The Last Garage Previews All-New Sim Racing Platform

The Last Garage Previews All-New Sim Racing Tech Platform RD.jpg
Former rFactor 2 stalwart, Marcel Offermans, has created a fresh sim racing physics platform. He and his company, The Last Garage, will showcase a playable build later this week at the Sim Formula Europe event and hope other developers use it for upcoming games and simulation titles.

Images: The Last Garage

If you created a wishlist of base-level technical specs that an ideal racing simulation platform could hit, then there’s a chance it may read something like this:
  • Custom physics engine running at 1000Hz
  • Support for laser-scanned circuits
  • Virtual reality and triple-screen compatibility
Marcel Offermans had a similar idea. In fact, this isn’t a wishlist at all, but instead the bullet point list of features in his new sim racing foundation.

Not only that, but most of those features are also functional right now and can be played by anyone who visits the Dutch university town of Maastricht this coming weekend. More specifically, at the Sim Formula Europe event.

The Last Garage Sim Racing Tech, 2024 January

From rFactor to The Last Garage​

Following work on rFactor 2 as Managing Director for nearly six years, and on various rFactor-related projects prior, Offermans left the Motorsport Games stewarded Studio 397 in 2022. He then founded a new business, The Last Garage. This new operation has worked as consultants on various projects alongside creating a brand new driving simulation platform.

“After leaving Studio 397 and Motorsport Games in spring 2022, I knew I wanted to continue to be part of the sim racing community,” explains the experienced director and software architect to RaceDepartment.

“It is a little-known fact that around Christmas 2015, before embarking on the adventure with Studio 397, I spent three weeks during my holiday developing a racing simulation.

“Obviously that was only going to be a limited effort, and I was mostly using off-the-shelf components, but I managed to get a car driving around a track in that timeframe. So, I have always been interested in developing a racing simulation, and I simply thought, it’s now or never!”

The Last Garage Previews All-New Sim Racing Tech Platform Day Night Cycle

Unique 1000Hz Driving Physics Tech​

The new project isn’t a progeny of rFactor 2, however, but something completely different. The physics are said to be created from scratch by the fledgling outfit. It’s emphatically stressed that the technology has not been based upon, or licenced, from any existing technology.

The 1000Hz physics engine – comparing favourably on paper to titles such as Forza Motorsport (360Hz) and Assetto Corsa Competizione (400Hz) – has been created with a ‘modular’ approach. From the offset, vehicles with three, four and six wheels (we’re looking at you Tyrell!), are possible, or even vehicles with two engines.

While the physics are custom, the open-source graphics engine Godot 4 has been leveraged for the visuals. Its Vulkan-based Forward+ rendering should avoid the ungainly ‘ghosting’ visual effect sometimes seen in driving titles using different graphics systems.

The Last Garage modual car sim racing physics.jpg


Outside of the core driving experience, native DDU support should mean that the information shown “in platform” on the car’s dashboard and a rig-mounted display unit can align without the need for third-party software. In theory, a DDU could then also be used for a rear-view mirror.

VR support is in active development and is slated to arrive further down the development path, but triple screens are functional already.

Similarly, the day/night cycle includes support for air density, wind speed and direction and is working at present, with dynamic weather set to follow.


A New Foundation For Future Sim Titles​

It’s worth noting that this isn’t necessarily going to be a complete and shipped sim racing platform by The Last Garage, but rather a fresh game engine that can be used to create new titles by additional studios – as Offermans explains:

“My overall end goal, if there ever is such a thing, is to complete the foundation of a new engine that can then be used to create various new racing simulations, plus creating a sustainable business with a team of experts that enjoy this as much as I do.

“I don’t have a solid plan in terms of which simulation will come first. I’m exploring different options and talking to a few partners, but it’s way too early to announce anything today.”

The Last Garage sim racing preview, Sim Formula Europe


With that in mind, don’t expect a complete sim ready for this year. For example, currently, there’s only one track, Bridgehampton.

But instead, imagine the possibilities. If The Last Garage can continue to build upon this testbed and create a platform that’s approachable for other developers, then (we hope) this becomes a viable alternative to some of the more venerable physics systems available.

One key question remains – how does it drive? The RaceDepartment and OverTake team will be at the Sim Formula Europe event this week to test it, and we’ll be reporting back with further details and our hands-on impressions… stay tuned!

Let us know your questions in the comments below, and we'll ask The Last Garage a selection of them soon.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, Overtake, Traxion and TheSixthAxis.

Comments

One key question remains – how does it drive? The RaceDepartment and OverTake team will be at the Sim Formula Europe event this week to test it, and we’ll be reporting back with further details and our hands-on impressions… stay tuned!
Well??...

