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 Post your games screenshots here!.., *640x480resolution and below only!!*

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linkinstreet
post Jan 9 2008, 07:09 AM

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Prost Grand Prix has a number of credits screens and a limited colour graphic of the Prost team, with a squealing guitar themed tune underlying the images.
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WilliamsF1 Team Driver has some stock footage from Williams test days. The sequence ends with a pan around the badly modelled Williams as seen in the game. At no point does the game title appear during the introduction animation.
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Virtual Grand Prix 2 opens with a transparent car rotating with key titles zooming up on screen. Then a number of scenes follow using the in-game engine, showing the various aspects of the game. These fade to red and slow down, showing a title on screen. Various accidents and other action are shown, all set to music. Finally the VGP2 logo appears spinning around.
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Formula 1 95 introduction is hard to see! It only seems to play with the original 3Dfx version (the Direct3D and updated 3Dfx patched versions skip the video). The video itself is rather slick, set to atmospheric guitar rock music. The camera rotates around a Jordan and the garage opens, lighting the car. The car then drops back into the FIA logo before the title game is shown.
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Formula 1 97 has a confusing introduction sequence. Classical style music plays as the camera pans around a grainy lit car with other sequences floating past. It's very hard to make out! Then the game logo is shown at the end as the intro blurs out.
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Formula 1 99 has a great intro sequence! It opens with daylight breaking over the Melbourne track. Murray Walker's commentary fades in-and-out over the intro, building the excitement. The intro builds until the race starts. A number of action shots are show with Murray's commentary over the top: "Oh my word!" he exclaims as a replica of Wurz's Benetton roll at Canada is played. Finally the intro blurs out to show the logo. The only negative point is the video quality, which is rather rough.
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Official Formula 1 Racing has a live video intro, shot especially for the game. It opens on a racing driver preparing for the race. It cuts between his thoughts of racing in the rain and back to his/his pit crew preparing. Finally a pit stop sequence is shown (during which the car is clearly not an F1 car!) then 5 red lights go out, the driver presses the accelerator and the footage whizzes off to the title screen.
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F1 World Grand Prix has possibly the best introduction of any Formula 1 game. The sequence starts by zooming out of Hakkinen's eye as he prepares for the race, cutting to shots of racing through Eau Rouge as he blinks. The lights go out but he has a poor start with wheelspin! As the lap goes on, Frentzen passes him through a turn. The final shots build to a crescendo, cutting from Hakkinen's concentrating face to the back of Frentzen's Jordan and back. The final shot has the two cars side-by-side racing to the camera, then the logo is shown. Exciting, well directed and great to watch. The track isn't an accurate replica of Spa but is rather good to watch!
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WARM UP! simply uses a number of sequences created from the game engine. The sequence builds from straight shots of cars racing to bigger and bigger accidents. The sequence ends with a car flipping through the air and landing right on the camera, which is positioned on the track! The picture fizzles through to the game logo.
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F1 World Grand Prix 2000 has a pretty rough intro sequence comprising of pre-season footage from mainly the Williams and Jaguar teams. Very few other teams appear, Ferrari being limited to a quick cut of Reubens Barrichello walking towards the camera! The whole sequence is not a lot of fun to watch, much like the WilliamsF1 Team Driver opening.
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This post has been edited by linkinstreet: Jan 9 2008, 07:10 AM
linkinstreet
post Jan 9 2008, 07:12 AM

