Could Rennsport Become the New Assetto Corsa?

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Are You Excited for Rennsport?

  • Yes

    Votes: 404 59.0%
  • No

    Votes: 281 41.0%

  • Total voters
    685
Rennsport, the new hardcore racing simulator from Germany, is trying to take the sim racing world by storm. With promises like using Unreal Engine 5, full modding support and a wide variety of vehicles, Rennsport is surely aiming to be none less than the be-all-and-end-all of sim racing and sim racing eSports. But what do they need to achieve that lofty goal?

The Timing is on Rennsports’ Side​

Announcements of Rennsport could hardly have come at a more opportune moment. The Sim Racing niche still riding on the after-effects of an all-time high in interest and cries becoming louder about the ageing competitors means the time is ripe for something new. All that is left now is for the Munich developer remains to keep developing the hype and execute on their promises.

Who are the direct competitors?​

As the premise of this new simulator is realism in combination with user-created content, basically all existing sim racing games are the likely market for Rennsport. Especially, however, the current modding platforms of both Assetto Corsa (AC) and rFactor 2 (rF2). As those titles, released in 2014 and 2013 respectively approach their 10th anniversary without another serious challenger in the modding field so far, the German simulator has all the chances to take the laurels.

Since we must not forget the other titles, a good selection of base content and the promise of focus on online multiplayer and eSports may also take drivers from Assetto Corsa Competizione or iRacing. The least affected community could still be RaceRooms’. Since that sim enables a single- and multiplayer experience for virtually any PC; the graphical superiority of Unreal Engine 5 may make low-end PC users struggle to run Rennsport. Speaking of graphics, …

Graphics and Modding of Rennsport​

With the ever-growing trend of many end-users increasingly craving hyper-realistic graphics, the bar for modding will be quite high in the Rennsport community. Simple conversions of existing AC or rF2 tracks will most likely not do. Models, as well as textures, will have to be redone completely to match the high-quality standard of the base game. Not to even begin with the different physics models for vehicles. Otherwise, nobody would pay for them.

Speaking of paying for mods, Rennsport will also need to deal with their “real digital ownership” model. How would that work exactly? The premise on their website is set to be: “Your assets will be owned by you. And you can trade them through the marketplace of your choice.”

Personally, my immediate thoughts about this statement wandered towards the Steam Marketplace, where mostly skins for Counter-Strike or Team Fortress 2 weapons circulate.

Would this mean the market would establish the price of a mod and the modder would gain a part of the transaction money each time a transaction is made? Or can the modder establish the price themselves and sell the item for a price they want, while follow-up sales do not reimburse the original creator?

And since these are only 2 options amongst several more, a more detailed overview would need to arise before passing judgement. About prices though …

How will Rennsport price its official content?​

One of the biggest questions that still needs an answer is the pricing of official content. Will it follow the iRacing formula of having to pay a monthly fee to access your purchased content? Or will it follow the more standard pricing policy of a fully-priced base game and purchasable extra content or DLC?

There is also another option of financing that would arise in the aforementioned Steam Marketplace-kind of a deal. Valve, the developers of the Steam platform, skim between 5-10% off the top of any Marketplace sale. If Rennsport were to use a similar system and end-users embraced it, this could help finance the ongoing development.

What’s still in Store for Rennsport?​

With impeccable timing on their side, the new German developer has all possibilities to hit the ball out of the park and create the one sim to rule them all. However, the tightrope walking of pricing content will either make or break the success. Make content too pricey and people will be hesitant to try it out. Too cheap and you could be bankrupt rather quickly.

But of course, it will also need to be accepted by the sim racing community first. So, what are your hopes and fears for Rennsport? Be sure to let us know in the comments down below!
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

Yeah, I'm wondering the same. We haven't seen any major AI development for a long time. Modern sims are also thin on single-player gameplay features besides the core physics or they do it half-way.
One thing in particular is especially strange to me about the lack of AI development. If sim developers wanted to make money with licensed single-series sim racing titles with mainstream appeal on PC and consoles – like Codemasters with F1, and like Motorsport Games appears to want to do with NASCAR, BTCC, and WEC – you NEED good AI... better rules and AI than is available in AC and rF2. Most people picking up a game of that type expect a solid single player experience, be it in one-off races, a season mode, or a career mode. I always find it strange devs don't see this and devote effort towards generational AI improvements and individual series licenses (e.g. VLN, Supercars).
 
