PISTA Motorsport: First Hands-on Impressions

PISTA-Motorsport-F3-Termas-Logo.jpg
Far away from the usual GT3 at Monza or Spa scenario, PISTA Motorsport is in development by REG Simulations in Argentina. We got to try a preview build of the sim - here are our impressions.

Sim racers live in exciting times, with hardware being better than ever and new sims being in development seemingly more frequently. While many titles focus on well-known cars and tracks, REG Simulations decided to do the opposite, instead opting to portray the racing scene in their native Argentina in PISTA Motorsport.

First announced in summer of 2023, PISTA Motorsport is set to have a public version available sometime in 2024. Modders-turned-studio REG Simulations have recently shared the first bit of progress since October in their latest dev log, stating that the day of the public version's Early Access release "will be soon".

Until then, the closed beta is continuously developed. REG Simulations have provided us with access to the sim, meaning we were able to gather our first hands-on impressions of PISTA Motorsport in version 0.4.

Content​

First things first: What is actually in PISTA Motorsport as of early May 2024? The sim based on the Unity HDRP engine comes with a small selection of tracks, as the Autódromo Rosario, Autódromo Termas de Río Hondo and Autódromo Mouras (La Plata) are playable - the latter in three different configurations. Additionally, the Motokart Speedway Carlos Casares dirt track rounds out the selection.

Six cars split into five different categories can be raced in PISTA Motorsport at the time of writing this article. They range from single-seaters and small FWD touring cars to a Dirt Midget.

PISTA Motorsport - Cars in v0.4.3.1​

PISTA-Motorsport-F3-Crespi-XXV.jpg

Formula 3 Metropolitana​

  • Crespi XXV

PISTA-Motorsport-Turismo-Pista-C1-Fiat-Uno.jpg

Turismo Pista C1​

  • Fiat Uno

PISTA-Motorsport-Turismo-Pista-C3-Ford-Fiesta.jpgPISTA-Motorsport-Turismo-Pista-C3-Renault-Clio.jpg

Turismo Pista C3​

  • Ford Fiesta
  • Renault Clio

PISTA-Motorsport-Procar-4000-Chevrolet-Chevy.jpg

Procar 4000​

Chevrolet Chevy

PISTA-Motorsport-Dirt-Midget.jpg

Midget​

  • Midget

The available cars exhibit very different characteristics, of course. Whereas both Turismo Pista categories see relatively low-powered FWD cars with front-mounted engines battle it out, whereas the Procar 4000 Chevy features RWD with the same engine layout, but more power and weight.

As a result, the cars will behave very differently when compared to each other, which is especially apparent with the Formula 3 Metropolitana single-seater. It is much more nimble through the corners, as you would expect from a light car that has decent downforce.

It is also worth noting that the Dirt Midget and Motokart Speedway Carlos Casares are still very basic. The track is hardly more than a dirt oval surround by grass, and the car tends to roll as soon as you try to chuck it sideways at speeds that should allow for this type of maneuver.

Driving In PISTA Motorsport​

These characteristics did strike us once we headed out onto the track - for now, the only way to do so is a solo practice session. To explore and learn the relatively unfamiliar tracks (to the author, at least) with the different cars, this is plenty, however.

PISTA's physics feel believable, but tricky, which is likely down to the cars. The F3 Metropolitana, for instance, is very planted, and you are unlikely to spin up the rear wheels with its 140 hp engine - but it is also easy to lock up the fronts under braking due to the lack of ABS. On the other hand, the Procar 4000 Chevy is happy to slide around a bit - up to a certain point, which can cause difficulties on corner exits in particular.

The FWD touring cars are not the most stable vehicles either, but in true front-wheel drive fashion, slides can be corrected by simply pointing the steering wheel in the desired direction and flooring the throttle pedal. This might lead to more understeer than desired, but saves you from spinning out more often than it does not.

Procar-4000-Dodge-Termas.jpg


Rain​

Remarkably, PISTA Motorsport already offers the possibility to drive in the wet. When setting up a practice session, it allows players to set the amount of cloud cover and water on the track in five-percent increments, allowing for a variety of different conditions.

REG Simulations aim for a dynamic system for wet tracks, and the beta already includes standing water on the tracks. When running through them, you can feel the momentary reduction (or complete loss) of grip, meaning they are not just for show.

