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

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.
You know what? Initally, I got taken aback by your extremely patronizing tone, that's both unwarranted and unearned. But in the end you made me reconsider and I have to agree I used a bit too strong of a wording regarding Rennsport event.

What I mean is that, even though those simfluencers admit themselves that they're being greased up by Rennsport a bit with their fancy accomodation and whatnot, it's nothing compared to getting a free track day in an actual sports car.

So I admittedly shoudn't have said it's fishy as well. I should have said that in comparison, it's proper fishy.
 
D
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.
First I began simracing in 2015. Second I still love simracing. Third why personally attacking me by saying I don't love simracing anymore. Ah well. Oh, and looking at my recent comments I can't find anything saying I don't like simracing anymore. I think you don't like simracing anymore. *Drops mic*
 
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Nope, not for me. Game needs a 3000 dollar gpu, nft, blockchain, crypto's is nothing i want to deal with in any way. Fun to say is that due to crypto's the gpu prices have gone mad and the game supports that gpu price madness.
 
I don't like this push for NFTs in games like at all, it seems to be the next 'logical' step after the whole lootbox/paytowin thing is getting 'accepted' due to how the game makers are pushing it on people that they simply get tired of reacting against it. They think it will be the same with NFTs too, they just need to push it hard enough to get us used to it being there.
As always you could say "yeah well, it depends on how it is implemented and whether or not you feel pushed to buy/get NFTs". But from the game dev perspective it would not make any sense to implement a mechanic that makes them money that does not push the players towards it. So of course every game that has nfts, lootboxes, paytowin aspects and whatnot is pushing you in one way or the other. No way its just "completely optional and has nothing to do with the game experience".
 
I remember when you just bought a complete game and that was that. I think I'm at the age where a lot of this NFT type stuff is like the emporer's new clothes to me. I'll never get it, I just can't see the supposed value.
 
I remember when you just bought a complete game and that was that. I think I'm at the age where a lot of this NFT type stuff is like the emporer's new clothes to me. I'll never get it, I just can't see the supposed value.
as with most things where you feel there is some catch, its not there to make you rich or give value, its there to generate just more income for the companies.
 
This looks very promising and the graphics are stunning from what I have seen. Very nice that a simracing product is being developed in Porsche/BMW/Audi/Mercedes-land!
 
You know what? Initally, I got taken aback by your extremely patronizing tone, that's both unwarranted and unearned.
Yeah, I think I fired off a bit too much, and for that you have my apologies.
What I mean is that, even though those simfluencers admit themselves that they're being greased up by Rennsport a bit with their fancy accomodation and whatnot, it's nothing compared to getting a free track day in an actual sports car.
Well, the accommodation looked pretty standard to me from what I could see in Ermin's report, and let's face it, Rennsport weren't exactly going to invite all of these people to an event and then say "there's a field out back, you can pitch your tents there, lads. Oh and there's a kebab place around the corner"

All the evidence I've seen points towards the fact that this was standard show and tell marketing event, which is perfectly fine as without any marketing or awareness building we as the end users end up knowing nothing about the product. Also I believe that the simfluencers and esports guys were there 100% to see the product, and not there for whatever hospitality was on offer, even though I'm sure a good time was had by all, which is as it should be.

I'm of the opinion that Rennsports announcement came at possibly the worst time in sim racing's history, and that has led to all off the backlash and suspicion about it. Two things came together to create the perfect storm for this announcement. The first being the mention of digital ownership which everybody assumed to be the universally hated NFTs, and the second being the announcement came right at the tail end of the Motorsports Games debacle which already had a lot of people hackles up. I might add the same simfluencers present at the Rennsport event gave MSG a damned good kicking over that. So they are not adverse to saying what they think.

There are still questions to be answered, especially over the digital ownership aspect, but I suspect it won't be as nefarious as people are thinking. Also consider that our Steam libraries are in effect digital ownership of licenses for games, and nobody complains about that.

To sum I think we should all collectively be giving Rennsport a far more open mind than we have been. It's looking positive so far, and at the end of the day the choice is ultimately yours as to whether you buy into the finished product or not. I'm personally very interested to see where it goes.
 
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I remember when you just bought a complete game and that was that.
When was that? Early 2000s? I for one am happy that sims get developed, issues fixed and features and content added sometimes years after release.
 
The prospect of this surprising new Sim looks tremendous in many ways because
it could try to be the best in each department of the simulation as we sim racers
many times have wished: the physics of rFactor 2, the looks of ACC, the sound of
RaceRoom and the 'moddability' of AC, but... what will be its sales model?

Will it be sold through Steam? a 'base game' and then updates with paid DLCs?
Someone said that it will be free. What does this mean? another RaceRoom? If
this thing is meant to be raced online only, and not offline, many people won't
like it I'm sure... so this is a risk it won't be very succesful. Personally, I can't race
online, so I'd have to skip it. Base game plus DLCs would be the preferred way to
go for most sim racers, I presume...
 
When was that? Early 2000s? I for one am happy that sims get developed, issues fixed and features and content added sometimes years after release.
"Developed" as in, they use their own costumers as beta testers?

Since you mention early 2000s, i WOULD be happy, if sims would get close to the amount of features and polish a game back then would get.

Case in point, ACC. Years after launch, nowhere near the level of polish or features that a GTR2 had on launch day. And no, "physics" dont justify this.
 
"Developed" as in, they use their own costumers as beta testers?

Since you mention early 2000s, i WOULD be happy, if sims would get close to the amount of features and polish a game back then would get.

