1. #11
    HeavenlyGuy's Avatar Member
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    Originally Posted by RoguishRonin Go to original post
    Rewind is much more difficult than slow-mo. I think. I don't program, but here's why:

    Slow-mo can be achieved by slowing down the game engine (I don't know how we do it) and making it render at a lower speed.

    Rewind takes making the physics engine work in reverse at the press of a button. In Trials we aren't just watching a video of a reply, we're seeing what is in effect a pre-scripted physics simulation running on recorded controller inputs. I would love to see a rewind feature as well, but I don't see it happening in Fusion.
    Could it work if you just added a function to skip between sections of a track?
    Like adding 10 automatically assigned save points evenly spread across the track, which you can use to skip back and forth?

    Better to not use the checkpoints for this functon, because some tracks dont have them, like climbing tracks.
    When you skip to a section everything should get synced. Just like with checkpoints.
    Im not a programmer, but somehow this seems possible in my mind
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  2. #12
    You're saying that each time we watch a 'replay', it's the computer controlling a bike via the inputs you made? If so that's quite interesting. I guess it solves the problem of needing mass storage space. But if this is true, why are they capped at 150f/12m30 or what ever it is?
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  3. #13
    RetiredRonin's Avatar Senior Community Manager
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    @HeavenlyGuy - I am not that experienced with the engine, but from how I currently understand it (and I could be 100% wrong) the replay is run from the very beginning using the exact button presses used by the person who set that time. If you try skipping around the track timeline then you'll lose position/trajectory/velocity information, as those data-points are not stored.

    @x2eZ-- Yup, that's why you can rotate and have the free camera. If replays were video then alternate views would not work. 500 faults, 30 minutes... because you gotta draw the line somewhere.
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  4. #14
    HeavenlyGuy's Avatar Member
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    Originally Posted by RoguishRonin Go to original post
    @HeavenlyGuy - I am not that experienced with the engine, but from how I currently understand it (and I could be 100% wrong) the replay is run from the very beginning using the exact button presses used by the person who set that time. If you try skipping around the track timeline then you'll lose position/trajectory/velocity information, as those data-points are not stored.
    Very interesting, thanks for explaining.
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  5. #15
    TeriXeri's Avatar Senior Member
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    Slowmotion cuts the frame rate, since PC has an FPS in-screen, I believe it goes down to about 12 which means 60 frames/5= 12 = 5x slower then normal.

    Trials works in 60 ticks per second so it's logical to do it this way.
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