RENNSPORT Summit | Hands-On First Impressions

RENNSPORT First Impressions 01.jpg
A few members of the RaceDepartment team were recently invited to Munich to try out the as-yet unreleased RENNSPORT racing simulator. Here are some impressions after driving an alpha version of the title.

Myself and two others from the RD team were fortunate to have been invited to Germany for the hands-on premier of RENNSPORT. We were able to spend three days learning about the project from the key stakeholders behind the sim, as well as spend several hours driving in it. Here are my impressions based on this alpha version.

Graphics and Sounds

The use of Unreal Engine 5 for RENNSPORT seems to have been a good decision. The team behind the title began their work on Unreal 4 and adapted it to UE5. The results so far seem encouraging. The parallels to Assetto Corsa Competizione are obvious, but the colours in RENNSPORT seem less vibrant and perhaps more realistic in the current build.

The sounds are good, though not on the level of ACC or RaceRoom at this stage. The infamous 6th gear whine of the Porsche 911 GT3 R is present, which is certainly a good sign, but the in-car knocks and bangs that pull the player into an immersive driving audio experience aren’t there yet. Tire-related noise was also absent or set very low in the mix. It’s evident at this early stage of development that a complete and immersive timbre is not yet present, but RENNSPORT does show promise.

Driving Physics

RENNSPORT will ultimately be judged by most of us based on how it drives. Most attendees at the Summit event were eSports professionals rather than media, and these pros put the title through a test over the weekend, and it ultimately passed the test.

The feeling of the three cars on offer so far, the BMW M4 GT3, Porsche 911 GT3 R and Porsche Mission R, behaved in a manner similar to other titles like ACC and RaceRoom. There was plenty of grip available, and a good sense of connection to the road. Car setups could not be adjusted, and ABS and Traction Control systems were forced on. These electronic assists yielded inconsistent behavior, but didn't ruin the overall enjoyment of driving.

The physics weren’t perfect, of course. Two obvious quirks of the title so far are the very lively handling of the cars mid-corner, and the quicksand-like curbs in many areas around the Hockenheimring. But generally speaking, the sim seems to be built on a solid foundation. Most attendees were able to connect with the cars quickly, and the physics were consistent enough for the pros to begin chipping away at small fractions of seconds over time.

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Content

At the Summit event players only had access to three cars and two tracks. The two Porsches and the BMW were available, along with Hockenheimring and the Goodwood Hill Climb. A Q&A session at the event opened the discussion of whether RENNSPORT would be limited to GT only, and the team stated that future content is very much undecided, but open wheel cars are certainly a possibility.

Perhaps more interestingly, there was confirmation that the ambiguous marketing statement concerning "digital ownership" was not in reference to conventional NFTs. The door was left open for unique content to be used through the title, meaning that a specific car that was used to win a high-profile sim racing event could be bought and sold, for example.

There are still many looming questions about this facet of the title, and we are far from having a complete picture of the available content at launch or how the economy of unique content will work. The limited cars and tracks we’ve been shown so far seem to be nicely detailed, so we can hope that this level of quality is carried forward to whatever is brought to the title in the future.

Force Feedback

Like the driving physics, the force feedback shows promise. The event was largely centered around 12 high-end sim rigs that offered VRS direct drive wheelbases paired with load cell brake pedals, and these rigs were well tuned for the current build of the title.

In other areas of the venue, however, Fanatec DD2 bases and a CSL DD were used. The differences in force feedback were noticeable in more than just strength and speed. As this version of RENNSPORT was an alpha build, the different bases yielded varying results in smoothness as the SDK was not yet finalized for all Fanatec wheelbases.

At its best, the FFB was informative and offered a good sense of connection between the car and the road. Assuming that all major wheelbases will be aimed to get as close to the feeling of the VRS or DD2 bases, this should be a great feeling title by the time it gets released.

Multiplayer and Broadcast

With 70 elite sim racers present for a hotlap tournament and multiplayer racing, plus several media outlets present to report on the state of the title, the pressure was on for RENNSPORT to perform. And it performed well, with no major complications or delays being reported through the three days of testing.

Participants in the hotlap tournament or multiplayer races logged into their respective rig by scanning a QR code using the RENNSPORT app on their smartphone. This was used as a game profile and tracked each racer’s statistics and placing. It worked well, and the on-track action was similarly successful.

While battling with multiple cars on track, players at the Summit experienced a consistent collision model that allowed for close battles. The server was in the building for the event, meaning that ping-related multiplayer issues could not be tested, which will be a significant question to be answered as development progresses.

There was no evident car damage model, but a penalty system was in place that punished jumping the green light at the race start, passing a car while off the track, or cutting corners.

Similarly, the broadcast system was utilized for the event, and picking up live feeds either in car or from trackside cams to stream to the large overhead screen seemed to run well.

RENNSPORT First Impressions 03.jpg


Conclusion​

In conclusion, the Summit event seems to have been a successful showcase of RENNSPORT, especially considering that it won’t be in public hands for at least another 18 months.

There are bugs or imperfections in nearly every facet of the title currently, but generally speaking the RENNSPORT team seems to have established a firm base on which to build a solid racing sim.