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Formula One Grand Prix had an intro sequence, despite dating from 1992! It shows a globe that then fades onto the garage door. The door rises to show a driver getting ready to race. The race (at a rough mock-up of San Marino) then starts with several cars crashing out. After several poor looking animations of Williams and Ferrari coloured cars going past there's a quick bit of Duckhams product-placement(!) as the cars zoom past the chequered flag. The game logo is then shown rotating. Note: Other versions of this game showed a revolving "World Circuit" logo.
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Grand Prix 2 shows a number of real-life F1 photos and stills of the rendered logo cut to thumping music. Not very exciting!
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Grand Prix 3 opens with a gloomy looking Silverstone going away from the camera. This then gives way to footage from the French Grand prix. After several shots it cuts back to Silverstone, speeded up, with an F1 engine playing underneath to give the impression the picture is from an F1 car. The music played on the intro is "Furious Angels" by Rob Dougan who contributed music to "The Matrix" and other films/television adverts. The only downside is the French GP used wasn't a very action-packed race!
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Grand Prix 3 2000 Season Starts with a blurry colourful mess then cuts to action taken from the in-game engine. The various new tracks and features are emphasised, such as debris collisions and improved audio in the Monaco tunnel.
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Grand Prix 4 has a rather over-produced intro sequence. It uses in-game footage with lots of swooshy video filters and colours playing over the top and is rather too trippy!
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F1 Racing Simulation was the first PC F1 game to feature real-life footage! It starts with a close-up of an engine piston and sparkplug igniting then flows out down the exhaust and cuts to the real-life 1996 clips. However the clips are all rather brown/yellow hued and a bit too dark and the more interesting moments (such as Schumacher actually hitting the armco in the Monaco clip shown) are cut out in favour of lots of Jean Alesi clips! Not surprising given the developers are French though!
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Monaco Grand Prix Racing Simulation 2 uses a few elements in the intro sequence. A rendered driver walking into the light, several in-game clips of accidents over filtered to look hazy and a number of fairly unrealistic looking 3D renders. The Monaco flip is memorable but the rest is not so exciting.
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Gr-r-rand Prix Racing Game is a re-release of Monaco Grand Prix Racing Simulation 2 that was included with Kellogg's Frosties cereal. It contains some of the same footage as MGPRS2 but also has these hilarious renders of Tony the Tiger racing an F1 car decked out in tiger colours! Just thought I'd share this unique intro with you!
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F1 Racing Championship has a cool-as-ice intro, set to "Girl Don't Come", a b-side track from the band Garbage. The intro opens with various atmospheric pit garage shots then as the car rolls out the rocky music starts and numerous renders are shown. Some seem to use in-game scenery and some don't. The whole intro is rather stylish with only a small area in colour. Quite unique and pretty cool, if a little bit too black &amp; white in places.
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Racing Simulation 3 opens with several glamorous rendered girls! The camera pans to one sitting on the harbour in Monaco who blows you a kiss (rather amusing as Monaco isn't in the game itself)! This then cuts to several sequences using the in-game engine with key racing terms and graphics playing over the top (like "OVERTAKING" then some overtaking shown). The sequence ends with the game logo being shown.
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linkinstreet
post Jan 9 2008, 07:13 AM

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F1 2000 shows the Benetton team unveiling and working on their car. Several shots are shown cut to music before the car is rolled up to the camera. The car then fades to render of a Ferrari and the camera flies across the top looking down. As it does, the car fades to the rear of the Jordan, then becomes a Jaguar which zooms away from the camera, bringing in the logo.
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F1 Championship Season 2000 came out at the end of 2000 and features footage from the French Grand Prix of that year. The reason games go for the French race is that cigarette logos are banned there so they don't have to blur out or hide any logos. Luckily for this game the 2000 French GP was a great race, so several shots are rather exciting (the Benetton nearly taking out Alesi on-board for example). Sadly Coulthard's single-finger gesture to Schumacher was excluded too!
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F1 2001 is the last EA game to feature a custom intro sequence made just for the game. Several structures are flown around before cars appear on the track. A number of shots then play with the camera moving dramatically or "bounce" blur effects and time-slow/speed-up tricks used to make the action more dramatic. However the sequences don't appear to look very realistic which is sad really as the in-game engine actually looks better than some of the intro shots!
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F1 2002 used the same introduction music as the UK's ITV channel did on it's broadcast. However the images used are the same shots of the Benetton preparation filmed for F1 2000, although they are here played in negative/inverted colours and have teams, drivers, track names and maps playing across the screen.
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F1 Challenge 99-02 is a really disappointing intro sequence. The same Benetton footage as used in F1 2000 and F1 2002 is reused again, with similar names and maps floating past. Luckily the game was much, much better than the intro, but it was clear at this point that EA were not willing to spend any money at all on surrounding elements like the intro sequence as it was to be the last of the EA Formula 1 titles.
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Spirit of Speed 1937 uses a number of in-game sequences played to 1930's music and processed to look like old film footage. There's not much more to say except the Streamliner car on the intro famously didn't make it into the game itself (although it was possible to add the work-in-progress version of the car later via an unofficial patch).
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Grand Prix Legends intro features real-life racing from around the 1967-era. Various filters have been used to make the footage appear more aged (though I'm not sure why!) but it is good to see something of the real-life racing of that era, especially the Nurburgring hill leaps! Note: the titles that appear aren't directly related to the images shown, they just emphasise the tracks and drivers in the game.
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linkinstreet
post Jan 9 2008, 12:15 PM

