APEX RIDGE 下山遥测赛段
多机位下山赛段,要求遥测 HUD 持续可读、道路空间连续、车辆物理和声音同步。
案例作者: PSS · @@PromptSin
完整提示词
TITLE: APEX RIDGE - DOWNHILL TELEMETRY RUN
FORMAT
Exactly 15 seconds, 16:9 widescreen, ultra-photorealistic AAA racing-simulator gameplay with native synchronized stereo audio. Fast, premium motorsport presentation with multiple camera viewpoints, physically credible vehicle dynamics and strict spatial continuity. The entire sequence takes place on a closed competition road with no public traffic.
OMNI REFERENCES
- Use [REF_1] as the exact exterior vehicle reference. Preserve the same fictional cobalt-blue supercar body, proportions, headlights, carbon details, black wheels, copper brake calipers and rear wing in every exterior view.
- Use [REF_2] as the exact cockpit reference. Preserve the steering wheel, carbon dashboard, copper stitching, paddle shifters, windshield geometry and black racing gloves.
- Use [REF_3] as the exact mountain-road, lighting and downhill-action reference. The car must always travel from the high mountain pass DOWN toward the valley through successively lower hairpins. Never depict uphill travel.
PERSISTENT RACING HUD - VISIBLE FOR ALL 15 SECONDS
Keep one stable, clean, semi-transparent racing-simulator telemetry overlay visible in every shot, including cockpit, chase, wheel and aerial views. The HUD remains anchored to the screen safe area and never disappears during camera cuts.
- Lower right: large digital SPEED in km/h, current GEAR, curved RPM tachometer and redline.
- Lower left: horizontal BRAKE and THROTTLE input bars, with brake in red and throttle in green.
- Upper left: compact downhill route map with a moving position marker and the next hairpin highlighted.
- Upper right: running sector timer and delta.
- Small central lower strip: steering input, ABS and traction-control activity.
Telemetry must update logically and continuously with the driving: speed falls under braking and rises on exit; RPM drops with each downshift and climbs under acceleration; gear changes sequentially; brake and throttle never activate fully at the same time. Keep all indicators crisp, readable, correctly spelled and visually consistent. No flicker, random values, duplicated widgets or HUD redesign between shots.
DRIVING AND CAMERA TIMELINE
0.0-3.5 seconds - COCKPIT VIEW
Begin directly inside the cockpit from [REF_2], descending rapidly toward a tight right-hand hairpin visible below. Speed reads approximately 178 km/h in 5th gear at high RPM. The driver brakes firmly; the red BRAKE bar rises, the car's nose loads forward naturally, and the speed decreases smoothly. Two synchronized paddle downshifts: 5th to 4th, then 4th to 3rd, each with a realistic rev-matched engine blip. Gloved hands rotate the wheel progressively right. No camera shake beyond subtle chassis vibration.
3.5-7.0 seconds - REAR THREE-QUARTER CHASE VIEW
Cut to a low rear chase camera that preserves the exact car from [REF_1]. The car enters the downhill right-hand hairpin in 3rd gear at approximately 92 km/h. Brake lights glow during trail braking, the outside suspension compresses, tires follow the asphalt without sliding, and the car clips the inside apex cleanly. The road and valley remain visibly lower ahead. The HUD stays fixed on screen and continues updating through the cut.
7.0-10.0 seconds - FRONT-WHEEL / FENDER VIEW
Cut to a stabilized camera mounted just behind the front-left wheel, showing the spinning black wheel, copper brake caliper, damp asphalt and barrier rushing past. The driver releases the brake; the red bar falls to zero and the green THROTTLE bar rises progressively. Speed increases from roughly 96 to 128 km/h. Shift cleanly from 3rd to 4th as the RPM reaches the shift point. Show realistic tire deformation, suspension recovery and restrained motion blur while the car body remains stable.
10.0-13.0 seconds - HIGH AERIAL TRACKING VIEW
Cut to a high cinematic tracking shot revealing the car descending from the completed hairpin toward the next lower switchback, matching [REF_3]. The camera moves parallel to the slope while preserving screen direction and exact road geography. The cobalt-blue car accelerates through the short downhill straight, with the valley far below and several lower curves visible ahead. Telemetry remains readable and correctly synchronized.
13.0-15.0 seconds - HOOD VIEW AND SECTOR RESULT
Cut to a low hood-mounted forward view. The road drops sharply toward the next left-hand hairpin. The car reaches approximately 151 km/h in 4th gear, then the driver begins braking at the final half-second. Show a brief, tasteful HUD notification: “SECTOR 2 - PERSONAL BEST” while all core telemetry remains visible. End in motion with the engine note falling under braking, ready to continue into another clip.
VEHICLE PHYSICS
Authentic high-performance simulation: correct downhill acceleration, progressive braking distance, forward weight transfer, lateral suspension load, stable tire contact patches, sequential paddle shifts, realistic steering angle, physically coherent wheel rotation and consistent road grip. The driver follows the racing line and remains fully in control. No drifting, jumping, collision or arcade behavior.
AUDIO
Native synchronized stereo game audio with no music and no narration. Detailed naturally aspirated high-performance engine, intake resonance, exhaust reflections from rock walls, rev-matched downshift blips, paddle clicks, transmission whine, tire scrub under load, brake hiss, suspension movement, gravel ticks beneath the chassis, wind pressure and subtle cockpit vibration. Audio perspective changes naturally with each camera: enclosed and detailed inside the cockpit, louder exhaust in chase view, mechanical tire and brake detail at the wheel, wider mountain echo in the aerial view. No audio cuts, distortion or artificial looping.
VISUAL STYLE
Ultra-realistic premium racing game capture, physically based materials, ray-traced reflections, realistic damp asphalt, natural cold sunrise, thin alpine mist, restrained cinematic contrast, believable motion blur, sharp vehicle identity and stable mountain geography. Smooth professional cuts with no teleportation.
NEGATIVE CONSTRAINTS
No real car manufacturer, existing racing-game branding, logos, badges, license-plate text, watermark, subtitles, public traffic, spectators, pedestrians, police, road debris, crash, collision, drifting, uphill motion, reversed travel direction, changing car design or color, changing cockpit, extra hands, malformed fingers, steering-wheel deformation, impossible wheel rotation, floating tires, incorrect reflections, warped barriers, discontinuous road, impossible camera positions, HUD disappearance, HUD flicker, unreadable telemetry, misspelled labels, random speed jumps, impossible gear changes, simultaneous full brake and throttle, duplicated UI, arcade effects, nitrous flames or music.