Le Mans Ultimate Gameplay Footage Highlights Monza, New Hypercar Sounds

Ferrari 499P Le Mans Ultimate Gameplay Footage.jpg
You wait months for Le Mans Ultimate updates, then two along at once...

A day on from unveiling the Ferrari 499P with a rendering, the first formal gameplay footage has been released using the Le Mans-winning car for Le Mans Ultimate.


Images: Le Mans Ultimate

As a rFactor 2 derivation, you would be forgiving for thinking Le Mans Ultimate would look and sound identical to the over-a-decade-old driving simulation. Perhaps now, though, we’re starting to see some noticeable differences as we near the new title’s release date.

So far, shiny screenshots have looked promising. But apart from a public test at this year’s 24 Hours of Le Mans event and a tiny teaser of cars moving on track for the release date announcement, little to no gameplay footage has been available.

That changes today, 21st December 2023, with an onboard lap around Monza with the Ferrari 499P following the car’s unveiling yesterday. You can watch it embedded below.


In action, we can see a refreshed Monza (when compared to rFactor 2), with updated signage such as the WEC digital display above the pitlane entry and what appears to be enhanced lighting effects.

The car’s interior, while masked slightly by a shallow depth of field effect, looks to be extremely detailed. Cables adorn the A-pillar, the carbon fibre weave of the dashboard is noticeable and the steering wheel display rate to the real-world device.

The main takeaway must be the sound, the 120° turbocharged V6 snarling up the rev range accompanied by the electrical hybrid whine – the latter especially noticeable under braking during which the system recoups energy. Unless we’re very much mistaken, it’s analogous to listening to an onboard from the 2023 season. Uncanny.

Ferrari 499P Le Mans Ultimate Gameplay Footage RD.jpg


On the flip side, while gameplay at last is a positive sign of life – plus the accompanying stills of the Prancing Horse on track – we must also note what’s missing to date. Notably, there’s no sign of an in-sim HUD (although one was seen at the Le Mans event) or trackside camera angles and footage so far is bereft of any on-track opponents battling.

Moving images of vehicles using the new-build tracks not carried over from prior platforms – Portimão’s Algarve International Circuit and Fuji Speedway – must also wait for another time, evidently.

Le Mans Ultimate Ferrari 499P Monza Gameplay


While the media has not yet driven Le Mans Ultimate in its current build, it’s set to carry across and build upon rFactor 2’s tyre model, plus add in an asynchronous car-sharing multiplayer mode. We’d be staggered if Motorsport Games’ RaceControl online ranking system wasn’t involved, either.

Let’s hope that we see more from Le Mans Ultimate in the new year, and third parties get to go hands-on before its 20th February 2024 release date.

What do you make of the Le Mans Ultimate gameplay footage? Let us know in the comments below.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

Premium
And now.......how does the grass look......good grief Charlie brown....beyond beyond
 
Always something crazy with this company; In one sentence, "Le Mans Ultimate is no different – in the pursuit of realism and an engaging realistic experience for as many users possible" yet they say "Ferrari 499P Hypercar at Monza was driven on a Controller Gamepad."
Comments like this make me wish RD had a thumbs down option.
 
I don't know what you guys expected. rF2 developers are using the rF2 engine to make a standalone game. Of course it's going to have many things in common with rF2 graphically. It's not like the publisher has lots of extra $$$ for significant engine development costs. But this is not a bad thing as with the best looking content rF2 looks very good while having decent performance as well. And content for LMU I expect to be of the highest level of quality in rF2 terms. Also, probably no TAA, so sharp image quality.

Yes, there's no 3D grass. That's a bit of a bummer but no deal breaker.

About the trees, I think they look fine. I actually prefer this over the 3D ACC trees where the LoD transitions are painfully visible.

About the DoF effect, I also hope it can be turned off, but in fact when you are driving IRL and focus on the road it's kind of like that.

Also remember, YouTube compression is a thing.
 
Because they have published very little so far and all the other car classes and circuits are missing. I hope for them that they make it in time! :D:thumbsup:
Well, the other circuits (Monza, Le Mans, Sebring, Spa, Bahrain) are already in rF2 - so wil be ported through to LMU fairly easily.

Which leaves Fuji (which I can't remember seeing anything of as yet), and Portimao - which there is screenshots of.

The GTEs/LMP2s are already in rF2 as well - so refinement and importing in to LMU.

Plus, MSG, isn't just doing this themselves, it's S397 along with MSG staff - who have made a massive difference to the sim itself.

New content and the new Race Control Online - which has all been excellent - so I would like to hope it isn't too far off.

But time will tell.
 