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ask madnoren, he's been playing earlier than me XD

anyways,

BAR technical director Geoff Willis: "We had a very good race weekend here in 2004 and we expect the car to perform well again over the kerbs, which is important at this circuit."

"Kerb riding is an important factor at Imola," said Mike Gascoyne of Toyota.

Riding the kerbs at San Marino is the key to getting a good lap, so I thought I'd see how the various PC Formula 1 games handle the Variante Alta, the high chicane, at San Marino. In this test I basically threw the car over the biggest kerb to see what the effect was - would the car spin, crash or ignore the kerb and carry serenely on? I should add that some of the EA F1 games have the higher physics rate (in the .ini file) turned on (I think) so should appear more accurate than out-of-the box.

Of course all games depended on how well I drove them, which varies too! I also didn't include the earlier games as they feature no external camera or realistic physics, and some I simply couldn't find the chicane! The games NOT included are: Ferrari Formula One, Nigel Mansell's World Championship, F1 and Grand Prix Unlimited (although 3D the track is so inaccurate it couldn't be compared).

Real life in 2003 - Verstappen hit the kerb slightly wrong in the Minardi which threw him into a spin into the barrier.
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Power F1 - drove heavily over the kerb but it had little effect, although it did send the car a little wide, kicking up dust.
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Johnny Herbert's Grand Prix Championship 1998 - effectively an enhanced Power F1, the effect was similar although the car began to spin out on contacting the grass.
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Prost Grand Prix - a lot of kerb sent the car wide into a spin on the grass.
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Williams F1 Team Driver - has no external camera and the kerb is particularly inaccurate. Straightlining the kerb caused no problem but at higher speed taking more grass you can spin out.
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Virtual Grand Prix 2 - too much kerb with too much power lead to a full-on spin.
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Formula 1 - after riding the kerb and grass the car skidded wide a little but was saveable.
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Formula 1 97 - a similar story to Formula 1, a big lurid slide but saved it.
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Formula 1 99 - a massive cut over both chicanes at high speed caused no problem, however I did get a stop-go penalty!
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Official F1 Racing - a big cut unsettled the car causing it to spin.
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linkinstreet
post Jan 9 2008, 12:16 PM

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F1 World Grand Prix - a similar cut to Official F1 Racing caused less effect, a puff of smoke but no excitement!
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WARM UP! - exactly the same result as F1 World Grand Prix.
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F1 World Grand Prix 2000 - no external camera as such, hence the head-on shot. It wasn't really the cut but too much speed that caused the car to slide wide onto the grass.
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Formula One Grand Prix - a heavy cut caused the car to spin.
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Grand Prix 2 - a big cut tipped the car sideways and although it ran onto the grass and grazed the barriers, it survived!
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Grand Prix 3 - a reasonable cut caused no major problem here.
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Grand Prix 3 2000 Season - a similar cut to Grand Prix 3 sent the car slightly wider leading to a spin on the grass.
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Grand Prix 4 - kerb riding here sent the car out wide into the barriers, losing a wheel.
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F1 Racing Simulation - a full jump over the kerb caused the car to spin when landing on the track.
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Monaco Grand Prix Racing Simulation 2 - the external camera was too far away so I picked a static camera. Jumping the kerb here caused the car to spin more spectacularly, losing it's rear wing on the barrier.
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linkinstreet
post Jan 9 2008, 12:18 PM

