AMS 2 | November Development Roadmap

i'm really hoping they can achieve a good feeling game and not just feel as bad as pcars 2, i'm more worried however that the "game" side of it will be bare bones, too many sims out that have no worthwhile SP or MP and we don't need another, we need another f1 standard SP or iracing standard MP
 
good news for the FFB but no news for the damage system for example and AMS 1 updates...
 
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Renato Simioni

Reiza Studios
I must admit I have reservations about this too. To be fair, it was also true of Assetto Corsa and is true of rF2. I suppose what matters is what you get in the dlc and whether its good value for money. In return you also get the much craved on-going "support" and development. If you want this you have to pay for it one way or another.
The value of the DLCs vs base game will make more sense once those are disclosed - we realize its a bit of a jump in the dark at the moment and most would be hesitant to commit, and we dont expect most people to do it. Those who have kept track of our record though will know that these early investments tend to pay off :)

With regards to the AMS2 / ACC comparison, its worth pointing out AMS2 will pack about 5x more cars and tracks on release than ACC currently does, covering many different series, and that number will more than double over its dev cycle. Thats not a dig at ACC, which features only premium content produced with premium quality and is IMO excellent bang for the buck specially for GT3 fans, but I think people will eventually find AMS2 has a different scope altogether. Its a matter of what you are looking for in a racing sim.


@Renato - Any comment on the audio engine? It seems a bit flat at the moment and I wonder if there are plans to improve the fidelity. I know for me personally ACC really opened my eyes as to how much immersion can be improved just through sound.
The audio engine (FMOD) is just fine, it is I believe the same as ACC. We are still in process of adding all the various sound effects, filters and finding the right mix. There will be more going on there.

In terms of engine sounds, they sound like a 3L V12 really - pretty much as it did in AMS1.

Of course if we get access to that particular engine for some recording we may find more room improvement, and thats always possible - again as those who are familiar with our sims can attest, we are rarely “done” with trying to make our content better irrespective of how old it is. There are in fact several cars scheduled for new recordings and fresh sound sets. But we try not to let perfection be enemy of good enough - we feel that if it sounds as good as AMS1 on initial release that will be a good foundation to build on over time.


Please Reiza do more historic content. I don't even care which series you gonna do as long as its between 66 and 95 :). But an Imsa/LM series would be awesome or something like DRM. I am a fan since GSC 2011 and its just awesome what you guys delivered since then. Keep up the good work!
Cheers! You will be pleased to hear then that over 30% of the content planned for AMS2 is historic cars and tracks :)


good news for the FFB but no news for the damage system for example and AMS 1 updates...
In time :)
 
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The value of the DLCs vs base game will make more sense once those are disclosed - we realize its a bit of a jump in the dark at the moment and most would be hesitant to commit, and we dont expect most people to do it. Those who have kept track of our record though will know that these early investments tend to pay off :)

With regards to the AMS2 / ACC comparison, its worth pointing out AMS2 will pack about 5x more cars and tracks on release than ACC currently does, covering many different series, and that number will more than double over its dev cycle. Thats not a dig at ACC, which features only premium content produced with premium quality and is IMO excellent bang for the buck specially for GT3 fans, but I think people will eventually find AMS2 has a different scope altogether. Its a matter of what you are looking for in a racing sim.




The audio engine (FMOD) is fine, it is I believe the same as ACC. We are still in process of adding all the various sound effects, filters and finding the right mix. There will be more going on there.

In terms of engine sounds, they sound like a V12 3L really - pretty much as it did in AMS1.

Of course if we get access to that particular engine for some recording er may find more room improvement, and thats always possible - again as those who are familiar with our sims can attest, we are rarely “done” with trying to make our content better irrespective of how old it is. There are in fact several cars scheduled for new recordings and fresh sound sets. But we try not to let perfection be enemy of good enough - we feel that if it sounds as good as AMS1 on initial release that will be a good foundation to build on over time.




Cheers! You will be pleased to hear then that over 30% of the content planned for AMS2 is historic cars and tracks :)




In time :)
So can you confirm that AMS 2 will have 55 tracks (11 in ACC without DLC (4 in DLC) x 5 = 55) ? And how much in the base version ?
 
