RENNSPORT's Praga R1: A Lesson in Smoothness

RENNSPORT.gg Praga R1 Garage Preview.png
With the latest big update to its closed beta, RENNSPORT has added its first non-GT3 car in the Praga R1. The little prototype is quite a different beast compared to the machinery that has already been present for a while - and while the overall impression is good, there is room for improvement.

Image credit: RENNSPORT

At just under 400 hp, the Praga R1 is less powerful than the GT3 vehicles clocking in at close to 600 hp, but the mini prototype only weighs about half as much at just under 650 kg. The result is an agile car that also relies on aerodynamics a bit more than the production-based racing cars.

This makes for a fun experience, that differs considerably from the other content in the closed beta, and it shows a lot of potential physics-wise for more cars of this type like the Porsche 963 LMDh racer, which has been confirmed to join the closed beta later this year. There is good reason for those sim racers who feared "yet another GT3 sim" to feel at ease a bit here.

RENNSPORT Closed Beta August 2023 Praga R1.png

Pocket-sized prototype: The Praga R1 is very different to the rest of the content in RENNSPORT's closed beta. Image credit: RENNSPORT

Two Main Flaws​

However, the R1 also shows that there is still some work to be done in two key areas. The behavior of the car is one of them, as the Praga tends to stick to the track like you might expect from a light, aero-dependent racing car, but then starts to slide somewhat unexpectedly. This becomes particularly apparent in the transition from the mid-corner phase to exiting a turn, where understeer tends to turn into a back end that steps out, often even when you are very careful on the throttle.

This slide can be corrected, but looking at onboard footage of the real car, this phenomenon rarely occurs unless the driver gets a bit too eager to get on the loud pedal. It is hard to make out the root of this behavior, as it could either be physics-based, or a result of the car's setup - which cannot be changed in the closed beta as of writing this article, so could be possible to tune this out in the future.


The other gripe I personally found with the R1 is its Force Feedback. While the FFB is generally good and communicative in RENNSPORT already, it does not always feel convincing in the Praga. GT3 cars have power steering, the Praga has not - yet, the FFB in the R1 feels considerably lighter than in the other cars in the closed beta.

Adding to this is a certain loss of feel when first turning in, but only within the first few degrees of turning. It almost feels like clipping, but considering the lighter overall FFB in the car and the fact that the Fanatec DD2 wheelbase I tested the car with can put out much more torque, this can be ruled out as a reason.

A Good Base​

Of course, the thing to keep in mind at all times when looking at RENNSPORT right now is that the sim is still in a beta state. There should be no doubt that the R1 is not in its final state, and it is likely going to be much improved over time - just like the rest of the content.

The core of the experience is still good in the Praga, too. It is a lesson in smoothness, even with the surprise oversteer thrown in - if you overdo it on the accelerator or your steering inputs, the tires will overheat quickly, so it tends to bring out the smooth operator in its drivers.

As a result, the Porsche 963, which is going to be the fastest car available in RENNSPORT when it releases (unless developer Competition Company surprises us with an even faster vehicle in the meantime), should be a very engagin experience as well.

To see more of this month's closed beta update to RENNSPORT, check out the OverTake's livestream below. Jonas "Champion Joe" Schulz takes a closer look at what is new, sharing his opinions and even exploring parts of the surroundings of the Circuit de Spa-Francorchamps.


Your Thoughts​

Have you been able to test the Praga R1 and RENNSPORT's closed beta in general already? What are your experiences with the car and sim? Let us know in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

This car gives me hope that Rennsport could give us a lot of fun and a good platform... It's a lot of fun and responds the way you'd expect a modern prototype to, it needs a bit of fine tuning but so does the game as it's still in BETA...

The flatspot FFB is the best I've felt, it grows in a really believable way down the straights and when you lock up again... And on the Praga they are unavoidable if you are used to the GT3s and the aids because it doesn't have them...

Rennsport just needs some time to cook... Right now they are still chopping the ingredients...
 
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What are your experiences with the car and sim?

I have tried the closed beta like 2 months ago. On my 1080p display it looked incredibly bad even on Epic settings. A blurry mess, with extremely apparent LoD transitions, worse mirrors than ACC, etc., while running the worst among contemporary sims of course. As long as those aspects are not improved significantly, they could release all the cars and tracks in the world, I will not be interested.

Video games are going backwards. We have incredible hardware, on PC as well as consoles, but games are looking worse and worse in terms of image quality. Even on the PS5, games are starting to have internal resolutions below 720p upsampled to 1440p, and not even keeping stable framerate. That might look fine on screenshots but not in motion. And I am pretty sure it's not the hardware that is at fault.