I don't understand the question. All I've seen is just an unfinished clone of ACC. Ok, with a bit of UE5 eye-candy. Everything else is just PR blah, blah. Don't get me wrong, I'm very interested in more sim competition but at the moment It's still too early to judge.
 
Unreal engine is for now the only thing making me a little bit less exited. Even the curbs had pop in. Not a fan of deferred rendering for race games especially VR, but also on monitor its annoying all the trees changing shape.
 
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Premium
Unreal Engine 5 "could" be excellent for VR games because of how it handles video assets. It is supposed to scale well to the power of the video card and resolution available which "should" mean reasonably good performance for most people with decent gaming rigs.

However it's interesting to note that UE5 does not work well with triple screens at this time so that's a chunk of people who may not be happy.

How that works out in a Sim game, will be interesting to see. The more the merrier!

Once they have added VR I may check it out just to see, but I'll also want NLRv3 and good tactile support before I can really compare it with what I'm using now, so I'm not sure how long that will be.

They say that they want to be free to enter to get people started, but I have no idea how that will translate long term.
 
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I don't know enough about Rennsport to like it or not. If it's gonna be ACC type of content (mainly modern GT3 cars) + iRacing's focus on online competition it's definitely not gonna be my type of sim.
 
One thing in particular is especially strange to me about the lack of AI development. If sim developers wanted to make money with licensed single-series sim racing titles with mainstream appeal on PC and consoles – like Codemasters with F1, and like Motorsport Games appears to want to do with NASCAR, BTCC, and WEC – you NEED good AI... better rules and AI than is available in AC and rF2. Most people picking up a game of that type expect a solid single player experience, be it in one-off races, a season mode, or a career mode. I always find it strange devs don't see this and devote effort towards generational AI improvements and individual series licenses (e.g. VLN, Supercars).
Choose one:

1. Wide variety of cars with different physics.
2. Good, raceable AI.
 
I wish them all the best I love sims and hopefully this will have something in it for me. I play offline and like to recreate real races / series.

To be honest, not knowing what this actually is yet makes me basically not interested.

I want to get hyped... but a wrapped present on the shelf is just annoying when you have to wait for someone else to open it - while dropping vague hints of what it might be! I'm a miserable sod aren't I haha
 
How would paid for mods work other than like in AC with made up vehicles? You can't make any mods of anything real and current for money or you'll get hit with law suits?
 
Premium
AC is a little more than a driving and hotlapping game anyways, and despite the advances done by modders, they mainly focused on the graphics aspect, so it remained a mostly driving and roaming game.
Sorry it may sounds harsh, but people telling those things, are maybe just not able to set up a the AI properly, installing working AI lines for given tracks and setting up a custom championship?!
 
I don't think that car models ( tracks is a different story) ahve to be completly redone, just few more polies here and there can go a long way, this is AC Porsche I did in Unreal5, with only small tweaks / updates, I think it will work fine

as far as paid mods go, that is going to be interesting
if this works similar to what Flight Simualtors are doing, where the contnet you purchase from 3rd party are officially licenses, let along if Rennensport will help with securing the licensing deals, than this is going to be a dream for everyone because it will simplify the process and guarantee at least basic quality

however, it will drive the price up a lot, so players won't be too happy ( most / some of them )

But I would definitely prefer this method myself, where it can be officially supported product, with proper revenue etc.

as far as " you will own the asset" I think that just means the actual 3d model / texture etc. , not of course the brand license, therefore you can definitely have 20 of the same car , although that of course wont' be happening too much, as people will want to maximize their profits and you likely get more sales from unique car , than from a very popular car where there are 19 people to compete against

but yeah, the licensing / copyrights and all that could be quite a minefield to figure out so I don't think this will ever happen

RF2 devs at some point said they will work with modders to help acquiring official licenses , so that they can sell the content through steam workshops, but nothing happened as I can onyl specularte that it wasn't quite as easy to get this going through lawyers
 

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Yeah, I'm wondering the same. We haven't seen any major AI development for a long time. Modern sims are also thin on single-player gameplay features besides the core physics or they do it half-way.
Currently, I'm mostly enjoying AMS1, because to me it offers best racing weekend immersion and an enjoyable driving experience. ACC is also good in those fields, but let down by dull AI.
Since Rennsport is poised to be primarily an esports platform, I'm not very optimistic that it'll even include AI of any sorts. I sincerely hope to be corrected.
iRacing's AI ? it's the last and the best.
 
