RENNSPORT Summit | Porsche Mission R Featured In-Game and In-Person

RENNSPORT Porsche Mission R and Goodwood 01.jpg
Porsche's all-electric prototype, the Mission R, was on site at the recent RENNSPORT Summit and was also debuted in game.

The recent RENNSPORT Summit brought together 100 esports professionals and sim racing media members to try out the upcoming racing title. To date, only GT3 cars had been featured in the few press releases from Competition Company concerning their RENNSPORT project.

Summit attendees arrived to the venue to find two real-world race cars parked in the building, the BMW M4 GT4 and the Porsche Mission R.

The former was more in line with what was expected of the title based on what has been shared publicly to date, as RENNSPORT had previously shown renders of both BMW and Porsche race cars.

But the Mission R was somewhat of a surprise. The 1,073 horsepower all-electric prototype was small in form but large in presence at the event, and proved to be more than just eye candy. Day 3 of the Summit gave attendees a chance to drive the prototype in-game.

It was unveiled in RENNSPORT on a track that had also been kept under the radar until that point. Drivers had the chance to set a point-to-point time at the Goodwood Hill Climb track.

Its ferocious power accelerated the car at a staggering rate, while its necessarily heavy design made braking and cornering a much more challenging endeavor.

More than impressing attendees with how it drives, the Mission R's presence in RENNSPORT broke the perception that the title may be limited to GT3 only. This was further clarified throughout the weekend, as the design and business leads behind the racing sim shared their intent to grow the content far beyond GT cars. While no content list was given at this early stage in development, the notion that the title would not be GT cars only earned a collective sigh of relief from those at the event.

RENNSPORT Porsche Mission R and Goodwood 02.jpg


Multiple members of the RaceDepartment team were fortunate to be present at the event, and we will have much more coverage of what transpired at the RENNSPORT Summit and what our impressions of the title were in the coming days.

Let us know your thoughts on the inclusion of the Mission R or Goodwood at the RENNSPORT debut in the comments below.
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

By that logic, every single game developer that uses Unity/Unreal Engine/etc. is just a modder... and by extension so are Sector 3, Studio 397, Kunos etc. Even SMS just "modded" stuff from ISI in their "engine".
nah

A game engine such as UE/Unity sits at a much lower level than a "racing-sim engine".
So nope.. not the same thing at all.
 
Premium
What are you talking about? What competition?
I am simply talking about two companies in the same market are in competition with each other. Based on what we heard (and I suspect), there are at least two overlaps: Kunos would be stupid to not allow modding in AC2, since that is what made AC so long-lived. Motorsports said, that mods will be possible; so that's the first big thing. Second, Motorsports announced a wider range of cars, the same thing that made AC successful. And they are both in a relatively small market. Therefore very much competing with each other.
Based on what do you think Rennsport can even come close to Kunos products? They have released exactly nothing while Kunos has a track record of great sims already.
Everyone can just guess at the moment. AC2 isn't really announced (except for some shareholder info folder), and Motorsports are in alpha, but some things have been seen already. Whether Kunos has a nice line of products already isn't my point here.
And why should it be a race? It does not matter who releases first because its about having a good game not being first to release.
From a business perspective timing means a LOT! Whichever company launches a product before their competitor will almost always get a larger piece of the cake (e.g. userbase). So CEOs and other shareholders may push for an earlier release date to not fall behind the competition which of course means more bugs at launch which is clearly bad for everyone.

I am in no way taking sides for any company here (I still just love AC with Content Manager in VR btw), I just wanted to view it from a different angle than just "will this sim be good or bad".
 
Do we know who's behind the physics of this game?

They claim that their main focus is on creating the best simulator with the best and
most realistic physics, a simulator for racers made by racers. So if they are a bit
serious about this, we should expect a pretty good simulator.
 
Yeah, VR is a must for me, simply because i have very little space for my sim rig, so no monitor directly attached to it and i can barely see my normal monitor from my sim rig. Good enough to use menus, but i can't drive like that, looking 45° to the left.