I know Rennsport is in beta and lots of work is ahead of them, but I don't expect any great things from Unreal Engine. Using it for ACC was a mistake, I am afraid the thing holding back Rennsport as well as GTRevival will be UE. I know devs state otherwise, but big budget AAA games suffer with performance/image quality with UE titles. I am really hopeful I will be proven wrong though and the experience will be great eventually.
 
and atm it's quite a bit off of them!! :unsure:
But you are aware that the title is still super heavy in development? There is not even an open beta.
I think the best comparison at this point in time would be to compare Rennsport to the Early Access of ACC back then in 2018, and not to the current version of ACC or any other sim for that matter that is out and getting updates for years already.

And what i also have a hard time understanding are the complaints about the content being so samey in most sims. Because if this is the logic then why don't we hear people complain that the M16 rifle is yet again in another first person shooter, just an example.
Is the point of a certain genre not to reiterate on a known and working formula and make it simply better? Thats how i look at modern sim racing titles. I dont need them to be different just for the sake of it, i want them to do the popular stuff better and better with every new game.
 
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But you are aware that the title is still super heavy in development? There is not even an open beta.
I think the best comparison at this point in time would be to compare Rennsport to the Early Access of ACC back then in 2018, and not to the current version of ACC or any other sim for that matter that is out and getting updates for years already.
ACC back then was better, no doubt about it. Tried both.
 
What are your experiences with the car and sim?

I have tried the closed beta like 2 months ago. On my 1080p display it looked incredibly bad even on Epic settings. A blurry mess, with extremely apparent LoD transitions, worse mirrors than ACC, etc., while running the worst among contemporary sims of course. As long as those aspects are not improved significantly, they could release all the cars and tracks in the world, I will not be interested.

Video games are going backwards. We have incredible hardware, on PC as well as consoles, but games are looking worse and worse in terms of image quality. Even on the PS5, games are starting to have internal resolutions below 720p upsampled to 1440p, and not even keeping stable framerate. That might look fine on screenshots but not in motion. And I am pretty sure it's not the hardware that is at fault.

I know Rennsport is in beta and lots of work is ahead of them, but I don't expect any great things from Unreal Engine. Using it for ACC was a mistake, I am afraid the thing holding back Rennsport as well as GTRevival will be UE. I know devs state otherwise, but big budget AAA games suffer with performance/image quality with UE titles. I am really hopeful I will be proven wrong though and the experience will be great eventually.
I fully agree with this. Unreal engine for race sims is a horrible choice. I thought that ACC was already the worst in the industry regarding blur/mirrors/lod pop in, sad to read that Rennsport even topped this. They promised a VR implementation, ACC currently still has the worst VR of all, so Rennsport will probably be even worse. I hope that GTrevival will use forward rendering, if not then it will be in the same boat. Now let's hope that AC2 has a proper engine choice otherwise I'll just stay with AMS2 and probably LeMans ultimate (which uses rf2 engine so proper sharp distance and mirror rendering in VR and on screens).
 
ACC back then was better, no doubt about it. Tried both.
i could not say, visually it was definitely way worse because of that UE4 blur. Rennsport looks crisp so thats a plus at least :D
as for the driving, its almost 5 years, i cant remember how ACC felt 5 years ago. You can? impressive :D
 
IMO the car feels too easy to drive for an open diff car and miss the power understeer and lift-off oversteer I would expect from this car concept. All cars feel too forgiving for my taste, but especially the Praga seems more tricky from the onboards as well.
 
I have tried Robo Recall which uses Unreal Engine. It looks good AA-wise and even supports Fixed Foveated Rendering. I can only wonder what makes it harder today for an implementation done well years ago. Even AMS 2 is not officially supporting FFR, something that can essentially benefit everyone financially by avoiding a GPU upgrade.
 
Lets give this toy more time to see what finally offers ...may be adds something different than the sims we actually have!

But it should add something not so similar than whatwe have to create interest and make us open our wallets one more time like the racing zombies we are. :p.

Healthy competition!
 
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IMO the car feels too easy to drive for an open diff car and miss the power understeer and lift-off oversteer I would expect from this car concept. All cars feel too forgiving for my taste, but especially the Praga seems more tricky from the onboards as well.
Modern cars do not need a LSD anymore since the invention of the electronic-differential, that corrects spin by unsinf the esp. It's featured in my 2023 Golf R and neither lift off oversteer nor power understeer do exist in any measurable manner anymore. The Prage R1 is not a vintage Race car depending on geared Differentials from the bronze age.
 
What are your experiences with the car and sim?

I have tried the closed beta like 2 months ago. On my 1080p display it looked incredibly bad even on Epic settings. A blurry mess, with extremely apparent LoD transitions, worse mirrors than ACC, etc., while running the worst among contemporary sims of course. As long as those aspects are not improved significantly, they could release all the cars and tracks in the world, I will not be interested.