During our testing sessions, we could not tell whether or not a dry racing line would form dynamically just yet, but that is the aim for the system eventually.

Force Feedback​

As of early May 2024, the FFB is one of the areas that needs the most improvement. While it is there and allows you to feel the cars' weight shift, the level of detail in general is relatively low - so much so that in some corners, all you feel is a force, but no bumps, for instance.

It could be that this stems from the track surfaces are too smooth as is, or rather the FFB system itself. REG is continously working on PISTA, however, so the system might make big strides soon. In fact, when we first tried PISTA, the in-game FFB strength slider did not have any effect, so we had to reduce the force in the wheel's software. Within a few days of mentioning this towards REG, the issue was fixed.

Meanwhile, hitting puddles in the rain immediately makes the steering go light, so the effect is pronounced enough to keep control of your car in the wet.

Visuals​

PISTA Motorsport is being developed using the Unity HDRP engine, which is not common in sim racing. So far, REG has managed to create visually-pleasing cars, at least on the exterior. In cockpit view, some of the textures look dated, particularly on some of the dials like RPM gauges.

Similarly, the circuits themselves cannot compete with those found in productions by bigger studios. They do look good in places, often look dated texture-wise, similarly to the cars' interiors. On the other hand, puddles reflect cars that get close or run through them, which does look rather good at this early stage already. Plus, small details like drones flying over the track or the flag-waving marshals (who do look a bit robotic currently) are a nice addition.

Fiesta-TC3-Termas-Rain.jpg


However, keep in mind that the game is in at an early stage of development. Making it look pretty should therefore rank relatively low on the list of REG Simulations. And the engine allows for eye candy - just look at Cities: Skylines II to get an idea.

PISTA Motorsport: Looking Forward To More​

Undeniably, there is still a lot of work that needs to go into PISTA Motorsport. At its core, however, there is noticeable potential for a great, engaging racing simulation. And while it will not focus on the usual favorites of racing fans worldwide, its Argentina-focused content should be a nice breath of fresh air.

Of the tracks included at the time of writing, only Termas de Río Hondo is available as first-party content in sim racing, namely in Automobilista 2. PISTA could be considered AMS2's younger cousin from another country, if you will - after all, AMS2 brought some exciting Brazilian tracks to a broader audience that otherwise likely would have never found them.

PISTA could do something similar, especially when it comes to Argentina's domestic racing scene, including Turismo Carretera. We are certainly curious as to how the sim is going to evolve until its eventual Early Access release and will closely monitor PISTA Motorsport's progress. It certainly looks to be on the right track - hopefully, we will have a video to show you soon, too!

The game is already available to wishlist on Steam.

Are you looking forward to trying PISTA Motorsport yourself? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Thanks for the article but honestly I was expecting much more in terms of feeling. I get that a comparison to a current sim is a bit pointless but "ffb lacking detail" to sum it up is poor. How does it drive? How does it compare to current driving models? Does it feel similar to ac's handling or ams2?



This article gives off a vibe that it's played by a random news outlet who only talks about graphics and not of a niche sim racing website who's authors should all be massive car enthusiasts who can dissect a driving model.



Looking forward to hearing more about this title.
 
OverTake
Premium
The problem with comparing its driving models is that for one, its a self-developed engine, and for two, that the cars are hardly like anything else out there. I did not go into too much detail here because for a version as early as this, a review-style approach would be a bit much, so focusing on the basics that are there made more sense.
We will of course follow up on the developments of PISTA, especially once the first public version is about to hit Steam :thumbsup:

What I find a bit odd is your claim that the article talks more about graphics than the driving itself (which isn't the exact wording, but the implication reads like it) while that part has three paragraphs - the driving-related ones, including rain and FFB, are four times as many ;)
 
I'm extremely excited to drive this. New/updated physics engines is what should be driving the sim racing community forward, not just rehashing the same game engine, make little-to-no changes/improvements to it, and then just pumping out tons of "content" for it.

