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

Also, explain to me how AC is more complex than GTR2, without mentioning "physics" anywhere in the sentence.
Graphics engine complexity and graphical features, support for modern post processing and AA technologies, dynamic lighting and track visuals, sound engine complexity and samples, both car and ambience, gameplay code, general code management and multithreading, netcode and online features such as rating, user data storage management, track and car assets - polycount and texturing fidelity, shader complexity - content quantity and variety, animations, cameras, controller support and manufacturer-specific SDKs. There you go, the rest is comparable.
 
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Graphics engine complexity and graphical features, sound engine complexity and samples, both car and ambience, gameplay code, general code management and multithreading, netcode, online features, such as rating, track and car assets - polycount, texturing fidelity - content quantity and variety, animations, cameras. There you go.
Nice big lump of nothing.

Graphics complexity? Well guess what, they were already using a version of the netkar pro engine, which was years in the making even before AC came out.

Sound engine complexity? As far as i know, AC uses FMOD, a third part API that its basically plug and play.

Gameplay code is much more complex in GTR2, with all the extra features there like rain, mid race saves, pitstop code, full safety car rules ,etc etc

Code management and multithreading is done by modern compilers, nothing you need to do extra on that, as long as you use modern tools.

Netcode is dreadfull in AC compared with GTR2, and thats saying something.

What online features? AC barely has any also, if you exclude shaders patch stuff.

Content and cameras, that is nothing more than GTR2.

There, fixed that for you.
 
Oh yes, silly me. Makes me wonder what 30+ people do full time for 2-3 years before a new game can be released once they pressed the 7 buttons required to add all the plug-and-play stuff.

You're the reason talented devs end up in banking eventually.
 
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Oh yes, silly me. Makes me wonder what 30+ people do full time for 2-3 years before a new game can be released once they pressed the 7 buttons required to add all the plug-and-play stuff.

You're the reason talented devs end up in banking eventually.
They bank because thats what they wanted to do from the start. And they all did it, regardless of business model.

And they do it with less and less effort. In the old days, you actually had something solid to bank on. These days it seems you can just profit out of revamping a UI on a game done by someone else.
 
They bank because thats what they wanted to do from the start. And they all did it, regardless of business model.

And they do it with less and less effort. In the old days, you actually had something solid to bank on. These days it seems you can just profit out of revamping a UI on a game done by someone else.
Man, honestly, why are you here?
 
Man, honestly, why are you here?
What kind of question is that?

This is a thread about a new game that is coming out at some point. Yes, things went offtopic, and i am to blame for that too, but if you want to strawman, please, be original.

EDIT: And to bring it back ON topic, i hope Rennsport comes out feature rich, and highly consolidated out of the gate, instead of coming out barebones and bug ridden. The fact that they are giving themselves 1 year from now bodes well for them, instead of releasing basically a demo and asking for money upfront, like ACC did.
 
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What kind of question is that?

This is a thread about a new game that is coming out at some point. Yes, things went offtopic, and i am to blame for that too, but if you want to strawman, please, be original.

EDIT: And to bring it back ON topic, i hope Rennsport comes out feature rich, and highly consolidated out of the gate, instead of coming out barebones and bug ridden. The fact that they are giving themselves 1 year from now bodes well for them, instead of releasing basically a demo and asking for money upfront, like ACC did.
I also hope Rennsport will be a decent experience out of the box. But there's not much to discuss as we know basically nothing and everything is subject to change since it's going to be under development for a year at least, so mentioning some stuff I saw but didn't like is probably useless at this point.

I was asking why are you here because you seem very... annoyed with recent simracing to a point of dismissing everything that doesn't agree with your viewpoint. Knowing myself, at that point it's a good idea to take a break. Be around things I actually enjoy at the time.
 
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Considering this is just an alpha, none of what anyone saw or played is guaranteed to be present in the final product nor features that were said to not be or be present when asked. So while this event served its purpose as a PR stunt to get people talking about the game in a more positive light than a few weeks ago, you're still developing biases and conceptions of a product that's not even out of feature implementation phase yet. Remember what happened with No Man's Sky, Star Citizen, Cyberpunk 2077 and other similar games.
 
I also hope Rennsport will be a decent experience out of the box. But there's not much to discuss as we know basically nothing and everything is subject to change since it's going to be under development for a year at least, so mentioning some stuff I saw but didn't like is probably useless at this point.

I was asking why are you here because you seem very... annoyed with recent simracing to a point of dismissing everything that doesn't agree with your viewpoint. Knowing myself, at that point it's a good idea to take a break. Be around things I actually enjoy at the time.
But there are things in simracing i do enjoy. Thats why i am here. And i was interested in Rennsport, and what people saw from it.

RD also covers games that i do think are good products, like the F1 series, or WRC rally games.
 
I don't trust it most games that aim for eSports flop or don't do as well for their intended market but alas it's still early plenty of time to change opinions.
 
Its because of people like you...
Weird assumptions and blaming mate.
Also, i was actually talking about the gaming landscape in general, but whatever.

Also, if i am not mistaken and the name is not a coincidence, Gergo Panker might actually be the Kunos dev, Head of vehicles production, but yeah sure he has no idea what he is talking about.
 
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Weird assumptions and blaming mate.
Also, i was actually talking about the gaming landscape in general, but whatever.

Also, if i am not mistaken and the name is not a coincidence, Gergo Panker might actually be the Kunos dev, Head of vehicles production, but yeah sure he has no idea what he is talking about.
You are not mistaken.
 

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