GTRevival: First Playable Version In The Works

GTRevival First Playable Version Ferrari 550 GTS Maranello.jpg
Straight4 Studios has shown losts of screenshots of internal builds – but now, a playable version of GTRevival is the focus. The studio’s October newsletter also confirmed a circuit that had been all but confirmed already.

Image credit: Straight4 Studios

Aimed to be a spiritual successor to the GTR series, GTRevival is still a bit of a dark horse in the sim racing scene. Thus far, content included mostly early 2000s GT1 machinery, with more historic content being possible as well. Studio Lead Ian Bell keeps sharing screenshots of internal builds of the title on his Twitter profile.


GTRevival: Playable Version Via WMD​

Supported via the WMD crowdfunding program that already powered the Project CARS series, the first hands-on version was set to be available by the end of 2023. According to the latest Straight4 newsletter, this may indeed happen.

After big updates to the physics and cars of the internal build, Straight4 is wants to make a WMD version of GTRevival happen. The newsletter reads “now the dev’ team is focused on your WMD build, so let’s hold thumbs and see how that progresses.” While not a promise, this should pique the interest of many sim racers. Could they have the first playable version of GTRevival available by Christmas?

Lime Rock Park Confirmed (Again)​

Meanwhile, the newsletter also officially confirmed Lime Rock Park to be featured in GTRevival. This may sound familiar, as Bell had unofficially done so already on Twitter in September. Additionally, Sebring was also included in this unofficial announcement. Both tracks feature in many of the screenshots Bell posted over the last few months.

GTRevival Ferrari 296 GT3 Sebring.jpg

Sebring already exists in an internal GTRevival build. Image credit: Straight4 Studios

More announcements should follow soon. In fact, Straight4 hopes to “be able to spill a few (more precise) beans)” in early December. If you need an overview of what we know about GTRevival so far, we got you covered in the meantime.

Want to discuss GTRevival and anything around the upcoming title? Feel free to head to our forums to become part of the conversation!

What are your thoughts on GTRevival possibly having a hands-on version available soon? 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

Premium
If you want to BOP online contenders then perhaps give a kg ballast per point scored... it only ever goes up, then you'd see the faster driver car combinations dropping back into the clutches of the slower ones, later still, the slower drivers will start to suffer for their success.

If you were to allow a similar rule to real life racing cars could be built up with an area for up to 100kg/200Kg ballast from the outset and have it removed at the start of the season, then the winner adds 25 kg (or whatever) for the next race more success throughout the year will level up the ballast to equal points, until midway then remove 50kg from each car regardless of their current ballast and hit the second half of the season... no development, just get on with it
 
Reiza who never solved Ams2
They added in a physical Safety Car, where PCARS2 had nothing for a FCY or SC. I think even the original PCARS had a voice line that mentioned a Safety Car, yet it was never implemented. If any sim was "never solved" there would be zero updates to the sim.

I genuinely don't get why people are so divisive about Ian Bell, all I know is that I'm at least keeping an eye on the revival and just seeing how it goes. If it turns out bad, then it turns out bad. If it's good, then it's good.
 
Last edited:
Ah ok now bugs is a design choice hehehe, maybe called business suicide? couldn´t be more easy eat a lie when it´s come from yourself
The definition of bug is clearly something missing in your vocabulary, so I'll make it simple in such a way that even you can understand.
A bug is a behavior of a software that is unplanned for. A design choice is a planned behavior: it may still have upsides and downsides that (some of) the users may not like or want but it is still not a bug. E.g. the fact I can't jump the replays as a result of the architecture that was chosen is not a bug as it is a known and accepted consequence of choosing a system that would be light and efficient and btw for instance it doesn't trigger me (and many others) one bit.
Quit being uselessly toxic about it just to stir the pot.
 
If you want to BOP online contenders then perhaps give a kg ballast per point scored... it only ever goes up, then you'd see the faster driver car combinations dropping back into the clutches of the slower ones, later still, the slower drivers will start to suffer for their success.