The F3 Metropolitana, for instance, is very planted, and you are unlikely to spin up the rear wheels with its 140 hp engine - but it is also easy to lock up the fronts under braking due to the lack of ABS.
Are you sure it's simply a lack of ABS that's making it easy to lock up? I mean, I'd say 95+ % of all simracing and real-world race cars ever do not have ABS. Either there's a fundamental issue particular to the game and/or car making it overly easy to lock-up - relatively speaking of course - or you've been driving way too much of the recent "trendy" thing in simracing: modern GTs made for "gentleman" drivers with overly forgiving driving dynamics and driver aids (TC, ABS, etc.) :)

Was there a way to decrease the car's braking force or to move the brake balance rearward or soften up the front a bit? I mean, you should be able to lock the brakes in any car if you want to otherwise the max-braking/grip potential is not able to be reached.

If you live outside of Argentina, and don't have any interest in the local Argentinian racing, is there really any reason to get this? Especially if you already have AMS2... Honestly I think it is neat that they're making a game like this, but I just can't see myself wanting to play it.
Maybe because a ton of people don't enjoy a glorified Project Cars 2 with just better "content", (not to mention no career / driver progression mode)?

I mean, for heaven's sake, massive physics holes that were in the demo - and I'm not even talking about the AMS2 demo but the PCARS 2 demo - are still making their presence felt almost every corner....and it's been almost half a decade since AMS2 was released and almost 7 years since PCars 2 was released. Then again, when you only create new "content" for a game rather than truly working on the game's underlying physics engine / tyre model, then it's not surprising that all the strangeness and massive flaws still come through - it's still the same woman underneath the dress and makeup.

Maybe because people want to experience a game based around new, interesting, and potentially extremely fun-to-drive tracks & cars? Look at what AMS1 did with it's amazing, beautiful selection of tracks and cars (especially tracks).

Maybe because people are excited for a game that brings a different physics engine to the sim racing community (physics engine / driving is obviously, by far, the most important thing in a sim racing game)?
 
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OverTake
Premium
Are you sure it's simply a lack of ABS that's making it easy to lock up? I mean, I'd say 95+ % of all simracing and real-world race cars ever do not have ABS. Either there's a fundamental issue particular to the game and/or car making it overly easy to lock-up - relatively speaking of course - or you've been driving way too much of the recent "trendy" thing in simracing: modern GTs made for "gentleman" drivers with overly forgiving driving dynamics and driver aids (TC, ABS, etc.) :)

Was there a way to decrease the car's braking force or to move the brake balance rearward or soften up the front a bit? I mean, you should be able to lock the brakes in any car if you want to otherwise the max-braking/grip potential is not able to be reached.
It is likely a combination of no ABS and the standard setup (which, as of the latest version I tried, cannot be changed yet). Not saying it gave me trouble, just that it's easily possible.

As I mainly drive historic cars, I'm certainly no stranger to racing cars sans driver aids (actually prefer it tbh), so adjusting to that car's braking wasn't an issue. I actually quite enjoyed the F3 Metropolitana :)
 
It is likely a combination of no ABS and the standard setup (which, as of the latest version I tried, cannot be changed yet). Not saying it gave me trouble, just that it's easily possible.

As I mainly drive historic cars, I'm certainly no stranger to racing cars sans driver aids (actually prefer it tbh), so adjusting to that car's braking wasn't an issue. I actually quite enjoyed the F3 Metropolitana :)
That's great to hear :) It seems it's something specific about the car then (or controls or setup or physics engine/tyre model) rather than the driver, haha.

I want to try PISTA so much. It's what I'm most excited about in all sim racing at the moment (along with re-playing a modded GT Legends career mode from scratch). Do you know if there'll be any opportunities for some of us to enjoy an alpha/beta build of PISTA? I'd love give it's cars a thrashing.
 
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Sorry Yannik, I was paraphrasing really. My point is the article to me read like a generic opinion from a normal journalist as opposed to that of a racing enthusiast. Perhaps I was too optimistic in my expectations of a first hands on article. Look forward to the subsequent articles to follow on the driving model.
The problem with comparing its driving models is that for one, its a self-developed engine, and for two, that the cars are hardly like anything else out there. I did not go into too much detail here because for a version as early as this, a review-style approach would be a bit much, so focusing on the basics that are there made more sense.
We will of course follow up on the developments of PISTA, especially once the first public version is about to hit Steam :thumbsup:

What I find a bit odd is your claim that the article talks more about graphics than the driving itself (which isn't the exact wording, but the implication reads like it) while that part has three paragraphs - the driving-related ones, including rain and FFB, are four times as many ;)
 
OverTake
Premium
That's great to hear :) It seems it's something specific about the car then (or controls or setup or physics engine/tyre model) rather than the driver, haha.
Could be, I shall dig deeper! For a 140-hp single-seater, the car is really good fun :)
I want to try PISTA so much. It's what I'm most excited about in all sim racing at the moment (along with re-playing a modded GT Legends career mode from scratch). Do you know if there'll be any opportunities for some of us to enjoy an alpha/beta build of PISTA? I'd love to really give it a thrashing.
The only thing I'm aware of is the Early Access release on Steam, but if I remember correctly, they also did not rule out opening up the beta to more people. Whether or not the EA plans are a replacement for that remains to be seen, though :O_o:

Sorry Yannik, I was paraphrasing really. My point is the article to me read like a generic opinion from a normal journalist as opposed to that of a racing enthusiast. Perhaps I was too optimistic in my expectations of a first hands on article. Look forward to the subsequent articles to follow on the driving model.
No problem! I appreciate the feedback, actually. We will dive deeper for sure as the game progresses, no doubt about that :)
 
If you live outside of Argentina, and don't have any interest in the local Argentinian racing, is there really any reason to get this? Especially if you already have AMS2... Honestly I think it is neat that they're making a game like this, but I just can't see myself wanting to play it.
Yeah, its a good point. A lot of overlap in general content. Pista will need to work on this. What is their ultimate selling proposition? If they can create a career mode that simulates a compelling rise through Argentinian motorsports, that would be a good start. Maybe a few lengthy scenario modes and some completionist rewards might help. Right now, AMS2 is a diarrhea of random content. I get paralyzed by choice when I start it and I end up going to F1. At least the F1 World game gives you a path and rewards you along the way.

That's all offline, I don't know how you draw in people online with ACC and iR covering most of that.
 
If you live outside of Argentina, and don't have any interest in the local Argentinian racing, is there really any reason to get this? Especially if you already have AMS2... Honestly I think it is neat that they're making a game like this, but I just can't see myself wanting to play it.
Completely valid opinion IMO. The way I see it, what makes argentine racing stand apart is their Turismo Carretera and Turismo Nacional series, due to their looks, specs, and sounds. As it stands now, you get only some lesser counterparts in terms of specs, as Procar 4000 does not reach the same revs and power as a TC, although looks and sounds are close; something similar happens with Turismo Pista compared to TN, those cars are modern FWD sh*tboxes with no aero, narrow tyres and close to 300 HP, producing hairy driving and spectacular racing.

Having said all this: if you know where to look, most of the content seen here can be found for free or a very low price as AC mods, and as things stand, they hold the upper hand in terms of quality, and some of them I can completely recommend. If you want to tag along Pista's journey for an offline career, I would suggest to look elsewhere: not only it was never promised, but the national simracing community has a holier than thou attitude regarding offline racing, casting it aside as a lesser activity; devs won't cater to it, it's a waste of time and resources for them.
 
Just another title offering nothing new, imo.

What would get me interested in a new title would be a dev that is seriously and deeply concerned with improving the physics and surface/contact interaction. Otherwise we're just talking stuff that is skin-deep.

With a step-change improvement in physics and surface modelling I'd enjoy just one fictional car and afictional layout - if the physics et al were genuinely upgraded from what we have. Until this is done we're just reiterating frankly disappointing and tedious iterations of games, not simulators.

I mean, nobody has even tried a proper loose surface except Snowrunner etc. And who can feel that any 'sim' available does a great job of really representing car handling, even on hard surface?

AI? It's laughably poor. Still scarcely better than Pitstop in the 90s....

Sound? Still using stretched/looped samples.

Generally Devs are doing a **** job. They're wasting all the power they have at their disposal. Alternatively, to do anything with real fidelity we lack the computing horsepower. Either way, there's no sign of real progress. Just same old, same old.
 
