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

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 literally disable shadows on most platforms because it's so annoying and distracting for me when the rendering is so visible

at first it can look a little bit weird but to me it makes the games much more clean and less demanding too which always is good thing

the only annoying thing is that in some games, can't remember which ones rn it also disable shadows under cars so it looks like these cars are floating
 
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Premium
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."

Now that I watch it again it is clear it is a gamepad but wow some of the steering input correction (if it's not auto-assist correction) was impressive.

The fact I didn't notice the first time is kind of a compliment.

I wonder if the gamepad support means they're definitely going to console?

I wouldn't blame them. ACC really made that a thing for sims. I know AC did it first but I'm not sure it ever took off for AC.
 
Premium
I will say the lighting on even the smallest cockpit and car model objects looks to be very high quality

That depth of field affect is amateur hour, though, I suspect they did it because the cockpits aren't really ready yet.

What is that rearview mirror even showing? Classic mis-aligned rF2 mirrors?? lol

MSG please do not get greedy with the price. This can't be a ridiculous $100 game. Get it into the hands of a lot of people with a good price, make back some goodwill, and then make money in the long run.
 
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Now that I watch it again it is clear it is a gamepad but wow some of the steering input correction (if it's not auto-assist correction) was impressive.

The fact I didn't notice the first time is kind of a compliment.

I wonder if the gamepad support means they're definitely going to console?

I wouldn't blame them. ACC really made that a thing for sims. I know AC did it first but I'm not sure it ever took off for AC.
When I saw the video and had not read the text I thought there was some pretty heavy input once or twice but mostly noticed the corrections under braking and accel like at parabolica/Alboreto and didnt for a second think it was anything other than a wheel.

I am scratching my head how that can be acheived with a controller, so there must be a lot of game help going on.
 
Personally I think average racer may be expecting too much.
Still be just as hard setting it up and extracting the most won't be any easier.

For mine it hindges on the ability of AI to perform long distances, multiple stops without major incidents.
Secondly how big a replay ( to start where you left off ) will it load is anyones guess.
My experience with rF2 big fields max graphics max res 6+ hours was best I got.
Limited cars and graphics 8 hours.

All the features in the world will not matter if they can't vastly improve this.
That is one good thing about a sim built around limited models and enviroments.

Other new sims people are like sheep mostly even before it's released and on release seem to say the same things different ways.
But ISIMotor is like real Dr.Jekyll and Mr.Hyde, vastly differing views on even singular aspects or features.
 
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And in this case DEPTH OF FIELD!

Along with narrow FOV think of what it does for fps ;)

Personally I don't think the background in good quality rF2 models needs covering up.
I see DOF as more a way of immersion so even though I don't use blur ( another feature not done well in anything I driven ) with DOF looking out of the corner of your eye is kind of similar and contrasts well with the edge of road sharpness.
 
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Wondering if they did a proper implementation of hybrid systems, last I heard rF2 lacked this. Listening to the car audio, the electric whine seems to be more related to transmission than to wheel speed so I think they might not have got that working...
 
Premium
Graphics wise, I like this car and track better in Assetto Corsa. Driving... will have to wait and see.
 
Premium
Then you would never believe what some aliens could do with GPL on a joystick :coffee:
Yes, I know you can still be fast on a controller, but some of the minor corrections I saw was probably something I would pick up and correct through the dd wheel and they are quite small.. I am not a controller guy so I find it hard to imagine that they could do some of those quick minor corrections with only visual cues and be on to it so early.
 
Premium
Along with narrow FOV think of what it does for fps ;)

Personally I don't think the background in good quality rF2 models needs covering up.
I see DOF as more a way of immersion so even though I don't use blur ( another feature not done well in anything I driven ) with DOF looking out of the corner of your eye is kind of similar and contrasts well with the edge of road sharpness.
With eye tracking it could be good for sure, but I wonder the point of how it was shown in the clip. If it doesn't know where you are looking then to see the distance clearly but the wheel blurry when you want to look at it is of no use at all.
I am perfectly happy to accept that this was just for part of the show and that no one is going to be forced in to this kind of option.
 
To have the Le Mans experience, ready to go was one of my all time wishes in sim racing. I'm glad it will have good physics as rF2 is solid for that. I really hope the UI is snappy and simple so you can drive without spending half the afternoon fiddling around to get a good race set up. When I fire up rF2 I spend too long going in and out of races to change options.

My hope is that by limiting the range, they can get this dialed in to maximize the user experience. Having the ability to tweak everything yourself is fantastic but there is no excuse for handing over a sandbox and excluding the plug and go experience. It should be the Le Mans experience ready to go with the option to personalize, not a tool box and good luck in the forums release! 100% want them to succeed here for selfish reasons!
 
Wondering if they did a proper implementation of hybrid systems, last I heard rF2 lacked this. Listening to the car audio, the electric whine seems to be more related to transmission than to wheel speed so I think they might not have got that working...
I think it will be properly implemented.

They implemented hybrid boost for the BTCC cars (https://www.studio-397.com/2023/02/announcing-btcc-hybrid-boost/) so would hope they've got it nailed for the HYP cars.

I know they ate currently working with Ferrari to get the car as close as possible to real life (source: devs on discord).
 

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