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F1 Racing Championship - a reasonable amount of kerb sent the car wide into the dirt, but it survived.
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Racing Simulation 3 - using more kerb than F1 Racing Championship caused the car to fully spin off.
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F1 2000 - driving firmly over the kerb sent the car wide, smashing into the tyre wall and breaking the front wing and right-front wheel.
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F1 Championship Season 2000 - a full-on jump here over the kerb (the chicane is rather innaccurate!), but landed successfully and although the car ended up on the grass, it missed the tyre wall.
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F1 2001 - firmly over the chicane and the car was sent wide onto the grass, but no harm done apart from lost time.
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F1 2002 - even more robust use of the kerb sent the car wider still, but it was still saveable.
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F1 Challenge 99-02 - too much kerb spun the car into the barriers, losing the rear-wing. As per Verstappen in real-life!
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This comparison was intended to show both how the kerbs were modelled and the physics engine at work in each game. However due to the different issues involved with driving each sim (handling, wheel support or lack of, having to use a slow DOS emulator, being an inconsistent driver!) the results shouldn't be taken as the only thing that will ever happen in that chicane!

linkinstreet
post Jan 9 2008, 01:25 PM

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Ubisoft used a Jap studio to do the intro
linkinstreet
post Jan 9 2008, 02:55 PM

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QUOTE(TheXxBestxX @ Jan 9 2008, 02:30 PM)
comparison again with linkinstreet...

[]http://aycu29.webshots.com/image/40308/2001684804047851038_rs.jpg[/img]

[]http://aycu04.webshots.com/image/37883/2001684098926391914_rs.jpg[/img]

[]http://aycu03.webshots.com/image/41002/2001612232774444109_rs.jpg[/img]
*

What I did was "kerbing", take the kerb as fast as you can as wild as you can so that the car pitch out of control. Read my descriptions. It's to compare game engine

linkinstreet
post Jan 9 2008, 03:26 PM

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WTF? terbakar lol
anyways next test, wheel to wheel collision
Open-wheel racing by design has uncovered wheels. However when racing if one cars hot sticky tyres contact another cars tyres then chaos can ensue with cars launching through the air! At high-speed this can be even more dangerous as air gets underneath the car so it may take off like an aeroplane!

As Spain has a nice long run to the first corner I thought it was ideal to measure how each F1 game handles wheel-to-wheel contact. During my capturing I realised the early games barely had any realism so I removed them from this comparison (all the sprite-based games plus early 3D racers Mario Andretti's Racing Challenge and Grand Prix Unlimited as both have poor collision handling). As a bonus I added the two historic Grand Prix racers at the end. Enjoy!

Real life in 1993 - Fittipaldi's Minardi rides over the tyre of his team mate, launching the car into a near-perfect 360 degree loop, landing roughly back on his wheels!
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Power F1 - the cars either tip up on 2 wheels (as shown here; note how wheels stay at wrong angle!) or go into a canned roll effect (though that's quite rare)
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Johnny Herbert's Grand Prix Championship 1998 - the cars bounce off one-another (causing my red car to skid and spin out) but wheel-to-wheel interaction isn't possible.
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Prost Grand Prix - cars are again treated as boxes so no wheel-to-wheel connection is possible. Stranger still the rear of my car passes clean through the nose of the following car as I pull ahead!
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Williams F1 Team Driver - as soon as cars touch wings and weird blue and white objects are shed. No flips are possible in this game though.
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Virtual Grand Prix 2 - another game where cars don't connect any more than as boxes. The AI is quite effective though at avoiding my attacks, here just riding the grass slightly to escape me!
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Formula 1 - the cars are permanently rooted to the track so even though wheel-to-wheel touching is possible as shown, nothing happens from it (although the Forti already shed its rear-wing!).
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Formula 1 97 - the game added slightly improved collisions. Wheel-to-wheel collisions see cars pitching at angles, albeit in a not-very-convincing manner, but it's better than the previous Formula 1 title.
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Formula 1 99 - this was a new engine from a new team and sadly cars now don't get any nearer than this, bouncing off invisible walls.
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Official F1 Racing - this looks a dramatic image, however the car when riding over another cars wheels pivots on it's corner, much like Formula 1 97, so no full roll over is possible.
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linkinstreet
post Jan 9 2008, 03:27 PM