After the UE4 VR disappointment called ACC i hope Rennsport will have better performance and image quality using the UE5 (or the next gen of CPUs/GPUs will be strong enough to not care about game engine performance anymore). Also hope Rennsport won't be online only because i simply don't have the time for training, scheduled races etc.

Have to agree. It's a new world.
Desires and wishes for VR technology in sims should humbly be equated with likewise user demands for flat panel graphics.
I think most people agree that it does matter whether you use an UE5 engine or C64 Outrun graphics.

Myself I'm a fresh new VR owner, acuired Quest 2 some 1½ months ago, effectively used it for 3 weeks. My intention was maybe 5-10% VR racing, but now it's like 80% and more time on the verge upgrading my RX 580. And not doing so, the VR technology used in the different sims surely has something to say here...

He was just asking a question..

People complaining about other people complaining about needing VR are so much worse than people complaining about needing VR.

VR is THE criteria that makes a racing sim properly immersive, maybe you should get on that bandwagon too instead of crying about people wanting to have an immersive experience..

:whistling:

  1. "Yes VR planned for launch" - No, it doesn't need to be "planned" it needs to be set in stone from the very beginning, using the word "planned" gives them leeway to delay it. Any simulation, be it racing, flight, space, should come with VR support out the box and be coded from the ground up with VR in mind. Not bolted on later and forgotten about (looking at you Asobo...), and yes they need to get the deferred rendering correct unlike Kunos(!).
  2. Is there room for this Sim? In a niche market they're gonna be fighting against a lot of other devs for a small number of users, unless they go the Console route of course which could aid them but even then they have some heavy hitters to battle against.
  3. eSports style only or will there be offline for us grandads? I don't have the time nor patience to race online at all these days, I just want to jump in a Sim, race against decent (enough) AI and come away with a smile on my face when I cross the finishing line. If it's online based only then I'm not interested personally.
  4. Goodwood Hillclimb, now that is a nice touch and begs the question as they have Point to Point racing will they have Rally Stages? Drag? be interesting to see on this front.
  5. All Aboard The Hype Train - still early days of course with tons of speculation already afoot, I'll watch what happens in the coming months/years of development but for now I'm happy with my other simulators.

VR needs to be built from the ground up. We already know that UE4 was rubbish at VR. I expect UE5 to be just as bad, happy to be corrected. When we put on our headsets we do not have access to keyboards and mice and monitors. Everything needs to be done within the VR environment.

Cross platform support is a must. PC fan base is not enough. I actively purchase games which otherwise I would have not interest in just for cross platform support. In today's world the console is just as strong as the PC.

Social hub. All games fail here. There needs to be a single page where all users access and are visible to eachother and there is a sense of belonging. They can interact with each other and discuss the last race. I would go as far as to say that there needs to be a virtual bar next to the race track where people in vr can see each other's avatars. This is probably wishful thinking.

Agree, no vr no purchase from me.
Good news today:

Will there be VR support?​

Yes, the current plan is to add support for virtual reality from RENNSPORT’s launch.

“No real sim racing game can exist without VR. We are in heavy development,” explained Szczech.

“We also have a lot of ideas like how to improve spectating in VR, more than just the driving, which we are working on too,” expanded Hebecker.

Nothing clear on forward rendering or deferred rendering yet. So the VR performance is still unsure, but it sounds very promising that they try to make the best of it within their knowledge/possibilities.

Didn't mean to sound like I was complaining. I have no idea what tech the poster was referring to. So much going on under the hood of these sims I feel like I'm being left behind
To explain it simply: deferred rendering generates a way blurrier vision outside the car compared to forward rendering. For good performance/graphics quality in VR; forward rendering is mandatory. Deferred rendering will work, but it needs A LOT more processing power to give the same sharpness in VR. That's why we as VR players hope that RENNSPORT uses forward rendering instead of deferred.

There is atm only one sim race game that uses deferred rendering now: ACC. ACC's VR performance is actually so bad that many VR using simracers gave up on that game, simply because of the bad VR performance/the blurry vision that it gives in VR. All other sim racing games now have good performance, mostly due to the recently introduced "foveated rendering" performance kits(a dll/application), but even this is not enough to get ACC sharp enough with the currently available hardware.
 