EDIT: Nevermind, just saw Gamer Muscle's video of driving it.

It looks controllable while being very dynamic and natural in some ways which is fantastic HOWEVER, it seems to have the same issue as everything in the rFactor engine: you have to basically almost snap the wheel to a seemingly pre-determined angle then, when the vehicle's slide's slip angle stops increasing, you have to immediately, almost-instantaneously, snap the steering wheel back to centre. So basically it's a very on/off snap-wheel-to-one-spot-then-snap-wheel-back-to-center control which is nothing like reality and nothing like how oversteer works in the only 3 game engines that do oversteer (especially power oversteer) fairly correctly, those being: Live For Speed, Netkar Pro, BeamNG Drive, and sometimes (very vehicle/mod dependent) Assetto Corsa.

Is it therefore possible that this does in fact use some aspects of the rFactor 1/2 physics engine - either aspects of the underlying tyre model or other parts of the underlying physics engine? There are definitely similarities in the vehicle behaviour - some of those similarities are a good thing (very alive, dynamic) but some of those similarities are a bad thing showing long-standing, unrealistic, unnatural vehicle behavior that is deeply rooted in the ISI physics engine going back to the 1990s' Sports Car GT and still present all the way to present-day rFactor 2.

At 6 min 22 secs in GM's video, I think he alluded to what I described above.

Extremely excited for this especially if it truly is it's own complete physics engine.
 
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Staff
Premium
Well??...

EDIT: Nevermind, just saw Gamer Muscle's video of driving it.

It looks controllable while being very dynamic and natural in some ways which is fantastic HOWEVER, it seems to have the same issue as everything in the rFactor engine: you have to basically almost snap the wheel to a seemingly pre-determined angle then, when the vehicle's slide's slip angle stops increasing, you have to immediately, almost-instantaneously, snap the steering wheel back to centre. So basically it's a very on/off snap-wheel-to-one-spot-then-snap-wheel-back-to-center control which is nothing like reality and nothing like how oversteer works in the only 3 game engines that do oversteer (especially power oversteer) fairly correctly, those being: Live For Speed, Netkar Pro, BeamNG Drive, and sometimes (very vehicle/mod dependent) Assetto Corsa.

Is it therefore possible that this does in fact use some aspects of the rFactor 1/2 physics engine - either aspects of the underlying tyre model or other parts of the underlying physics engine? There are definitely similarities in the vehicle behaviour - some of those similarities are a good thing (very alive, dynamic) but some of those similarities are a bad thing showing long-standing, unrealistic, unnatural vehicle behavior that is deeply rooted in the ISI physics engine going back to the 1990s' Sports Car GT and still present all the way to present-day rFactor 2.

At 6 min 22 secs in GM's video, I think he alluded to what I described above.

Extremely excited for this especially if it truly is it's own complete physics engine.
I drove quite a few laps at SFE (couldn´t say no to the leaderboard challenge haha) and I can´t really agree with the assesement (on the other hand you are right, we don´t have a piece yet on how exactly it feels, as we are talking to Marcel about access etc.).

But back to the actual topic, slip angle. Just as precoursor, I only drove a reallife drift car (as in competition setup) once in my life, rest of the experience is based on reallife racecars/sportscars and mostly on-track (not really the one to drift through cities lol).

Last Garages physics were really surprising when it comes to this, because it gave me the ability to actually "dance" the car on the line between full grip and an actual drift, allowing to get out of corners sideways if needed to or even use it for more rotation on corner entry. Absolutely loved some of the corners where I felt the rear tyres being right on the edge of the asphalt while sliding out of turn. The snappines you describe on GMs video is I think mostly down to the setup on Marcels direct drive wheel (was quite heavy and strong etc.) which means you had to be quite violently here and there to still catch the car.

But the drift/slip in general was controllable for me right away and reminded me massively of well balanced sportscars. The rear was a bit "quicker" due to the front engine than for example a cayman GT4 roadcar, but similar on exit regarding "sitting" on the rear tyres and adjusting the angle purely with throttle input and minor steering.

On the other hand, the description about pre-determined wheel angle is kinda how i would describe reallife situations anyway. On a racetrack, when I feel the rear stepping out, I basically have 3 different levels of wheel reaction i use, depending on if I need the rear to step in line right away or want to use the loose rear for some rotation (best example Nordschleife entry to Adenauer Forest). The butter-smooth "drifting" you see on competitive drift-cars is extremly different to a roadcar/racecar (due to different tyres, caster, how much steering angle is possible, and many other factors). There are a few roadcars that a smoother than others in track situation when they get loose (best example is the cayman here, which feels reallife like a bullet-time slo-mo ^^) but I think that so far was well captured by the physics. I don´t know about the numbers/calculations behind it so I don´t want to judge that at all or act like I know that it is correct, so my main statement is " I felt right at home with the slip angle and drifts which enabled me to just use the same reactions I use in reallife rather than spending time on adapting to the sim" .. which also translated in me being relatively far upfront at the leaderboard next to some way more sim-competitive names out there.