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Choose one:

1. Wide variety of cars with different physics.
2. Good, raceable AI.
If it's a choice, I'd choose to have the second over the first! The "tasting menu" approach to sims like AC, R3E, rF2 and AMS2 (in its non South American content) does nothing for me. For me, this hobby is not as much about driving as simulating racing on period-correct tracks from the real world championships with damage and period-correct rules. Which is why, for example, I still enjoy Grand Prix 4 for my late 1990s early 2000s Formula 1 fix. :)

Also – ISImotor kinda undermines your claim. Such variety of cars that can be well-simulated: consider AMS1, or the diversity of great (for their time) rF1 mods. Yet the base rFactor AI isn't bad, once tweaked well. Added improvements by SimBin and Reiza make it better. And IMO if ISI had built better fuel/tyre strategy, overtaking-in-a-straight-line, and slipstreaming logic into their AI, its AI would still be more than good enough for any kind of circuit racing (not oval racing, of course).
 
as far as paid mods go, that is going to be interesting
if this works similar to what Flight Simualtors are doing, where the contnet you purchase from 3rd party are officially licenses, let along if Rennensport will help with securing the licensing deals, than this is going to be a dream for everyone because it will simplify the process and guarantee at least basic quality

however, it will drive the price up a lot, so players won't be too happy ( most / some of them )

But I would definitely prefer this method myself, where it can be officially supported product, with proper revenue etc.
I would prefer this too. Really interesting ideas. If this is what Rennsport comes to look like, I'll probably buy the game and some mods purely for the sake of supporting a good idea and business model. If we're not going to have a GNU General Public License-type modding world where everything is shareable and moddable across the community (which people clearly do not want) then this is the next best alternative IMO!
 
Unreal engine is for now is the only thing making me a little bit less exited. Even the curbs had pop in. Not a fan of deferred rendering for race games especially VR, but also on monitor its annoying all the trees changing shape.
Agree, I'm also very concerned about their engine choice because of VR. But I still voted YES, because I hope that they implemented forwarded rendering instead of deferred.

The main question here is: why did so many people vote No (almost half)? How can we all not be excited for a new race sim like Rennsport? We cannot say yet if it's good or not yet, but let's give them the benefit of the doubt. It's always good to have more choice in sim racing.
 
And that is the best choice that Kunos made since ACC's VR disaster.
is it though ? how many people of all of ACC customers use VR ?
I feel - and could be wrong - that ACC is regarded as one of the best racing sim titles out there with a solid customer base, so UE5 won't be a bad decission imo
but it does limit what you can do of course, compared to making your own engine
you do however have full accesss to the code, so you can throw away what you dont' want and write your own code for what you need
 

How will Rennsport price its official content?​

One of the biggest questions that still needs an answer is the pricing of official content. Will it follow the iRacing formula of having to pay a monthly fee to access your purchased content? Or will it follow the more standard pricing policy of a fully-priced base game and purchasable extra content or DLC?
And therein lies the big question.

A subscription model is fine, as long as all content is available for that subscription fee.
A purchase and then subsequent purchase of DLC is also fine
A free to play "demo" where you then purchase the content you want à la R3E or DCS is also cool

A subscription fee, and then having to buy content is totally NOT fine. Double dipping the consumer in this way is a rip off, especially now where the cost of living is rising and some people may find they need to cancel unnecessary subscriptions to keep putting food on the table. Imagine having to do that with a sim despite having invested several hundred $£€ in the content and then having no access to it at all.
 
Assetto Corsa has 20k mods on RD, and thousands more elsewhere.
The second highest total for a single title is ACC with 2k.

Any title that wants to take over the moddable title throne from AC would benefit immensely from having a relatively painless mod import feature. It can't be perfect, obviously, but without such support, I can't see mod support getting much traction.

But hey, I might be wrong.

To be fair, 18.5k of those are skins.
 
Sorry it may sounds harsh, but people telling those things, are maybe just not able to set up a the AI properly, installing working AI lines for given tracks and setting up a custom championship?!
Tell me then how can i for example simulate an indycar oval race in AC, complete with the right qualy rules, tire allocation limits, and correct flags and working safety car? I can do that in the isi engine all the way back to rfactor 1...

Granted, the Rennsport focus on "esports" doesnt fill me with hope anyways, but honestly, anything less is going backwards.
 
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