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F1 World Grand Prix - the AI of the opposition cars means they do anything to avoid you, brake heavily, steer onto the grass, hit barriers...! This tap is as close as you get to wheel-to-wheel collisions.
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WARM UP! - as this is effectively F1 World Grand Prix with tweaks, the same applies. Here the AI car is desperately trying to avoid me by ploughing off the track!
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F1 World Grand Prix 2000 - lots of pyrotechnics (this game loves it's big yellow sparks!) but nothing happens except you spinning out potentially.
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Formula One Grand Prix - cars are very much boxes in this game, they bounce off one another and only rise off the ground when hitting kerbs or travelling off-road, and even then remain glued flat with no pitching in any direction.
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Grand Prix 2 - the first game to properly make a stab at wheel-to-wheel collisions. Cars can be launched into spectacular take-offs, however the car will NOT roll fully, pitching only to about 45 degrees maximum. Looks good though!
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Grand Prix 3 - finally full rolls appear in a Grand Prix game! Here you see my Ferrari pulling a wheelie and the poor old Sauber flipping down the road!
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Grand Prix 3 2000 Season - with debris collisions on top of rolls and flips, this turned into the Formula 1 carnage simulator of choice for a while!
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Grand Prix 4 - when not crashing (as this did many, many times when watching the replays), ultra spectacular looking wrecks are now possible, however it does all feel a bit floaty.
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F1 Racing Simulation - coming out after Grand Prix 2, this allows half-flips, this shot showing about the maximum amount of roll you can achieve.
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Monaco Grand Prix Racing Simulation 2 - full rolls appear to be possible here, although my car went through a perfect barrel rolls sideways and landed back on its wheels, which looked very strange!
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linkinstreet
post Jan 9 2008, 03:28 PM

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F1 Racing Championship - more half-flip action. Unsure if full rolls are possible or not, however wheel-to-wheel contact is modelled to a degree.
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Racing Simulation 3 - a similar result to F1 Racing Championship.
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F1 2000 - it is possible to flip your car in a collision, however wheel-to-wheel interaction is poor as tyres pass through one another. I am shoving the Prost off the track here!
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F1 Championship Season 2000 - the same applies, tyres bisect but don't interact.
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F1 2001 - no change here sadly (note F12 has stopped taking screenshots in this game for an unknown reason, hence the borders!).
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F1 2002 - still the same, it doesn't matter if front tyre meets rear or vice-versa, tyre-over-tyre interaction just doesn't occur.
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F1 Challenge 99-02 - exactly the same, here you can see front and rear tyres bisecting!
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Spirit of Speed 1937 - this plays a little bit arcade and collisions are very much bounding box based again. Lucky really as accurately modelling wheel-to-wheel collisions in this era would get very messy, very quickly I think!
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Grand Prix Legends - wheels do interact (as I pull the other car to the right) but won't ride over each other. This is probably slightly more realistic as with narrower tyres they would have had to be accurate to get tyres driving over other tyres. Note the issues with how the game deals with depths - my car is actually in-between the wheels of the following car! This is a graphical glitch that affects GPL quite a lot as you often see banks of trees moving faster than tree sprites etc. NOTE: people have reported wheel-to-wheel collisions are fully possible in GPL, however in my attempts I was unsuccessful.
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So there we have it. The Grand Prix series are the most spectacular, followed by the later Ubisoft racers (Racing Simulation 3's AI is a lot better than F1 Racing Championship too by the way).

p.s. I am aware enormous flips are possible in all the EA F1 games, however they usually result from a car being turned sideways or colliding with something to initiate them. Wheel-to-wheel interaction seems to have been overlooked in the EA games.

linkinstreet
post Jan 11 2008, 04:36 PM

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That's teh general rule, the rule here is 640*480
linkinstreet
post Jan 12 2008, 07:28 AM

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I played crysis 3 times and yet to find a chicken.... damn
anyways, back to my comparison pics
This Monaco comparison is about the graphical quality of each PC Formula 1 game. How well rendered is Monaco? How far in the distance does each game draw the scenery? Let's take a look...

