<!--quoteo(post=474474:date=Jul 2 2010, 10:30 AM:name=Synergy)--><div class='quotetop'>QUOTE (Synergy @ Jul 2 2010, 10:30 AM) <a href="index.php?act=findpost&pid=474474"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Quite a difference of opinion then. You can solve the "seeing the track in the distance" problem by narrowing the field-of-view and raising the height of the up/down pieces just a tad. For instance, below is the same point on the stage as the above, but with a 30 degree field-of-view as opposed to the original 40 (probably a bit too narrow, but it's just to illustrate a point). <img src="http://www.alaunus.com/s2tube/tube_narrow.png" border="0" class="linked-image" /> This field-of-view more closely matches the original, but using a narrow field-of-view with real 3D doesn't feel particularly fast-moving because of how field-of-view affects perception of movement (in the prototype, pressing the "1" key to switch between narrow (35), normal (40) and wider angle (45) views shows how the same movement speed is affected, and this is exaggerated the more wide/narrow you go).<!--QuoteEnd--></div><!--QuoteEEnd--> I think the best idea would be to actually <I>keep </I>that ability of changing views, starting with the one depicted in that last screen. After all, it was SEGA who did such a thing first, with Virtua Racing (which makes me wonder how a Micro Machines-style view would look like in here).