Good news today:

Will there be VR support?​

Yes, the current plan is to add support for virtual reality from RENNSPORT’s launch.

“No real sim racing game can exist without VR. We are in heavy development,” explained Szczech.

“We also have a lot of ideas like how to improve spectating in VR, more than just the driving, which we are working on too,” expanded Hebecker.

Nothing clear on forward rendering or deferred rendering yet. So the VR performance is still unsure, but it sounds very promising that they try to make the best of it within their knowledge/possibilities.


To explain it simply: deferred rendering generates a way blurrier vision outside the car compared to forward rendering. For good performance/graphics quality in VR; forward rendering is mandatory. Deferred rendering will work, but it needs A LOT more processing power to give the same sharpness in VR. That's why we as VR players hope that RENNSPORT uses forward rendering instead of deferred.

There is atm only one sim race game that uses deferred rendering now: ACC. ACC's VR performance is actually so bad that many VR using simracers gave up on that game, simply because of the bad VR performance/the blurry vision that it gives in VR. All other sim racing games now have good performance, mostly due to the recently introduced "foveated rendering" performance kits(a dll/application), but even this is not enough to get ACC sharp enough with the currently available hardware.
F1 series is also a devered rendering blurfest (as soon as anything moves fast), so dearly hope they have some better way of rendering for their coming '22 title.
 
F1 series is also a devered rendering blurfest (as soon as anything moves fast), so dearly hope they have some better way of rendering for their coming '22 title.
Didn't know that, sad news... I will skip that game then... I was afraid for that because Boosted Media said: "I was planning to use VR for this video but I couldn’t get more than 9FPS with the mandatory high graphics settings (3090 with Varjo Aero). They’re saying it’s not optimised yet on this early build so we’ll see."

It's still not clear abour RENNSPORT, when the developer said: "No real sim racing game can exist without VR. We are in heavy development" I wouldn't expect deferred rendering... but yes still unsure.

This is the only news that I wait for regarding RENNSPORT at this moment, the rest is not important for me until this is clear first.
 
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Whether Kunos has a nice line of products already isn't my point here.

From a business perspective timing means a LOT!
1) I know it was not the point, but i dont think you can do without it and should be taken into consideration when you view this whole thing "from a different angle". Because there is a clear difference between a newcomer who has nothing to show for in their history and one of the best if not (for some) the best simracing developer out there.

2) My view is that i agree with you that it means a lot, but not in the way you put it. From my understanding so far with these companies, bancs, shareholders and whatnot, they have timelines that are fixed years in advance. At that point they can't possibly know what any other competitor will release and when and for sure Kunos never knew about Rennsport a year ago. So yes, timing is important but its more internal pressure because of other things and not because of a completely new market participant that made some fuss.

If you look at how the two biggest racing game series handle their releases, Gran Turismo and Forza Motorsport, from my point of view neither gives a **** (or just very little) about the schedule of the other. They each take their time and release when their own internal timelines dictate it.
 
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Good news today:

Will there be VR support?​

Yes, the current plan is to add support for virtual reality from RENNSPORT’s launch.

“No real sim racing game can exist without VR. We are in heavy development,” explained Szczech.

“We also have a lot of ideas like how to improve spectating in VR, more than just the driving, which we are working on too,” expanded Hebecker.

Nothing clear on forward rendering or deferred rendering yet. So the VR performance is still unsure, but it sounds very promising that they try to make the best of it within their knowledge/possibilities.


To explain it simply: deferred rendering generates a way blurrier vision outside the car compared to forward rendering. For good performance/graphics quality in VR; forward rendering is mandatory. Deferred rendering will work, but it needs A LOT more processing power to give the same sharpness in VR. That's why we as VR players hope that RENNSPORT uses forward rendering instead of deferred.