Case in point, ACC. Years after launch, nowhere near the level of polish or features that a GTR2 had on launch day. And no, "physics" dont justify this.
Well is is a choice between being a beta tester and getting new features and content multiple times over years with a much lesser starting point. Or to be in a situation where a game releases at given date with all the features and then if the game has a bug you either get a patch or don't.

Being a beta tester is not a surprise to anyone. If someone bought acc at launch they knew what they were getting into. Just like with olden days. The sim you bought at launch could be really buggy and you had no idea about patches. You pretty much had to wait for reviews before pulling the trigger. You have what you get and you know you are not getting anything after that.

There is also a difference on the business side. With constantly developed sims we tend to get more development over longer period of time. That tends to keep the sims alive and healthy too, unless the devs do something really bad. The flipside of the early 2000s is that you may get a full sim at launch but to make money the devs need to push out a new sim every one or two years. Just look at how often the papyrus and simbin had to release a sim. Often the sequel being the game content and features we nowadays get as dlc and additional development.

As for acc and sims overall I think get what you mean. We are getting fewer and fewer features and we are getting them in drips and drops after the release. It is tradeoff and personally I prefer the modern era. It is somewhat flawed comparison because the way the old sims were made has a lot to do with how they were sold. In boxes.
 
if i compare games and my gaming habits from the early-mid 1990s when i started gaming, the value games offer nowadays is much higher while the prices for the games basically stayed the same more or less.
when you bought a game in the 90s you were done with it probably after a couple weeks or months at most.
nowadays games come out and people expect to have fun with them for years to come, we get constant updates to the core game and games are also way more complex than they used to be.
this comes of course at a cost and that is that games can be a bit more buggy or unpolished nowadays at launch. It comes with pressure and the rising complexity of the games. But as far as i can see the games that are worth it get patched over time and end up being really good games.
So all in all i am very ok with the gaming landscape nowadays.
 
if i compare games and my gaming habits from the early-mid 1990s when i started gaming, the value games offer nowadays is much higher while the prices for the games basically stayed the same more or less.
when you bought a game in the 90s you were done with it probably after a couple weeks or months at most.
nowadays games come out and people expect to have fun with them for years to come, we get constant updates to the core game and games are also way more complex than they used to be.
this comes of course at a cost and that is that games can be a bit more buggy or unpolished nowadays at launch. It comes with pressure and the rising complexity of the games. But as far as i can see the games that are worth it get patched over time and end up being really good games.
So all in all i am very ok with the gaming landscape nowadays.
What are you talking about? Done in weeks?

I raced months, even years on end some of the games i had in the 90s. Racing games also. Games like grand prix 1 were playable for years, pretty much until the sequel came on, specially because they were almost bug free and feature rich.

Look how much people played grand prix legends, well into the internet era, which then with modding starting up , prolonged the life of it.

Also, explain to me how AC is more complex than GTR2, without mentioning "physics" anywhere in the sentence.

The only "fun" you have today is expecting for the next patch that will finally (hopefully) fix problem A, or introduce feature B that is stopping you from actually playing it like it was intended.

Its because of people like you that we have these eternal school projects we call "games" these days, people are literally willing to pay to sit on forums giving "feedback" and awaiting for patches for years on end...
 
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Its because of people like you that we have these eternal school projects we call "games" these days, people are literally willing to pay to sit on forums giving "feedback" and awaiting for patches for years on end...
I was sort of agreeing with you but then you write stuff like this. Eternal physics projects. I know where that quote comes from and I'd rate that blog way below the tabloids of simracing. More like invented stories with the single goal of creating controversy.

Like it or not, game physics engines are physics projects and always have been. Papyrus started with gpl and then used that engine for very long time. Acc was built on top of ac was built on top nekpro was built on top of nk namie. Rf2 was... rf1... the f1 games... sportscar gt. Of course not the same engine but a physics project regardless.

And the reason why people played some of those old games for long times was because there was nothing else to play. I played gpl for like 5 to 7 years and if I wanted to drive anything else it was either ovals or rf1 engine stuff with their icy spins physics issues back then. Nowadays I can drive a gpl car in 3 or 4 sims.

The only "fun" you have today is expecting for the next patch that will finally (hopefully) fix problem A, or introduce feature B that is stopping you from actually playing it like it was intended.
I'd guess we have totally different experiences with our modern sims..
 
I was sort of agreeing with you but then you write stuff like this. Eternal physics projects. I know where that quote comes from and I'd rate that blog way below the tabloids of simracing. More like invented stories with the single goal of creating controversy.

Like it or not, game physics engines are physics projects and always have been. Papyrus started with gpl and then used that engine for very long time. Acc was built on top of ac was built on top nekpro was built on top of nk namie. Rf2 was... rf1... the f1 games... sportscar gt. Of course not the same engine but a physics project regardless.

And the reason why people played some of those old games for long times was because there was nothing else to play. I played gpl for like 5 to 7 years and if I wanted to drive anything else it was either ovals or rf1 engine stuff with their icy spins physics issues back then. Nowadays I can drive a gpl car in 3 or 4 sims.


I'd guess we have totally different experiences with our modern sims..
I didnt say eternal PHYSICS projects anywhere, did i?

In fact, i said physics are not part of the equation at all in terms of fleshing out a game.

There were MANY racing games all through the 90s and in the early 2000s. Sure not all of them had a lotus 49, but then again, one of them had all the tracks and most of the cars of the grid of 1967, as well as proper AI to do a full championship with. How many today have this?....
 

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