Real life, onboard with Montoya from 2005's opening practice:
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Ferrari Formula One - doesn't really have any scenery! Horribly inaccurate track layout too, even for a non-3D game.
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Grand Prix Circuit - not too bad track layout, but nothing to see scenery-wise either!
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Nigel Mansell's World Championship - a fantastically wrong track layout (the chicane has an enormous straight in it!) and token scenery items. Even the backdrop is wrong; you shouldn't be heading out to sea at this point!
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F1 - a fun game but completely unrealistic scenery with bridges and tunnels thrown in everywhere to keep it interesting, rather than realistic.
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Mario Andretti's Racing Challenge - nothing to see here really. It is in 3D (after a fashion) but very, very basic.
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Grand Prix Unlimited - released just before Formula One Grand Prix but the scenery here is nearly as bad as the handling!
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Power F1 - Rather inaccurate with a giant run-off zone to the right!
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Johnny Herbert's Grand Prix Championship 1998 - from the Power F1 team, the huge zone on the right now has road markings!
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Prost Grand Prix - not too bad generally. The whole thing feels squashed though, and there are not many boats in the harbour!
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linkinstreet
post Jan 12 2008, 07:29 AM

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Formula 1 95 - not too bad, but missing the hill behind. Note the Glide wrapper I use here makes the water whiter than on a real 3Dfx card, however the way the water overlaps the track also occurs on a real 3Dfx card.
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Formula 1 97 - very little difference to Formula 1 95.
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Formula 1 99 - graphically somewhat washed-out, the hills have arrived but the scenery has become worse.
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Official F1 Racing - the trees start too far down the road and the hill is too low, but it's colourful!
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F1 World Grand Prix - graphically improved from Official F1 Racing, the hill is now bigger but incorrectly placed. Strangely though, despite the upgraded textures, there's actually no more detail than in Official F1 Racing, with one less boat in the harbour!
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WARM UP! - graphically even better than F1 World Grand Prix, with more incidental scenery. However the inaccurate hill remains.
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F1 World Grand Prix 2000 - not too bad, although the trees are rather overgrown. However the hill is completely missing!
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Formula One Grand Prix - the earliest iteration of the Grand Prix series and therefore the graphics are rather basic!
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Grand Prix 2 - a massive step-up from Formula One Grand Prix. Missing the hillside, and the trees are not quite the right sort, but a lot more to see.
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Grand Prix 3 - I pulled the view back to try to simulate the on-board angle! A lot more realistic and the hill has finally appeared, although it's a little on the large size!
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linkinstreet
post Jan 12 2008, 07:30 AM

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Grand Prix 3 2000 Season - in this update they finally added crash barriers and marshals to Monaco!
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Grand Prix 4 - this perfectly sums up both the graphical greatness and weakness of Grand Prix 4. There's plenty to see and it looks awesome, however the scale is all wrong. The trees have become a forest and the smaller buildings in the background are incorrectly placed and bigger than the foreground ones, making the horizon look more New York than Monaco!
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F1 Racing Simulation - a fairly rudimentary approach but plenty to see. This was the first major F1 game after Grand Prix 2 and it somewhat beats that game, scenery-wise. No hill though and the buildings are a bit too uniform.
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Monaco Grand Prix Racing Simulation 2 - no real difference to F1 Racing Simulation.
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F1 Racing Championship - gorgeous graphics but rather inaccurate. The building on the left is too big and the hill is in the wrong place!
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F1 2000 - not too bad in this part of Monaco for EA's first effort. The buildings to the right are too low but the rest isn't too bad. Other parts of Monaco are a lot worse in F1 2000 though!
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F1 Championship Season 2000 - no different to F1 2000, however the on-board camera is too zoomed-in on the road, so I had to use this further back camera angle!
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F1 2001 - quite good overall. The buildings on the right are wrong but the background hill and buildings are quite good. No idea why in the recent EA games most of Monaco has the two white lines along the track that don't exist in real life!
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F1 2002 - better than F1 2001 due to subtle background fogging. A crane has appeared on the right!
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F1 Challenge 99-02 - similar to F1 2002 but missing the subtle fog. Note how much better the 2002 car looks in F1 Challenge 99-02 than in F1 2002!
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linkinstreet
post Jan 12 2008, 07:31 AM

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Grand Prix Legends - finally a look back in time! Yes it's the original track that shipped with the game out-of-the-box! Actually, for a historical, US produced game, the Monaco buildings in the background are generally quite accurate. I have no idea if the chicane was in a radically different position in 1967 or whether the trees only existed a long way ahead of where they do now! The backdrop hill is too big however.
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linkinstreet
post Jan 12 2008, 12:01 PM

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The European Grand Prix has taken place at Nurburgring since 1995. The Nurburgring track has usually been associated with less-than-ideal weather conditions. Remember the first corner Aquaplaning this year? So, for this comparison, it's time to test how the various PC F1 games represent wet weather.

