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

No singleplayer, no buy

Seriously i read somewhere it will fully concentrate on MP?!

I mean great for the multiplayers, but a pity for SP.

Why good simulation must always conflict with good SP experience?
I totally agree with you on the no SP no buy, and at the same time MP mode is a lot easier than SP mode. Think about it for a minute, the amount coding needed for sp mode is much greater than mp mode. You have to move and track every car on the track, plus move them all individually and give the impression that they are consciously aware of their surroundings. And that's just the beginning of it.
Remember when AC first came out, it was strictly an mp game. They started adding AI out of pressure from the market, which was about 70% single players at the time. And you might as well have added a freight train to the game, they all ran at the same speed in a straight line and had no awareness of their surroundings at all. It took them a long time to sort it all out, and even now they aren't that great.
Good ai are a LOT of work, and not nearly as well appreciated as they deserve to be.
 
I know nothing of this Rennsport thing, is it meant to have a single player option or only online multiplayer, in which case not interested. Also how can modders charge for their work when most of the time they are creating mods for content they do not own the IP to?
 
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I wonder if anyone here is old enough to remember the West brothers. Admittedly Rennsport is further along than they ever were, but they are still a long way from realizing the product we'd all love it to be.

Somebody earlier in this thread said AC focused on graphics. Heh. No. It was always about the physics. Best driving model ever. Well, until ACC. Now there's VR. I am really looking forward to F1 '22. I know it's not sports cars, but this could be big. It might be interesting to see what a $7 Billion company can do with a racing sim.
 
I totally agree with you on the no SP no buy, and at the same time MP mode is a lot easier than SP mode. Think about it for a minute, the amount coding needed for sp mode is much greater than mp mode. You have to move and track every car on the track, plus move them all individually and give the impression that they are consciously aware of their surroundings. And that's just the beginning of it.
Remember when AC first came out, it was strictly an mp game. They started adding AI out of pressure from the market, which was about 70% single players at the time. And you might as well have added a freight train to the game, they all ran at the same speed in a straight line and had no awareness of their surroundings at all. It took them a long time to sort it all out, and even now they aren't that great.
Good ai are a LOT of work, and not nearly as well appreciated as they deserve to be.
Great points! Makes me wonder if Rennsport should go the iRacing route and have a fully multiplayer-oriented model with no single player to speak of (I know iRacing added AI recently, but my point stands). That way, they can at least do the MP side of things (which is clearly their focus) as well as possible, and thus maybe gain more position in the market.
 
You are talking about a multi-million lines of code monster.. "throw away and write your own" is not really on the table and it'd probably be the worst approach you could ever take when working with UE5.

Not only the effort to understand the implications of making meaningful modifications to the code would be comparable to write your own engine but you'll also loose the main "killer feature" of things like Unreal Engine/Unity/Unigine etc which is the fact that while you work on your game they work on the engine and new features get added that might be interesting.

Deep modifications will lock you in one particular version of the engine and moving up a version could become very hard, time consuming and generate a whole new class of bugs you are not even aware of.

The real bonus of having source code available is that it becomes slightly easier to understand crashes and behavior of certain functions as you can somehow try to follow the code and see what they are doing.
"you can thow away what you don't want means remove bits of code" not rewrite everything, but yes, it is more difficult that I make it sound , fair enough

As far as development goes, at some point you do have to lock to a certain version, becasue going up major version often break things, and it's not painless , yes it might be worth it and it really depends, but it's not something you do just becasue there is an update version

but yes, you would of course know a lot more about the proces as you were involved with ACC
 
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Unreal Engine 5: blurriness, ghosting, popping, resources hog and incompatible with triple screens and VR. How was the forum drill when ACC was initially released?: no VR no ...

I won't play another racing game based on unreal engine, but I wish good luck to the guys of Rennsport, and I hope that they crush original AC. Because if they can't improve in both features and physics over an almost 9 years old game that would be humiliating, and with AC2 already on development for at least 1 year Rennsport would be born already dead.

Also, Rennsport having success and adding new unforeseen features will keep Kunos honest and will force them to keep pushing on features. Competition is always a tide that lifts all ships for the consumers.

What I hope is that they don't try to push backhanded BS like the NFT's, micro-transactions, paid mods, monthly fees and similar greedy money grabbing schemes.

And add that No single player, no buy.
 
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Staff
Premium

Could Rennsport Become the New Assetto Corsa?​

Well stated this way, why not? But there are a lot of conditions to be met to actual achieve that.
  • It has to have everything AC has and be better on that, especially single play with good AI is important because a lot of new simracers start that way.
  • It has to have some important features that AC doesn't have (look for the thread about what we want for AC2.
  • It has to be almost flawless with the introduction, including a lot of content already otherwise people get disappointed and bored with it and going back to AC. You only get one chance to make a first impression.
  • Gameplay is more important than fancy graphics. You can attract potential buyers with nice screenshots and videos but if they are disappointed the first time they try it, they simply give up.
  • The price should be right.
  • It must be user friendly. Gamers are not the most patient people around and probably simracers even worse.
  • Mods should have some kind of quality checks especially if they are payed for so the buyer can be confident that it's worth the money.
  • There should be already a lot of content with the introduction.
With all of these points you must take into account that the introduction of Rennsport will be very different from that of AC in 2014. AC had not the competition of AC when it was introduced. And Rennsport also can be troubled with the announcement that Kunos is working on an AC2. As a enthousiastic user of AC I'd rather wait for AC2 because Kunos has already proven to make a great product.
 
Staff
Premium
….or retired experienced MP simracers just returns to Single Player

Why people always think the way „the real simracer“ is always Multiplayer ?
Hi Kevin, I don't understand your question. I didn't mean that at all. I didn't use 'real sim racer' in my commentary. And it's certainly not my personal opinion.

I run online races in AC for RaceDepartment and my experience is that many sim racers are hesitant to participate in online races for a variety of reasons, but fear of not being good enough is an important one. But these guys (and girls) like single play and that's fine and I'm asking them to compete in events that are great for getting into online racing.

Those who participate are mostly positive and continue to participate regularly.
 
Sorry, no. 10$ a month is 120$ a year. That’s a lot. As I wrote, I already have enough subscriptions as it is.

But more than that, I don’t like the idea of renting a sim.
I also used to say that until i actually got iRacing and realised the pay model keeps out all the corner smashers and yobos and 9 years olds screaming at me about the chastity of my mother.. (well at least a LOT better than any other online racing ive partaken in) pity its graphics and physics are a bit rubbish though.

If a paymodel makes it a better environment im all for it.
 
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I also used to say that until i actually got iRacing and realised the pay model keeps out all the corner smashers and yobos and 9 years olds screaming at me about the chastity of my mother.. (well at least a LOT better than any other online racing ive partaken in) pity its graphics and physics are a bit rubbish though.

If a paymodel makes it a better environment im all for it.
This is not true, and frankly I don't see any link between a person's manner and their financial capability to sustain iRacing's subscription. If you don't mute voice chat you will hear a lot of swearing with people going back and forth accusing each other, and T1 crashes along with silly overtakes are still a thing.

I don't understand why there are so many people who find Games as a Service acceptable. They shouldn't be, they really do not provide anything more than a normal game, it's just a way to rob more money off of you.
 

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What's needed for simracing in 2024?

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