Be sure to let us know what your own impressions are of RENNSPORT based on what you’ve seen to date in the comments below and make sure to join the RENNSPORT community.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

just watched the overtake_gg video on this new game and actually they mentioned a second part of the answer from the devs about NFTs, namely that they are thinking about making for example the winning car of a championship a unique thing and give the person who won ownership over that exact car and they then can do whatever they want with it, for example sell it.
that would make it an NFT for me.
 
David Perel was there. A few of the esports guys are real drivers too.
That's one guy vs dozens of esport pros. There's a reason they invited so many of the latter - it's because one guy can easily have his biases and be wrong, no matter how good he is. So they clearly won't value David's input much and they clearly don't care for Rennsport to simulate the real motorsport. They've been repeating "esports" so many times it's clear that's their main focus. Esports viability first, realism second, if at all, just a mean to the end. Being a successful esports platform clearly is their foremost important goal.

It's just another iRacing.
 
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For me, if the NFT does not influence the gameplay, as in: you have to pay a lot to find extra tenths, I don't care. If others want to spend their money on digital wares such as skins or car models or whatnot, if it does not put me at a disadvantage, I couldn't care less.
Very much hoping that we will see a finished product in 18 months so many of these ventures fail at any one point. Fingers crossed.
 
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I maybe wrong, but doesn’t the item need to be on a Blockchain to meet the “current” definition of what people consider to be an NFT? If ten years ago you won a CSGO tournament and they awarded you an exclusive skin that you could have gone on and traded people wouldn’t have called that an NFT.

I’ve got no idea how they plan on doing things but there are ways of distributing exclusive content that you can trade/ gift without it being an NFT.
 
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David Perel was there. A few of the esports guys are real drivers too.
It should be the other way around though. Most of those esports guys have never driven real race cars and never will so to me their opinion is pretty much useless.
In any case, who was there from esports guys so we could look it up what they say? Were those guys like Frederik Rasmussen, Joshua K. Rodgers, Max Benecke level or some plebs? :rolleyes:
 
I maybe wrong, but doesn’t the item need to be on a Blockchain to meet the “current” definition of what people consider to be an NFT? If ten years ago you won a CSGO tournament and they awarded you an exclusive skin that you could have gone on and traded people wouldn’t have called that an NFT.

The difference is that what you describe for ten years ago was actually illegal as you were not the owner of that, say, skin. You could 'trade' it but it was actually not allowed to make a profit off of it because it belonged to the developer by copyright.
In the case of NFTs its actual ownership, like its legit yours.
 
I maybe wrong, but doesn’t the item need to be on a Blockchain to meet the “current” definition of what people consider to be an NFT?
I maybe wrong but as I understand it then if a NFT cannot be copied then its only because they are "autentificated" through Blockchain.
 
Just finished watching 5 reviews from

SimRacing604
Chris Haye
Ermin HamSandwich
Michi Hoyer Simracing
Rennsport (Themselves)

And they were very interesting explaining a lot, with time spent talking to the developers and test driving of the Alpha, which is going to be a truly great Sim Racing Title.

Which is sounding and looking very promising, and I can’t wait to try it out myself in late 2023.

Keep up the great work Rennsport, I give it a big thumbs up.
 
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It should be the other way around though. Most of those esports guys have never driven real race cars and never will so to me their opinion is pretty much useless.
In any case, who was there from esports guys so we could look it up what they say? Were those guys like Frederik Rasmussen, Joshua K. Rodgers, Max Benecke level or some plebs? :rolleyes:
Certainly no matter who goes there won't ever be good enough for RD comment section.
 
So if people sell there "MODS" would we need first get a license or permission to use it from the creator's? Because in Sim racing we seem to use IRL liverys and modded tracks,Couldn't that bite us in the arse if we sell it?
 
Premium
So if people sell there "MODS" would we need first get a license or permission to use it from the creator's? Because in Sim racing we seem to use IRL liverys and modded tracks,Couldn't that bite us in the arse if we sell it?
The whole modding side of things even in existing games probably sits in some pretty grey areas if you look at it too closely. I'm guessing given the size of the community it's not worth the effort in most cases. Although if you stick it front and centre in your product with a structured Marketplace and payment rather than "donation" system rights holders may take a bit more notice
 
Premium
Aside from all reviews and articles I found the interview with Rennsport CEO Morris Hebecker on the Traxion.GG Podcast quite insightful on many items discussed here so, hope is fine to share it here, was worth my time:
 
Premium
I'm interested to learn how this sim seems to have appeared out of nowhere?

I know UE5 is quick to develop in but there's sim physics, handling, car setup, ffb, and cars and tracks to make.

I'm wondering if they've licensed a lot of the internals from perhaps Madness Engine or ACC or R3E.

Getting a simulation up to snuff is no small task.

I'm surprised it went under the radar for so long unless they did just plug in a bunch of licensed things to UE5.

Also interested to hear about what tyre model they went with, physical or empirical. Sounded sort of like it was empirical from all the youtube videos but it was never explicitly mentioned.
 
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Premium
I may just be being ego-centric here but listening to Mike and Ermin's youtube videos and the things they kept mentioning about moddability and a platform for modders to sell their content and digital ownership and all that kind of stuff sounded like somebody read my post about how sims could maintain moddability and still be profitable and I'm happy if it inspired somebody somewhere :D


It's also clear they cribbed from GT7's marketplace ideas, of course, but sounds like they're committed to real money transactions all the way down.
 
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