Nice to see a new SIM, that is good news.
At this point, if it stays true to its Argentinian origin and offers full fledge Argentinian championship seasons, with all tracks, cars, skins, driver names, etc..., it might be interesting, exotic even.
ACC and more recently LMU, demonstrated (to me) that their is an appetite for full offering with good physics.
We already have great sandbox, AC, RF2, AMS2 where we can try to organize full championship or at the very least full real life grid, but turn key SIM has a lot of appeal.
In addition, the Argentinian motor scene is almost completely absent from the scenery at this point, so, having access would be nice.
 
Just another title offering nothing new, imo.

What would get me interested in a new title would be a dev that is seriously and deeply concerned with improving the physics and surface/contact interaction. Otherwise we're just talking stuff that is skin-deep.

With a step-change improvement in physics and surface modelling I'd enjoy just one fictional car and afictional layout - if the physics et al were genuinely upgraded from what we have. Until this is done we're just reiterating frankly disappointing and tedious iterations of games, not simulators.

I mean, nobody has even tried a proper loose surface except Snowrunner etc. And who can feel that any 'sim' available does a great job of really representing car handling, even on hard surface?

AI? It's laughably poor. Still scarcely better than Pitstop in the 90s....

Sound? Still using stretched/looped samples.

Generally Devs are doing a **** job. They're wasting all the power they have at their disposal. Alternatively, to do anything with real fidelity we lack the computing horsepower. Either way, there's no sign of real progress. Just same old, same old.
I love your way of thinking. That's exactly why I'm excited for PISTA and for that other very early sim we got showcased a few months ago (although I feel like that one may be based on the RF2 physics engine, or possibly used it as a starting point according to some of the behavior I noticed in the videos). The reason I'm excited for them is because, apparently, they're actually new sims this time, not just a bunch of content re-hashed on core physics engines / tyre models we've all driven on a million times.

I agree with sound also. RBR, LFS, and older versions of Netkar Pro were doing something much closer to real sounds, rather than "copy and pasting" a recording into a game and then hitting "play" on that sound.

The simracing scene has really deteriorated after RFactor 1 and especially after Live For Speed and Netkar Pro in terms of devs trying to actually push the SIMULATION aspect of our games. Every one is just trying to make more money by essentially building car/track mods on top of already existing (and often, crap) sim game engines and are obsessed with massive amounts of content and calling updated vehicle or tyre content "physics / tyre model updates" (when it's just new/updated content, no aspect of the physics engine nor tyre model/"engine" was changed).

I wish more people thought like you.

P.S. We don't need massive computing horsepower for improvement. Some aspects of vehicle behavior are superior in 10, 15 year old sims. What matters is the end-result. Throwing more numbers and processing power will just give a more fidelic representation of the given physics engine's own vehicle & tyre handling traits, regardless of how good, OK, or bad those traits are. Imagine Mario Kart but having the physics update at 1 million herz and having 10 billion different points modelled on the tyre's contact patch. Sure, it'll make the driving much more accurate and "fidelic", but it'll still drive like Mario Kart, but just with more "fidelity" and "definition".
 
This looks interesting... It'll be interesting to see where it is 2 years after release... A lot of potential...

Nice to see a few more engines out there being used, but you always have to wonder what is being developed under the hood and how far that goes from the industry standards...

I found the Brasilian scene a lot more interesting than I thought, the Argentinian scene has a longer history at the forefront of international racing so I'm interested to see what will become of this as a whole... Fangio DLC? That could be fun...
 
I love your way of thinking. That's exactly why I'm excited for PISTA and for that other very early sim we got showcased a few months ago (although I feel like that one may be based on the RF2 physics engine, or possibly used it as a starting point according to some of the behavior I noticed in the videos). The reason I'm excited for them is because, apparently, they're actually new sims this time, not just a bunch of content re-hashed on core physics engines / tyre models we've all driven on a million times.

I agree with sound also. RBR, LFS, and older versions of Netkar Pro were doing something much closer to real sounds, rather than "copy and pasting" a recording into a game and then hitting "play" on that sound.

The simracing scene has really deteriorated after RFactor 1 and especially after Live For Speed and Netkar Pro in terms of devs trying to actually push the SIMULATION aspect of our games. Every one is just trying to make more money by essentially building car/track mods on top of already existing (and often, crap) sim game engines and are obsessed with massive amounts of content and calling updated vehicle or tyre content "physics / tyre model updates" (when it's just new/updated content, no aspect of the physics engine nor tyre model/"engine" was changed).