OK Wall of Text again.. sorry haha
 
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I don't think it's even a question it's using some existing sim. You don't get a pre-existing track up that quickly looking that "together".

I just assumed it's rFactor licensed but..

The new project isn’t a progeny of rFactor 2, however, but something completely different. The physics are said to be created from scratch by the fledgling outfit. It’s emphatically stressed that the technology has not been based upon, or licenced, from any existing technology.

There's some wiggle room in there, I notice. The physics are from scratch and then it continues to say the "technology" is not based on any other "technology".

Sure, okay, sounds like the physics has be re-done and plugged into rFactor.

I like rFactor. It's a good thing.

But let's be honest. Let's not have another Rennsport situation.
 
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I don't think it's even a question it's using some existing sim. You don't get a pre-existing track up that quickly looking that "together".

I just assumed it's rFactor licensed but..



There's some wiggle room in there, I notice. The physics are from scratch and then it continues to say the "technology" is not based on any other "technology".

Sure, okay, sounds like the physics has be re-done and plugged into rFactor.

I like rFactor. It's a good thing.

But let's be honest. Let's not have another Rennsport situation.
This couldn't be more wrong. The visual engine is 100% godot and shares nothing with any other sim. What made it go fast is new shaders were written to accommodate how I setup the track for AC. So very little work had to be done to the actual track to get looking decent.

Physics I can't comment on as I haven't dug into them much yet. But as far as visuals go nothing is shared.
 
Premium
This couldn't be more wrong. The visual engine is 100% godot and shares nothing with any other sim. What made it go fast is new shaders were written to accommodate how I setup the track for AC. So very little work had to be done to the actual track to get looking decent.

Physics I can't comment on as I haven't dug into them much yet. But as far as visuals go nothing is shared.

The visual engine, yes, that makes sense, MSG's Nascar game was Unreal Engine but on the rFactor engine/platform, as I recall?

I'm totally spitballing here so I'm not saying I know it just has the ring of running some existing platform.
 
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I
On the other hand, the description about pre-determined wheel angle is kinda how i would describe reallife situations anyway. On a racetrack, when I feel the rear stepping out, I basically have 3 different levels of wheel reaction i use, depending on if I need the rear to step in line right away or want to use the loose rear for some rotation (best example Nordschleife entry to Adenauer Forest). The butter-smooth "drifting" you see on competitive drift-cars is extremly different to a roadcar/racecar (due to different tyres, caster, how much steering angle is possible, and many other factors). There are a few roadcars that a smoother than others in track situation when they get loose (best example is the cayman here, which feels reallife like a bullet-time slo-mo ^^) but I think that so far was well captured by the physics. I don´t know about the numbers/calculations behind it so I don´t want to judge that at all or act like I know that it is correct, so my main statement is " I felt right at home with the slip angle and drifts which enabled me to just use the same reactions I use in reallife rather than spending time on adapting to the sim" .. which also translated in me being relatively far upfront at the leaderboard next to some way more sim-competitive names out there.

OK Wall of Text again.. sorry haha
I've seen probably literally hundreds (yes hundreds) of moments of oversteer in videos of the game now and I can barely find one that resembles reality with regards to specifically what we're describing yet you can watch any video of any real life vehicle - regardless of type of vehicle, racing series, car setup, tyres, surface, etc. - and find tons of moments that match exactly with what I and others tried to describe. Of course there are certain moments when what you describe will happen - when the rear suddenly, sort of unexpectedly, breaks away and then suddenly snaps back in line - but the vast majority of rear wheelspin and slip-angles in real life does not occur suddenly and unexpectedly, the vast majority is driver induced and controllable / dictatable.

Regarding comments above about the graphics - not that I really care about graphics - the visuals are, in my opinion, clearly not the rFactor engine. There's this sort of "bold" & smooth look to surface gradients/undulations as well as to vegetation and other details of the nature not present in any iteration of the rFactor graphics engine. Also, there's this sort of "big" & "bright" but also "soft" look to the lighting (especially the brighter & whiter areas) that is different from the RF engine. Then again, especially nowadays, you can probably achieve all of that in any graphics engine using post-processing so it doesn't mean I'm necessarily correct.
 
