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.

RENNSPORT First Impressions 02.jpg


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

Very good impressions by everybody. Some unnecesary small gripes though since this
simulator is still in alpha stages. Propietary coded physics engine, top visuals engine,
and sim racers enthusiasts developers and consultants all over the place screams
serious simulation.

RENNSPORT's developers, please if you are reading this: If possible, we want touring cars,
old classic and new modern ones, DTM and BTCC cars - especially classics from the 80s
and 90s - these cars are the best and most rewarding cars to drive. Most sim racers would love them and they'll be an instant buy I'm sure. Thanks.
 
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.

On the physics side, they are not using the Unreal 5 engine, they've coded their own
engine which is then connected to the graphics engine. This simulator is looking
really really good...
 
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.
That was a great post, really enjoyed reading in the past and again today. :)

About Rennsport -- isn't it nice that a dev seems to have finally looked around the existing market, noted the good ideas others have used, and brought some of them together into a new product? You'd think you'd see that more often than we do in sim racing.

All in all, I'm cautiously optimistic about Rennsport from what I've seen, but remaining on the fence until it reaches launch and we get to see the full product.
 
Premium
That was a great post, really enjoyed reading in the past and again today. :)

Thanks! I proof-read it again and fixed some typos and clarified timelines, as well, since time has passed. I still hold to everything I wrote then, I think.

About Rennsport -- isn't it nice that a dev seems to have finally looked around the existing market, noted the good ideas others have used, and brought some of them together into a new product? You'd think you'd see that more often than we do in sim racing.

Yes, you're spot on there. We don't need a rehash of the same old. We need devs to look around and see what's missing and go for it.

All in all, I'm cautiously optimistic about Rennsport from what I've seen, but remaining on the fence until it reaches launch and we get to see the full product.

Me, too, cautiously optimistic. What sounds like a real commitment to modding is the most interesting thing of all, to me.
 
Just a little caveat in what otherwise seems to be a very positive start for RS, i would have liked them to have real drivers there, instead of just only gamers and youtubers, someone with proper seat time to give feedback, but i guess they might have that in the dev team, and this was just for the clicks and promotion...?

Anyway, looking promising.
(More professional race drivers but also normal every day drivers) opinions matter. At the end this is a sim and we should only compare it to real life. . Not to our thousands of hours on other games.

Well thought and said Richard!
 
New game? Yeah ... I will wait for about 3 years. Most annoying bugs and balancing should be fixed then :)
Great people like you are the reason Iracing 2008 is still alive.

Great people like you are the reason sim racing is the least creative and evolving hobby I've ever encountered.

It's like you're saying: "Attention everyone, please do not do any effort for us, or otherwise we'll fight you".
 
D
I might be crazy, but why not staying lowprofile. Slowly getting the respect of the people. Instead of throwing all the money to grab any influencer you can to 'promote' the sim. Holy moly simracing has become something I dislike with normie gaming since a decade. Where's the passion? Where's the love? Where's the time you gained respect instead of hiring cheap influencers on youtube and twitch to promote for you? Oh man. Simracing becoming normie, generic and well, everyone wants to a bite of it, it seems.
 
Staff
Premium
I might be crazy, but why not staying lowprofile. Slowly getting the respect of the people. Instead of throwing all the money to grab any influencer you can to 'promote' the sim. Holy moly simracing has become something I dislike with normie gaming since a decade. Where's the passion? Where's the love? Where's the time you gained respect instead of hiring cheap influencers on youtube and twitch to promote for you? Oh man. Simracing becoming normie, generic and well, everyone wants to a bite of it, it seems.
I didn't hear you saying this when Kunos invited a lot of people to Vallelunga back in the days when launching Assetto Corsa. Journalists and influencers racing cars on a real racing track to celebrate the launch of the 1.0 version. Oh so "normi". Where was the "love" back then? When did they gain "respect". And what about those "cheap" influencers?

How about this theory? Maybe it's you? Going by all of your recent comments I don't even think you enjoy sim racing (anymore). Typical sour responses on any content you comment on.
 
I wonder if they would do what pCars (Slightly Mad Studios) did with a crowd funding portal, World of Mass Development (WMD for short) as when it first came out in Beta Form you could purchase it (Like I Did) and you can play the unfinished version before then on PC, and even invest in the game to get involved in development.

In return you would get early access to the latest builds and direct influence over the game's development.

And after release you receive a royalty (Like I Did with pCars)
 
Premium
After watching reviews of our favourite usual suspects (Mike, Chris, Ermin et al) and listening to (Rennsport CEO) Morris Hebecker’s interview on the Traxion.GG podcast (a must imho) I have developed a quite positive feeling about Rennsport. What did I learn about it from all these?
  • It is meant to be a simracing “platform” and not just a title
  • Proprietary game-engine meant for “hardcore” simracing
  • A solid, rich-on-details, physics base (+ UE5 for eye candy)
  • Modding and VR are inherent to their development process
  • Facilitating high-level eSports competition is the main goal
  • It is not NFT/BC but more of a “Digital Assets Market” of sorts
  • May port to consoles only IF physics are not compromised
  • I may remember something else later on... ;)
One thing that struck me from the beginning is their approach to their event. It seemed to be a “marketing launch/stunt” to appeal to the media (and I agree with Mike’s comment that it set a benchmark for launching future simracing titles). But in my (design-teacher) eyes it looked pretty much like a VERY expensive (UX) usability test. One very well planned and seamlessly executed.

I conclude this from what Hebecker said on the podcast about feedback, most specifically from the eSport drivers. He kept going on about this and I think that was (at least for him) the main goal of the event overall: gather as much hands-on feedback as possible from experienced users. That he surely achieved. He also went on, very enthusiastically, about how important it is for Rennsport to get the eSports features right, straight out of the box (that being the case I surely hope @Bram Hengeveld can talk them into Simracing.gp), which understandably has to do with the state of simracing within the current gaming market.

What do I mean by that?

I think the time is ripe for a move like this, what Rennsport is trying to achieve, because of the surge of simracing as a hobby during the pandemic. It is a cresting wave asking to be surfed. Here in NL, for example, there are ‘sim-centers’ sprouting like mushrooms all around the country. I’ve been to a few of these and they seem to be decently profitable (of course aided by the still ongoing Max-fever over here). Such large investments are a sign that simracing seems to finally have carved a high place within the gaming industry and thus, the goals of Rennsport make a lot of sense. Kairos.

So, I am looking forward to see how this project evolves because I think it is indeed quite more than just ‘another sim’. And yes, we’ve heard similar words before but this one seems to be applying lessons learned from its predecessors, aiming into the corner towards a very good exit. Let's hope it carries that speed all the way. I will keep my fingers crossed though... ;)

My 2 cents.
 
That actually sounds fishy as well. Thanks for bringing that up.
Really? Fishy?

I'm lost for words to be honest. In sim racing we have devs that actively engage with the community to produce the product that we, the consumer, actually want. And for the most part they listen to the community both pre and post launch. As sim racers we need the devs as much as they need us as they give us the product we want and we give them the money they need to carry on developing.

Why anybody would say that inviting a number of high profile simfluencers and esports guys to a summit to get there opinions and raise awareness of a game is fishy is beyond my comprehension.

I don't think anybody with two brain cells to rub together would have seen this RennSport summit as anything else other than a gathering of people who are most likely to be interested in the game to get feedback, combined with a marketing exercise. That's not fishy, that's bloody obvious.

You might want to check your dictionary for the actual definition of the word "fishy" - and no it's not Billingsgate Market even though that might appear to qualify.
 

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