I wish more people thought like you.

P.S. We don't need massive computing horsepower for improvement. Some aspects of vehicle behavior are superior in 10, 15 year old sims. What matters is the end-result. Throwing more numbers and processing power will just give a more fidelic representation of the given physics engine's own vehicle & tyre handling traits, regardless of how good, OK, or bad those traits are. Imagine Mario Kart but having the physics update at 1 million herz and having 10 billion different points modelled on the tyre's contact patch. Sure, it'll make the driving much more accurate and "fidelic", but it'll still drive like Mario Kart, but just with more "fidelity" and "definition".
Thanks! I agree with all that. Unsurprisingly, perhaps. :D

BTW, I don't doubt things could be much better with current hardware. I'm just mindful that the real world does a lot of processing (and I was being generous to the Devs). For instance, I remember Dave Kaemmer saying that tyre simulations for big corporations could take days to process modelling of just a few moments of tyre flex (something quantum computers might one day handle much better, maybe). I don't expect miracles but as you say, we just haven't been seeing progress - despite vastly improved hardware.

I certainly don't mean to criticise Pista. South American tracks often have a really nice flow and the niche categories featured make for a good enthusiast bent to the whole thing. Looks good to me. I just took the opportunity to vent -lol- nothing against Pista. ;)
 
Premium
that other very early sim we got showcased a few months ago (although I feel like that one may be based on the RF2 physics engine, or possibly used it as a starting point according to some of the behavior I noticed in the videos)
Assuming you're referring to the one I'm working on, which has no name yet, I can assure you it does NOT use the rF2 physics engine at all. I've published some information on my website on the open source projects I am using, if you want to learn more.
 
The simracing scene has really deteriorated after RFactor 1 and especially after Live For Speed and Netkar Pro in terms of devs trying to actually push the SIMULATION aspect of our games. Every one is just trying to make more money by essentially building car/track mods on top of already existing (and often, crap) sim game engines and are obsessed with massive amounts of content and calling updated vehicle or tyre content "physics / tyre model updates" (when it's just new/updated content, no aspect of the physics engine nor tyre model/"engine" was changed).
rFactor 1 is strictly worse than almost any other game that used it as a basis, and netKar Pro is just a worse AC. There isn't anything about these games that makes them relevant in 2024 except golden memories. The obsession over old sims and refusal to move on is dragging down progress in simracing. We're still stuck with spincade physics because some people in the community think "unless I'm spinning constantly, it's not realistic" because that's how the old sims drove.
 
rFactor 1 is strictly worse than almost any other game that used it as a basis, and netKar Pro is just a worse AC. There isn't anything about these games that makes them relevant in 2024 except golden memories. The obsession over old sims and refusal to move on is dragging down progress in simracing. We're still stuck with spincade physics because some people in the community think "unless I'm spinning constantly, it's not realistic" because that's how the old sims drove.
You are preaching to the wrong people. Its not the user's "obsession over old sims". It's the Devs obsession to not move on, because of technical reasons! Netkar pro is a "worse" AC, and yet , AC must be like 90% Netkar Pro underneath. The same about RF2 and LMU vs RF1. AMS2 can trace its core to RF1 also, together with PCars1. So no, its not "the community".

People just aknowledge that some of the old Sims were just better, specially feature wise. Even Netkar Pro had features that were cut in AC.
 
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You are preaching to the wrong people. Its not the user's "obsession over old sims". It's the Devs obsession to not move on, because of technical reasons! Netkar pro is a "worse" AC, and yet , AC must be like 90% Netkar Pro underneath. The same about RF2 and LMU vs RF1. AMS2 can trace its core to RF1 also, together with PCars1. So no, its not "the community".

People just aknowledge that some of the old Sims were just better, specially feature wise. Even Netkar Pro had features that were cut in AC.
If we are studying the DNA of sims, doesn't rF1 share a lot with F1C? Cannot it all be traced back to SCGT and still find significant code sharing?

Does it really matter if the output of all the code and the end user experience feels different? (Better or worse, that's the user's choice).

This is just talking strictly about pure driving experience, I don't dispute the lack of features compared to older and more focused titles.
 

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What is the reason for your passion for sim racing?

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