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Premium
I've seen probably literally hundreds (yes hundreds) of moments of oversteer in videos of the game now and I can barely find one that resembles reality with regards to specifically what we're describing yet you can watch any video of any real life vehicle - regardless of type of vehicle, racing series, car setup, tyres, surface, etc. - and find tons of moments that match exactly with what I and others tried to describe. Of course there are certain moments when what you describe will happen - when the rear suddenly, sort of unexpectedly, breaks away and then suddenly snaps back in line - but the vast majority of rear wheelspin and slip-angles in real life does not occur suddenly and unexpectedly, the vast majority is driver induced and controllable / dictatable.

Regarding comments above about the graphics - not that I really care about graphics - the visuals are, in my opinion, clearly not the rFactor engine. There's this sort of "bold" & smooth look to surface gradients/undulations as well as to vegetation and other details of the nature not present in any iteration of the rFactor graphics engine. Also, there's this sort of "big" & "bright" but also "soft" look to the lighting (especially the brighter & whiter areas) that is different from the RF engine. Then again, especially nowadays, you can probably achieve all of that in any graphics engine using post-processing so it doesn't mean I'm necessarily correct.
I get where you are coming from but allow me the question.
If rears don´t step out suddenly (sometimes, not all the time), why are people spinning that much then in rL? ;)

And yes thats with a bit of "fun" so don´t take it too serious. As said before, I based this on my own reallife experience and I can not base this on others. Do I have a ton of track time in rL? Yes, in very different cars? Yes. Also in races? Yes. ... did I ever race one of the cars that are used in the Last Garage "Demo"... nope. Nor did I ever try this track in reallife.

So it is hard to compare anyway.

I agree that the cars here and there had the tendency to be a bit more loose and snappy than average, but it is also a hella bumpy track. Seeing how easily for example people loose the rear here at the Nordschleife on the few harsh bumps we have (and compared to the track used in last Garage, Nordschleife all of the sudden is a smooth operator track), I think it is not far off.

And what I mostly wanted to highlight in my text was that I could use the same reactions, ways of "handling" the issue and get the same result as I am used to in real life. Thats all. Everything else (slip angle degree, bump reaction etc.) would be down to numbers anyway to really figure out how "real" it is, and thats not my area.

On the other side, it is still a very early build, so I am curious to see where it is going.
No matter if it was perfect, acceptable, realistic or not, I had a ton of fun driving it so I am at least happy about that (as there are cars nowadays and sims, in which driving is very dull...mostly also down to the cars I have to admit tho)
 
Maybe, in the future we'll discuss it further; as you said, it's super early days.

On the other side, it is still a very early build, so I am curious to see where it is going.
No matter if it was perfect, acceptable, realistic or not, I had a ton of fun driving it so I am at least happy about that
Absolutely.

I'm super excited for it. I'm so tired of "re-hashed" games using the same physics engine and tyre model. I'm incredibly excited for something new. From everything I read, these guys seem to have a real "hardcore" or "purist" mentality which reminds me of the early ISI RF 1/2, Netkar Pro, Live For Speed days which I think is a little lacking lately in simracing.

I would love for an opportunity to be a pre-alpha (or whatever stage it's in) tester. I'll sign any NDAs they want.
 
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So over here you find a lot of info that should answer a lot of questions:

Very interesting reading, clear and transparent. I didn't know.about this open source physics engine, Project Chrono. Marcel Offerman's approach for this new engine is rationnal and a taste of the future of the video games industry if it want to survive and improve the quality of its offering, which has been decreasing for (too many) years and at the same time with higher production costs,, a combination which have been leading to communication costs increase, which have been leading to... quality decrease : a full vicious circle that these open sourced projects can break. At the moment we can't expect open sourced engines to compete with "professional" ones, Godot vs Unreal, Flightgear vs X Plane vs MSFS, Torcs vs your favorite simracing title... but if companies use these engines and bring their contribution, like the Ladt Garage has been doing for Project Chrono, or like Road to Vostok for Godot, something could happen in the future.

By the way, for those who are interested, as I couldn't remember the name.of Torcs, I did some research and found a moderner open source simracing title, based on it : Speed Dreams.
 
Those are great questions to answer when the people from RaceDepartment visit Sim Formula to try it for themselves. I am sure they will compile questions from this thread. If anything gets overlooked I will answer it here after the event.
Hi, is there a demo planned for everyone to try sometime this year?
 
If not a demo I would appreciate some regular dev blogs in order to explore and appreciate the work on it.
 
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It's too early for any demo right now @cristianuksw1 because I'm really still working on the core physics and not yet at a point where I have a feature complete package that is worth being tested by a bigger group of people. I do plan on doing a "quarterly" dev blog, @DaVeX↯ and you can expect one later this month. I'm sure it will be somehow referenced here on Overtake, and I always keep an overview of those on my own website too. And thanks for expressing an interest.
 

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