Real life in 2000 - wet weather moved in during the race. Several cars create effectively a cloud on the track!
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Power F1 - there is no spray effect, wet weather is only represented by a grey sky and a darker track surface.
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Johnny Herbert's Grand Prix Championship 1998 - there is no rain in this game. The screenshot shows the optional "fog" conditions!
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Prost Grand Prix - heavy rain, foggy conditions and a little spray (not visible here).
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WilliamsF1 Team Driver - the water sprays out the back of the cars like a foam extinguisher!
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Virtual Grand Prix 2 - no rain, but some light spray effects combine with hazey fog.
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Formula 1 - very dark! Light spray only appears on the cars closest to the cameras.
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Formula 1 97 - even darker! The spray effect again only starts when the cars get close to the camera, which looks odd.
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Formula 1 99 - the wet weather is represented here by spray effects, rain (which moves with the wind) and a grey fog layer that obscures the cloud backdrop graphic. This can look a bit odd soemtimes, as it appears darker in the middle of the background and less dark at the edges.
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Official Formula 1 Racing - uses fog, polygon spray effects and tyre trails. The spray, being polugons, looks rather poor.
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linkinstreet
post Jan 12 2008, 12:02 PM

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F1 World Grand Prix - very thick spray comes from each car, and although it looks a little fake, does a good job of obscuring the view.
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WARM UP! - the same effect as F1 World Grand Prix, but longer lasting. Apart from making it really hard to see, it means replays are somewhat unwatchable! There's a car in there somewhere!
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F1 World Grand Prix 2000 - this game does have reasonable wet weather effects, including spray. However it is impossible to pre-select the weather conditions for a race and neither "as 2000" or "random" would produce a heavy rain shower at the Nurburgring. It took over 2 hours of trying to get this wet weather shot from this game!
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Grand Prix 3 - Formula One Grand Prix was the first Grand Prix game to have wet weather (Grand Prix 2 didn't have wet weather at all) but F1GP doesn't have the Nurburgring. GP3 does wet weather quite well, although the spray is a little light. One very notable thing is that the track isn't affected by the fog, making it dark in the distance, which looks very strange.
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Grand Prix 3 2000 Season - the wet weaher here is the same as Grand Prix 3. Note the dry patch under the bridge in the background however.
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Grand Prix 4 - this is a very heavy rain storm in GP4. The fogging and lighting are generally too bright and make it look like a sunny day, although the reflections are quite nice. The spray effects are pretty poor though.
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F1 Racing Simulation - heavy fog and rain effects, but the spray is a little feint.
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Monaco Grand Prix Racing Simulation 2 - similar to F1 Racing Simulation, however the spray effects have been greatly improved. Not though how high the side protection on the cockpit is! The driver's helmet is barely visible!
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F1 Racing Championship - quite a good showing here although the lighting (and spray) appear slightly too blue in shade.
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Racing Simulation 3 - near identical to F1 Racing Championship, however the lighting and spray is now more grey in nature, making it look, well, wetter!
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linkinstreet
post Jan 12 2008, 12:02 PM

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F1 Championship Season 2000 - F1 2000 didn't have wet weather, this was one of the additions the end-of-season update F1 Championship Season 2000 added. The visibility in this game is frankly terrifying! The spray and haze effects making for conditions that the FIA would usually throw a safety car out in! The reflection is somewhat too pronounced however.
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F1 2001 - good and bad in equal measure. The fog and spray is quite realistic but the fact that shadows in the background aren't affected by the fog looks wrong. Also the spray seems to glow a little too much, the cars in the background looking as though they are producing flumes of glowing water!
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F1 2002 - a bit of a let down after F1 2001. The cars now leave trails on the road but the spray effects seem to have been toned down a lot, and the fogging increased!
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F1 Challenge 99-02 - near perfection! A combination of fogging, rain and soft spray that perfectly masks cars in the background. Put your umbrella up!
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linkinstreet
post Jan 18 2008, 07:11 AM

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QUOTE(TheXxBestxX @ Jan 18 2008, 02:00 AM)
flying f1...

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*

sadly not only red bull gives you wing

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