If you were to allow a similar rule to real life racing cars could be built up with an area for up to 100kg/200Kg ballast from the outset and have it removed at the start of the season, then the winner adds 25 kg (or whatever) for the next race more success throughout the year will level up the ballast to equal points, until midway then remove 50kg from each car regardless of their current ballast and hit the second half of the season... no development, just get on with it
The think it was the BTCC series which had a dynamic success BOP where weight was added for the top cars each race and weight was reduced for poorly performing cars. So on some races the best cars would sandbag a race or two to get some of the ballast removed.
 
The definition of bug is clearly something missing in your vocabulary, so I'll make it simple in such a way that even you can understand.
A bug is a behavior of a software that is unplanned for. A design choice is a planned behavior: it may still have upsides and downsides that (some of) the users may not like or want but it is still not a bug. E.g. the fact I can't jump the replays as a result of the architecture that was chosen is not a bug as it is a known and accepted consequence of choosing a system that would be light and efficient and btw for instance it doesn't trigger me (and many others) one bit.
Quit being uselessly toxic about it just to stir the pot.
Try to race against players with VR with your screen and you know the meaning of bug, or play a replay and watch how your wheels are invisible on some turns, these are things that still are on Pcars3 or Ams2, i know what's the meaning of a bug i'm playing Racing games from 1998 with Indycar racing 2 but never called saying truth is toxicity
I have any faith on Ian Bell or Reiza making this GTR Revival
 
Premium
Try to race against players with VR with your screen and you know the meaning of bug, or play a replay and watch how your wheels are invisible on some turns, these are things that still are on Pcars3 or Ams2, i know what's the meaning of a bug i'm playing Racing games from 1998 with Indycar racing 2 but never called saying truth is toxicity
I have any faith on Ian Bell or Reiza making this GTR Revival
I understand your concerns but this is GTRevival not Pcars3 or Ams2, and as it's not been played by us we shouldn't make assumptions, we can hope for the best as GTRevival is to be VR (which I have interest in nor desire for) from the outset with presumably lessons learnt for release,
I'm sure there will be bugs and design choices that some/many see needing fixes, perhaps even by modders, and quite honestly games/sims that cannot be modded don't take up space on my PC, but squealing about bugs and feature decisions in other games because of a hatred of one man is really a waste of this thread space.
 
They are selling steam again, never fixed anything, just take a look at these things:
-VR distance bug (monitor players vs VR players not seeing same distance on same server)
-Server bug join (if u don´t join 3 minutes before race u cannot join but any info about it)
-Race Director bug (Race Director only controls cameras, u cannot not get penalties, or further actions, maybe is just a Director like Steven Spielberg or Clint Eastwood)
-Spectator mode (you cannot see tyre compound, kers, drs or other info, and cannot see wing moving on DRS activation)
-Replay bug (trying to watch a specific lap? patience u have to fast forward replay until find that moment or lap)
-Weight bug (no sense of driving a heavy or light weight cars, just they run faster or slower)
-Grip bug (doesn´t mind if you are on 4th, or 5th gear, if you push accelerator you´ll be out of track, rpm launches you like a rocket)
-Cars driving bug (physics are the same for different cars, just difference faster or slower)
-Skinng bug (you cannot add more cars, new skins just replace older)

....and Reiza has fixed? no....just like Madness Engine never will do
This is why AMS1 is better than AMS2.
 

Latest News

Article information

Author
Yannik Haustein
Article read time
2 min read
Views
6,146
Comments
52
Last update

What does easier access mean to you?

  • Free access

    Votes: 106 68.8%
  • Better structured events

    Votes: 41 26.6%
  • Better structured forum

    Votes: 31 20.1%
  • Standard game content

    Votes: 33 21.4%
  • No 3pa registration pages

    Votes: 33 21.4%
  • Too casual

    Votes: 12 7.8%
  • Other, please post

    Votes: 8 5.2%
Back
Top