 What's up everybody, I'm Yvon Rabbit here on a set of Corsa. We are going to talk today about real head motion versus the shader pack's neck function. We're here in my 180 missile car as you can see, dented up, broken bumpers, missing hood, all kinds of damage. We're going to be getting sideways here on a jump drift to show you guys the difference between the head motion and the neck function and the settings I use and what I prefer. Make sure you guys follow me on Instagram and Twitter, all that's found in the description box below. Let's get to it. Let's get sideways. We're going to take a look at, of course, real head motion. Everybody uses real head motion which is based on your wheel input of your steering wheel. So the more you turn your wheel, the settings you have, the more it actually rotates. So real head motion has been the biggest thing in a set of courses that everybody uses especially for drifting and we're going to be showing you the difference between real head motion and neck function and why I actually prefer the neck function over the real head motion. So we're going to take this car sideways here and get the jump drift and as you can see with head motion it goes based off the wheel. So if I sit here and do this, it kind of gets that wobble, which, you know, if you're really smooth on your steering, you won't even really even notice it. But if you're very twitchy and stuff like that, you will notice it big time. As you can see, it's like very, I'm just purposely twitching the wheel a lot to show you that. So head motion is really awesome because you can adjust how much it rotates and stuff like that when you're trying to get tantams and you can see kind of where you're going and where you're pointing, but it also has its flaw of, say, you're really sideways, you don't kind of know where you're going in a turn. So that's one flaw I found about it. Now I've used real head motion before all the time. I used to use it all the time before I got my Oculus and everything like that. So I've become very comfortable with it. It's just, it can be very twitchy at times. Didn't get the jump drift. I really wanted it to there, but we made it around the corner, but you can see the twitchiness is there. And that's just me being twitchy on the wheel, which, you know, some drifters are not twitchy at all and they won't even have this problem. But it's something that I've, you know, noticed and especially when I'm behind somebody and the force feedback stuff and the vibration, you get a curb, you know, it twitches around. You can kind of set it out to where you have some delay in it. So it doesn't look as twitchy with the real head motion active, but I have never really found a perfect setting that I really, really like. So that's one thing I can say the neck function has over this real head motion is I didn't really have to tune it too much. It kind of just, it kind of works. And the biggest difference, oh, that's going to be the wall between head motion and the neck function is the neck function looks through the turn. It's almost like looking apex. So it'll follow the curvature of the turn and it'll point the camera where the turn is actually going. So you can kind of get a more feel of how much angle you're actually throwing and stuff like that because it's based on the actual turn rather than how much wheel input you have. So for people with a controller who, you know, can't use real head motion, the neck function works. So we can do one more lap and then we're going to go take a look at the next settings and show you really the difference between the two because you're seeing right now with real head motion what it looks like. And then we will turn on neck function and turn real head motion off and show you the difference and why I prefer the neck function over real head motion. I cannot get that jumped right now. Good thing it's a missile car. So let's go take a look at the settings and adjust and turn off real head motion. All right, so we are back at our settings in the custom shader pack in content manager. And as you can see right here, neck function, turn it on active. These are the settings that I'm using. I haven't adjusted any of the settings from when I first turned it on. I still have it on VR, but I haven't tried it with VR. I feel like it might be weird with it trying to rotate while I'm trying to rotate my own head. So it might give me that weird oscillation sickness feeling that you sometimes get with you know VR. So these are the settings that I have. I haven't changed them, didn't adjust anything. I just activated it and went from there. So let's go back to exactly what we were running and show you the difference. So this doesn't base off of your steering wheel input. It bases it really off like I said the angle of the turn. It looks towards apex and things of those nature. So we're going to adjust our tires to exactly how we were going to drive. Turn my headlights on with my little blue LED accent lighting inside. So as you can see, I can sit here and turn it and it only really pivots the head like tilting side to side. It doesn't actually rotate. So I can be full lock and it's not like looking outside window. That's because it follows the apex. So you'll notice here when I start sliding it follows the apex of the turn and I can sit here and do this and it doesn't really wobble back and forth because it's following the actual turn rather than the movement of my wheel. Now the tilting back and forth is adjustable off if you don't want the head to tilt based on your steering wheel. But as you can see it looks a lot smoother because it follows the actual turn. Rather than my input of my wheel. So I can be really twitchy on my wheel and it's not like spinning back and forth. It's kind of staying in angle of the turn and stuff like that, which is why I prefer the neck function over real head motion. Because it's more of a natural look rather than just basing it off your wheel. We actually got that turn. So we're all over the grass. But we actually kind of got that jump so we're going to definitely want to take a look at that jump from the replay angle. But now you can see why I prefer kind of neck function over real head motion. It's smoother. It looks where I want it to go for the turns and stuff like that. And I'm sure if I fine-tuned it more I can make it turn more angle and stuff like that based on, you know, the way I'm sliding. But it's really based how much it's looking based on how much angle you're throwing. When you go too far it does snap back to center. That is the one flaw I did find. But you shouldn't be going that far of angle because if you're going that far angle you're going to spin out anyways. Because that was way past like 90 degree lock. So we're going to try and get this again. That was a little bit better. There we go. That's you from the third. It's kind of looking where I want it to go. And it's much smoother I feel. And it just to me looks more natural. And I can actually drift better with the neck function in car than I can real head motion. Now I drift better with the VR than I do with neck function. But that's because I look where I naturally want to look. It's just the FPS sometimes in an Oculus. It's not that great because you can only render so much. And if I have a lot of cars on the track, I mean I'm still over 70 and 80 FPS. But as you see right now I'm running like 300 something right now by myself. So we're going to try and get this jump drift again. There we go. Ooh, kind of twitchy. So as you can see this is the real difference between these two. Because right there the camera would have been oscillating back and forth if you were in real head motion because of how much I was moving the wheel back and forth. So it doesn't have that function with the neck function. So those are my settings for my neck. Why I prefer it more. Give it a shot for yourself. It's in the custom shader pack. It is just an option that you turn on. Fine tune it. If you guys do use it and you guys know some settings that are way better than what I'm using, let me know down in the comments because I'm very curious what other settings people are using and how they prefer their settings whether they prefer you know neck or real head motion. I mean some people may still prefer real head motion but personally I found the neck function works very nice in drifting as well as racing because it will look through the turns and stuff like that. One more jump drift and we'll take a look at that view of that one jump drift that was almost perfect. That one was pretty good too I wonder how close that was to the wall. So let's go take a look at those replays real quick before we end the episode off. Let's take a look at the replays. I don't remember if this one was a good one or not but we're about to find out. That was a pretty good jump drift but that was one where we cut it way too short. So let's take a look at the second one which I think was way better than the other one before it. Wasn't that close to the wall but it was a good jump drift and nice and solid. So make sure you guys follow me on Instagram and Twitter all of which are found in the description box below and as always I thank you guys for coming back and watching. Do appreciate all the support, live streams and stuff coming. That was a very bad jump drift. Live streams stuff are coming throughout the weeks with all the quarantine and stay at home actions and everything ensued. So make sure you guys tap that like button I would appreciate all the support. One more jump to end this episode off. There we go. So as always I thank you guys for watching. I'm EvilRabbit. I'll see you on the track.