cockpit that moving around you.

What happens in a Sim

Because you are sitting and a standing chair/seat, you head is not moving at all, so the inner ear is not working, the eye don't correct the bumps.

That's make 2 issues :

1) you can't focus on the road, the road is shaking and not smooth, it's difficult to drive

2) you can get nausea because you have conflicting information from eyes and inner hear.

What I'm simulating in this plugin version 2.0

I will simulate all the upper part of the body in a racing car :

  • Chest motion and muscle reaction in a racing seat with seat belt, with configurable chest strength and reaction time
  • Neck motion and muscle reaction with configurable neck length , strength and reaction time
  • Head motion , with configurable attachement to neck position, weigth, and gravity center position
  • Eye motion from vestibulo oricular reflexes, with configurable max eye rotation with independant eyes ( to stablisize roll motion )