Video games are going backwards. We have incredible hardware, on PC as well as consoles, but games are looking worse and worse in terms of image quality. Even on the PS5, games are starting to have internal resolutions below 720p upsampled to 1440p, and not even keeping stable framerate. That might look fine on screenshots but not in motion. And I am pretty sure it's not the hardware that is at fault.

I know Rennsport is in beta and lots of work is ahead of them, but I don't expect any great things from Unreal Engine. Using it for ACC was a mistake, I am afraid the thing holding back Rennsport as well as GTRevival will be UE. I know devs state otherwise, but big budget AAA games suffer with performance/image quality with UE titles. I am really hopeful I will be proven wrong though and the experience will be great eventually.
The LOD transitions are already a proof the team's knowledge about UE5 is too limited to use this technology as natively there is no LODs in this engine. Implementing an obsolete method in a modern engine, which is made to work another way to avoid this method, is really an odd decision. So I would not draw conclusions about the UE5 based on such a game. I'd wait for a competent team using this engine for racing games. UE5 is capable of anything visually, the limit being the machine (the PC) and I'm sure, with our current hardware (and even 5 years old hardware), UE5 can do much better than what we see in Rennsport. Using the engine may be easy, but mastering it must require a lot of experience ; not sure there are already many high qualified people on this engine (it is a one year old engine for developpers). To be in beta since a few months, Rennsport's development must have started before even UE5 was officially out, it is quiet understandable something is wrong there...
 
The LOD transitions are already a proof the team's knowledge about UE5 is too limited to use this technology as natively there is no LODs in this engine. Implementing an obsolete method in a modern engine, which is made to work another way to avoid this method, is really an odd decision. So I would not draw conclusions about the UE5 based on such a game. I'd wait for a competent team using this engine for racing games. UE5 is capable of anything visually, the limit being the machine (the PC) and I'm sure, with our current hardware (and even 5 years old hardware), UE5 can do much better than what we see in Rennsport. Using the engine may be easy, but mastering it must require a lot of experience ; not sure there are already many high qualified people on this engine (it is a one year old engine for developpers). To be in beta since a few months, Rennsport's development must have started before even UE5 was officially out, it is quiet understandable something is wrong there...
I have been following UE4 and UE5 titles for long, big fan of Digital Foundry and their analyses. Even for UE4 I had no experiences that were stutter free (except for ACC funnily enough) and had decent image quality at native resolution. UE5, from what I see, is an engine that is incredibly heavy. Sure it has those new technologies but it is still incredibly CPU limited as well as heavy on the GPU. Thus upscaling techniques are needed, therefore image quality goes into the bin. I will not be "afraid" of UE5 after third party games keep coming out with decent performance and image quality. Talking about how good UE5 is on paper means nothing to me until then...
 
I have been following UE4 and UE5 titles for long, big fan of Digital Foundry and their analyses. Even for UE4 I had no experiences that were stutter free (except for ACC funnily enough) and had decent image quality at native resolution. UE5, from what I see, is an engine that is incredibly heavy. Sure it has those new technologies but it is still incredibly CPU limited as well as heavy on the GPU. Thus upscaling techniques are needed, therefore image quality goes into the bin. I will not be "afraid" of UE5 after third party games keep coming out with decent performance and image quality. Talking about how good UE5 is on paper means nothing to me until then...
Indeed many games under UE4 have performance issues (often with a "cartoon" look ; which should change with UE5). Previous years, I ran my games on a mobile GTX1060 and a regular GTX1070 (at 1080), and had various results, no general rule. Personnally I've experienced performance issues in 6 UE4 games, including Dakar18 (for which therre is a fix to stop the stuttering), and a smooth experience in 8, including Gravel an ACC (I probably have not played ACC on the GTX1060, I can't garantee it runs smoothly ; but I could run it in VR in the GTX1070). Most of these games are from small teams which may chose UE for the features already included in the engine, but may not fully master it ; which can explain stutters and lacks of optimisation even with nothing great visually. On the contrary, Gravel is a really good looking game and runs fine.

UE5's Nanite technology has almost no impact on the CPU and allows good performance with huge polygons objects without using LODs. It should bring a game like Rennsport a step above any other racing game, just for that aspect. To be fair (I just watched a boring video from a Nanite developper), one year ago, Nanite wasn't working properly with non rigid objects like... grass. And we know how grass is important in the racing sims. So at the time Rennsport started its development, some compromise had to be done :D .

I can understand the choice of UE5, Rennsport seems to want to be there for a long time, so it will benefit from the improvements of UE5 and will have the possibility to upgrade the graphics. It seems the most important is to be out asap, which I can understand considering the huge amount of money whch must have been spent on events and communication (maybe a bit too early? it depends if there is still a budget for communication). So underwhelming graphics may be a way not to waste too much money and time before the launch of the game, counting on the simracers' ability to play outdated games (iracing, raceroom...) and patience to wait for better graphics (which is more believable than Raceroom switching to a new graphics engine).
 

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