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As I posted on the official Youtube channel...

Kerbs are looking so flat (italian stripe texture on an small incline, not actual 3d individual objects)... That might very well impact gameplay, with near to no impact of kerbs on your racing. Also seem to be a lack of detailed grass (looks like a flat texture again, it's 2024) and trees look like made of 2D flat texture on different planes (6-8?) for their foliage/branches (like original AC). Overall it looks pretty dated already.

Controller behavior looks ok, even though there seem to be quite some twitching when getting back to neutral which would denote lack of appropriate dampening of the stick response (could just be the settings used though, nothing SteamInput can't help to fix).

Current mirror FoV would render it unusable and the exagerated DoF is very distracting hopefully just one of the cinematic effect that can be turned off like in PCars2/AMS2.

It will have a hard time to compete with modded-AC let alone any future release...
rFactor 2 was actually one of the first products to offer fully 3D-modelled curbs to make proper use of the physical tire model over ten years ago - something that get's celebrated in premium titles as something ground breaking these days. Alot of users complained about how brutal curbs felt in that game right from the start and you could feel the shape of the sidewalks at historic Monaco. So what in gods name makes you believe that they will use 2D painted curbing instead? Just because you feel like it?

Also have fun with your heavily modded AC, because we all know how great that works out of the box with a perfect multiplayer, AI and zero options for time scaled races. Maybe just get a cup of tea and wait and relax. :coffee:
 
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Don't all studios do similar in that they try to eleveate their best features ?

It is called smoke and mirrors. :x3:
 
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Will any simracing title ever be able to do proper shadows that don't look distractingly off and drawn 10 feet ahead of your car? :thumbsdown:
 
Will any simracing title ever be able to do proper shadows that don't look distractingly off and drawn 10 feet ahead of your car? :thumbsdown:
I think people still underestimate how taxing shadow rendering is. It's one reason why photorealism for racing sims is still years away from my perspective because especialy with racing games where objects move at high speeds the cascade effects becomes more and more obvious.
 
I think people still underestimate how taxing shadow rendering is. It's one reason why photorealism for racing sims is still years away from my perspective because especialy with racing games where objects move at high speeds the cascade effects becomes more and more obvious.

Well, if a sim developer had a AAA budget we could have a truly next gen looking sim with raytracing and better lighting. It's just that sim racing is a niche and sim devs are all broke and understaffed. All being told, they do quite OK with the limited resource they have.
It is even mind blowing that there are so many sims for such small userbase.
 
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don't let them find out EA WRC is the same as ACC
To be fair, neither uses UE for physics.
Well, if a sim developer had a AAA budget we could have a truly next gen looking sim with raytracing and better lighting. It's just that sim racing is a niche and sim devs are all broke and understaffed. All being told, they do quite OK with the limited resource they have.
It is even mind blowing that there are so many sims for such small userbase.
In an already niche market you shouldn't eliminate half your userbase with extreme hardware requirements either. AAA studios already do a bad job with optimization.
 
Looks and sounds great. I hope that the physics and all content is more consistent as rF2. It would also be nice if they upgraded the trees a bit but other then that; good visuals.
 
The sound and graphics engines are new, only the physics engine comes from rF2 I think.
 
They need to turn up the sounds...

I really hope this game is a success... We need a good WEC game...
 
Will any simracing title ever be able to do proper shadows that don't look distractingly off and drawn 10 feet ahead of your car? :thumbsdown:
This was brought up on the S397 forum. Marcel Offermans, the former leader of S397, recently responded & stated shadows are incredibly hard on fps. You have to make a trade-off. Do you want fluid fps or shadows that stretch to the far distance but crucify fps?
 
What is it with people like they on a 10 year loop.
Back to vegetation and grass
I see terrible looking trees in other sims ? and sorry but I just don't look at grass that much.

rF2 has been and always will be a driving sim, not pink dumbos on candycane rainbows.

I really wonder what others think about simulation, do actual racers especially at Lemans and other endurance races have such lovely undiluted landscapes to gaze at ?

Of course not, they looking through bugs, crap, vibration, haze, etc
The new dirty look should add to this effect, heck of a lot more then a few blades of grass that is sure and certain in my warped mind.

No offence, Merry Christmas All
 
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Premium
All in all this is what I expected. It looks like a polished rF2. That's a good thing.

The sound in LMU sounds like a decent upgrade from old rF2 sounds but I think they upped their sound game some time ago, as well.

Here's a very similar style real onboard. Sim sounds tend to be very 'clean' and 'sterile' compared to real engine sounds. I'm still waiting for the glorious sounds of engines to make it to sims.

 
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