There is atm only one sim race game that uses deferred rendering now: ACC. ACC's VR performance is actually so bad that many VR using simracers gave up on that game, simply because of the bad VR performance/the blurry vision that it gives in VR. All other sim racing games now have good performance, mostly due to the recently introduced "foveated rendering" performance kits(a dll/application), but even this is not enough to get ACC sharp enough with the currently available hardware.
project cars 2 and automobilista 2 use deferred rendering and still manage to have (in my opinion) the best VR performance and graphics in simracing
 
project cars 2 and automobilista 2 use deferred rendering and still manage to have (in my opinion) the best VR performance and graphics in simracing
that's because they don't use the Unreal Engine...that's the issue here with VR and why ACC got it "wrong" so to speak and why this Rennsport title may also be pants in VR (which is a valid concern).
 
Premium
project cars 2 and automobilista 2 use deferred rendering and still manage to have (in my opinion) the best VR performance and graphics in simracing
Do they, actually?
I couldn't find much info about this but what I found was that it's a mix, not deferred only!
From a wmd user:
"PCARS 2 uses some form of hybrid deferred rendering with some forward elements due to all the light sources, from memory. Just had a quick search on the WMD forums but couldn't find the exact name that was used to describe it."
 
They claim that their main focus is on creating the best simulator with the best and
most realistic physics, a simulator for racers made by racers. So if they are a bit
serious about this, we should expect a pretty good simulator.
Is that not what all simracing titles claim? It is exactly the aim of simracing. And that's where pcars1 lost itself by being too much racing community driven.

Just a generic mandatory communication statement, nothing to be taken seriously.
 
Is that not what all simracing titles claim? It is exactly the aim of simracing. And that's where pcars1 lost itself by being too much racing community driven.

Just a generic mandatory communication statement, nothing to be taken seriously.
They all claim that, because its the buzzwords that elitist simracers love to hear.

And they all cave in in the end to what appeases more "simracers" who never even drove a car in anger.


I would rather have devs say they will strive to give us a total experience of whatever series they want to simulate, and not cut corners in things like rules, or safety cars, or presentation, or AI.
 
2) My view is that i agree with you that it means a lot, but not in the way you put it. From my understanding so far with these companies, bancs, shareholders and whatnot, they have timelines that are fixed years in advance. At that point they can't possibly know what any other competitor will release and when and for sure Kunos never knew about Rennsport a year ago. So yes, timing is important but its more internal pressure because of other things and not because of a completely new market participant that made some fuss.

If you look at how the two biggest racing game series handle their releases, Gran Turismo and Forza Motorsport, from my point of view neither gives a **** (or just very little) about the schedule of the other. They each take their time and release when their own internal timelines dictate it.
In theory you're right but the reality is different. The CEO has to build a strategy, positionning the company in 5 years. He has to sell that to different types of shareholders : those who can wait 5 years to earn the money they planned to earn by their investment (who buy his promises) and those who just want a yearly rentability, which they compare to other financial products.

Then the reality comes : an event occurs, the market is not as it was planned to evolve, the CEO just m1de.a mistake or wasn't able to foresee the impossible. If the rentability expected in 5 years is unsure and the yearly one too, you can expect some tactical decision without any strategic consideration. At worse you can expect the CEO to be fired, the company to be sold...

That's what leads to tactical changes, throwing out the strategy (process acceleration, features cutting, the game coming out earlier than expected, crunching...).

There are too many possible events th1t c1n generate decisions out of the strategy line.

The racing sim community is versatile and its behaviour is hard to predict because it is quiet irrationnal.
During 2 years ACC had been bashed, Kunos was far from being considered as good as before (also imo AC is an unfinished project). By chance their hard work has paid and ACC managed to convince.

Reiza, considered as the physics Guru whith AMS1, is still struggling to convince with AMS2 (because of the Pcars2 image it still carries) although they've been hard working, including exclusive features and cars.

I think both companies are following interesting strategies, meeting the same problems. One has successfully passed the 2 years bashing, the other one is struggling to pass it. This period of early access is the most critical for a sim nowadays.

The first interesting thing to know is whether rennsport can afford and stand at least 2 years of bashing, financially and mentally.

If Rennsport comes out as a finished and refined product, there is no doublt it will be heavily successful, as not any sim for years has been able to come out in such a state.
If it happens, let's expect some panic measures for.the other sims on the market.

