F1 23: Deep Dive for Gameplay Features Released


Not much had been shared about F1 23 ahead of its June 16th release. The comeback of the Braking Point story mode, improved handling on gamepads in particular and the new F1 World hub were the few news given alongside the addition of red flags. Now, the first of five deep dive videos has been released, highlighting gameplay mechanics.

Image Credit: EA Sports

EA Sports has officially announced F1 23 on May 3rd and revealed a few details about select features. Since then, pricing information has also surfaced on the online stores of Steam, Microsoft and PlayStation, revealing raised prices in comparison to F1 22's launch.

The first deep dive video did not reveal any news regarding the gameplay elements, but rather explained how improvements were made and how certain mechanics work. Here are the main points of the video.


Handling​

Physics calculations for the tire slip have been updated, and interaction with car inertia has been improved based on feedback from real F1 teams, which results in better feeling for both aerodynamic and mechanical grip.

This is supported by a more realistic throttle response, which models the engine's torque response in a more progressive manner relative to the selected gear and the driver's throttle input. Work has also gone into how the car's underfloor influences the handling, especially over kerbs.

For gamepad racers, the new Precision Drive system aims to improve the controller steering and deliver more precision while also promising a more rewarding experience which can be adjusted depending on different driving styles.

35% Race Distance​

The introduction of 35% race distance has its roots in F1 Esports competitions. It is supposed to factor in strategy and tire wear while avoiding the time commitments that full distance races would imply.

Red Flags​

Virtual Safety Car, Safety Car, and now, Red Flags: Sessions can be stopped in F1 23 depending on on-track incidents, debris on the circuit, or extreme weather conditions. The system monitors the circuit and reacts accordingly, calling either a VSC, SC or Red Flag to the session. AI cars will be able to trigger these stoppages as well.

This influences race strategy as well, which can be adjusted during Red Flag periods. According to real F1 rules, tires can be changed, and some damage may be repaired.

F1 23 WIP Screenshot of Max Verstappen leading Charles Leclerc & George Russel at the Lusail I...png

Image Credit: EA Sports

New Circuits​

The additions of Las Vegas and the Lusail International Circuit in Qatar as well as the inclusion of Shanghai, Portimao and Paul Ricard, which are no longer in use on the F1 calendar, had already been confirmed. Their creation processes are explained, though not in too much detail. The deep dive underscores that F1 23 is going to be the first opportunity for both fans and drivers to familiarize themselves with the all-new Las Vegas street circuit before the race in November.

Your Thoughts​

Highlighting the gameplay elements that are going to be new or reworked for F1 23 was the first of five deep dives. Episode 2 is scheduled for May 19th on the EA Sports F1 YouTube channel. What do you think about the insight provided? Let us know 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

So NOW you look at torque, inertia and aerodynamic elements?
I don't understand why I'd buy F1 when I have Ams2.
I wonder what else just isn't modelled in the game.
I didn't buy 22, I'd given up by then. 23 would have to be phenomenal before I'd consider it.
 
Red flag management can be nice.

On the other hand, a trailer where it lags at 3.38 is average.

It also seems that antialiasing has a lot of trouble
 
So NOW you look at torque, inertia and aerodynamic elements?
I don't understand why I'd buy F1 when I have Ams2.
I wonder what else just isn't modelled in the game.
I didn't buy 22, I'd given up by then. 23 would have to be phenomenal before I'd consider it.
Tell me how that electronic diff is working in AMS2 please, i would love to know.
 
So NOW you look at torque, inertia and aerodynamic elements?
I don't understand why I'd buy F1 when I have Ams2.
I wonder what else just isn't modelled in the game.
I didn't buy 22, I'd given up by then. 23 would have to be phenomenal before I'd consider it.
Different games. Everyone has different preferences. You think AMS2, or any game for that matter, has some god-given perfect "torque, inertia, and aerodynamic elements"? I can't go 3 corners without sensing/feeling/viewing odd, unnatural physics in any game. The Project Cars 2 engine isn't some magical physics engine & tyre model, nor is any game.
 
So NOW you look at torque, inertia and aerodynamic elements?
I don't understand why I'd buy F1 when I have Ams2.
I wonder what else just isn't modelled in the game.
I didn't buy 22, I'd given up by then. 23 would have to be phenomenal before I'd consider it.
Ooohhh he prefers AMS2, nice one.

Isn't so cool to run a fictional 2022 F1 car in free-practices over and over again with no objectives and challenges!? Isn't so cool to race IA with fictional names like "Felipe Mafra" and "Walter Boots"!? That's my dream, a game that is so called "simulator" that can't simulate anything of F1 other than the physics (We don't know, nobody of us can even get close to the real car, imagine driving it, so probably it is wrong anyway).
 
Premium
My dream is for a game that lets me set up a series of tracks in a championship with practice, qualifying and races that are all configurable without having to put up with a story, cut scenes, characters, or a pretend career. lounge suite , apartment or a devil span EA logo...

So for me, its all about the in car experience with some competitive structure so AMS 2 all the way.

With skin packs of course.
 
Dont know about the physics but the graphics looks amazing.
And the animated pitstops could be an ideal for most(all?) other racing games :whistling:
 
Does AMS2 simulate the F1 season and races? I have AMS2 and I know it does not in any way simulate an F1 season, never mind an F1 race weekend. :rolleyes:
Isn't that the exact point!?!? F1 games don't simulate F1 either!
Cars that look like F1 cars and the track list, that's all it takes?
I don't think it's too much to ask for something under the bonnet.
I'm just not content settling for minimum effort maximum profit games.
 
Isn't that the exact point!?!? F1 games don't simulate F1 either!
Cars that look like F1 cars and the track list, that's all it takes?
I don't think it's too much to ask for something under the bonnet.
I'm just not content settling for minimum effort maximum profit games.
Why it doesnt simulate F1 cars? Do you have telemetry and real life data , as well as inside knowledge of what things are simulated in the code, to back up those claims?

Now i am not excusing EA's price policies. But claiming any other game simulates an F1 car better without any proof of it, is a big stretch.
 
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Question. Do recent-ish F1 games still dampen gamepad steering inputs if they're too abrupt? I had to ditch F1 '16 due to not being able to saw the wheel and slide the tires as I see fit. But I get occasional longing for putting in some pit-stop strategies against AIs.
 
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