Because Reiza and.Kunos took the lead on the business model of simracing : long early access, bashing, testing, and refined finished product after a few years. It became standard, not.only in simnracing.

Studio397 and Sector3 are in.a longer process, imo an outdated business model.

Pcars1 and 2 paved the way of the community driven developpment but the process was too fast to deliver a refined priduct (although a commercial success, it was strategically bad for the company and its products but very good for the shareholders ; another example of how a strategy can be really different with different shareholders aims).

Kunos and Reiza are between the fast process and.the neverending one. The 2 or 3 years of.bashing is where the risk is (AMS2 is still at risk). We'll see whether Rennsport will do something different or no. If not it will.be facing a solid AMS2 (let's hope the community will follow) and an emerging AC2, which, with a better l1unch than ACC, could rapidly become the modern modding plateform. If it happens, Rennsport could have to change many of its claims, or focus more on the modding.tools, letting down the driving. They should have foreseen many cases, as the other developpers habe been there for many years. When the gool old beloved Reiza is struggling with AMS2 although it became an excellent product, as a new developper, you can expect the worst and build.ypur strategy around that. Lot of.money in communication are required (in this SMS has done.the best job ever in the simracing genre). Prepare for the fighr Rennsport, not against your competitors (which are not a lot in fact, and.in general passionate simrzcers own almost all ofnthe sims), but against the community you want to please...
 
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Do they, actually?
I couldn't find much info about this but what I found was that it's a mix, not deferred only!
From a wmd user:
"PCARS 2 uses some form of hybrid deferred rendering with some forward elements due to all the light sources, from memory. Just had a quick search on the WMD forums but couldn't find the exact name that was used to describe it."
I was in WMD too and IIRC they switched to deferred lightning too for pCars2 (and lot of users complained because it made AA way worse than pCars 1 initially, and MSAA had to be removed entirely)
 
Well, so after watching some reviews of the simulator itself, all sim racers that tried it
are pretty happy and optimistic about this new surprising Sim. Some even say that
its physics is in between ACC and rFactor 2, and that is a very positive statement for
an alpha 'release'.

And the graphics look very much like ACC's, very similar type of assets and colour
scheme, and a bit more detailed maybe. So this Sim is very very promising,
moreover if it is a multiclass series as it looks it will be.

Hype increasing by the minute...
 
Well, so after watching some reviews of the simulator itself, all sim racers that tried it
are pretty happy and optimistic about this new surprising Sim. Some even say that
its physics is in between ACC and rFactor 2, and that is a very positive statement for
an alpha 'release'.

And the graphics look very much like ACC's, very similar type of assets and colour
scheme, and a bit more detailed maybe. So this Sim is very very promising,
moreover if it is a multiclass series as it looks it will be.

Hype increasing by the minute...
Did you have any expectation for a different feedback? :D
 
project cars 2 and automobilista 2 use deferred rendering and still manage to have (in my opinion) the best VR performance and graphics in simracing

Do they, actually?
I couldn't find much info about this but what I found was that it's a mix, not deferred only!
From a wmd user:
"PCARS 2 uses some form of hybrid deferred rendering with some forward elements due to all the light sources, from memory. Just had a quick search on the WMD forums but couldn't find the exact name that was used to describe it."

I was in WMD too and IIRC they switched to deferred lightning too for pCars2 (and lot of users complained because it made AA way worse than pCars 1 initially, and MSAA had to be removed entirely)
This couldn't be true(fully deferred). What is the source of that exactly? (link plz)

This because I run AMS2 with 8x MSAA in VR, maybe some parts are deferred rendering (I don't even know if this is possible?), for the shadows for example because MSAA don't apply to the shadows from what I understood. But the basis of the game is forward rendering for sure, otherwise MSAA wouldn't work as it does in AMS2 from what I understood about it. (correct me if I'm wrong, but I understood that MSAA doesn't work in ACC because of deferred rendering)

And yes, AMS2 is the best VR experience in sim racing at this moment. So let's hope that RENNSPORTS will be equally good or even better, that would be amazing. We have to wait and see what they make of the Unreal Engine...
 

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