I got the ACC track count wrong, so thats probably closer to 4x the number on initial AMS2 release then and 5x by the end of 2020, not including DLCs (but including historical variations of the same venue).
thank you, if there is a high quality, I don't care about the money, the quality has a price and I wil be happy to buy the premium quality content.
But sometimes, some doubtful developpers sell at the highest price DLC or content with a very doubtful quality. I can't give example, it will derail the thread :)
 

Renato Simioni

Reiza Studios
Indeed quality has a price, as does speed and volume. If most users had their way theyd like all tracks in the world laser scanned with GT Sport graphics available on release for free or at most for a few bucks, but unfortunatey that isnt realistic :)

So devs will approach that equation in different ways and come up with different solutions, according to their possibilities and whatever their product aims to offer. We are aiming for a very wide motorsports scope, that means other versions of the same tracks may be slightly more accurate or more detailed, but we tend to output them at a quicker rate, with a more consistent standard and usually for a cheaper fee. Thats not necessarily right or wrong - it again depends on what the sim is aiming to deliver, and users can then choose according to what theyre looking for..

Or they can just grab them all :)
 
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BrunoB

500RPM
Premium
Not getting a warm feeling when someone feels like they have to re explain how FFB works to explain what they are working on. Sounds to me they are struggling with getting nice FFB feeling from the madness engine, surprise surprise!
Then going on to explain how the car they are working on was a handful undriveable beast in real life but it is better with a DD wheel.
Time will tell, but I will have to test that new game before buying.
You have a point here.:thumbsup:
But to the contrary of another racing sim developer who uses every possibility to tell how extremely advanced their socalled theoretically tire model based on quantum physics:sneaky: is - I consider the devs behind AMS1/2 much more believable.
But you are right - time will tell.
 
I hope they will change the PC2 style chase cam FOV , because tunnel vision is ridiculously awful on an ultrawide monitor. Feels like the camera zooms in from very far behind the car.
It was the 2nd thing I hated the most in PCars. First thing was the unnatural hars engine sounds which screamed all the time into your face, even at very low throttle.
 

Jens Roos

500RPM
Premium
Looking forward to this, the strength of AMS1 is IMO the non common content and the high quality of what delivered. Regarding AMS2 not being modable it don't bother me much, modding is great, but looking at AMS the mods up to Reiza standards can be counted one hand (tracks not counted), hope skins still be possible.

One great car range are the odd modified standard race cars, great to see the WV still in screen shoots. Looking forward doing this again in AMS2 :D
1575242594053.png
 

Emery

2000RPM
[said a bunch of wonderfully soothing things]
Regarding content, PC2 has animated pit crews. Will AMS2 be including them? And, if so, will they be period-appropriate for the vintage cars?

Because PC2 is kind of silly having a pit crew with full face helmets on when running the Lotus 25...
 
Here also you can also check out some of the latest shader developments from the track art team - while there´s much still we plan to achieve with this engine over the ongoing development cycle of AMS2, this is closer representation of what the game will look like on release.
Yes its a few months from release, and yes its a video shot but I really, really hope that statement isn't a reflection of these pics.
I'll be buying when released but from what I've seen up to now, the tracks just dont seem to have life and remind me of vanilla AC from years ago. :thumbsdown: Im not gonna judge by posting screens from another sim in the same places at Suzuka, but I really hope things improve vastly in that area with animated flags and corner workers, video billboards, great grass texturing - just give the tracks some life.




Yes even animated overheads, stuff in the sky - anything.:whistling:

 
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KittX

250RPM
About grass: we've recently finished our own terrain shader, which has all the features of pCars2 terrain, but also adds all the goods of original AMS1 shader. A pity that usually that stuff is being lost in compressed videos, so I'm planning to write a little tech-review of the new shader alongside with some high-res screenies soon. Not saying that the work on grass is 100% finished now though.
Animations: It's soon the phase when the trackside assets + animated assets will be added on all tracks, and if you've driven on tracks from our rF2 bundle, I'm aiming to at least that level of animation around the track.
 

Domagoj Lovrić

Reiza Studios
Not getting a warm feeling when someone feels like they have to re explain how FFB works to explain what they are working on. Sounds to me they are struggling with getting nice FFB feeling from the madness engine, surprise surprise!
Then going on to explain how the car they are working on was a handful undriveable beast in real life but it is better with a DD wheel.
Time will tell, but I will have to test that new game before buying.
One purpose of dev updates is to tell people about something we think is noteworthy acheivement - important for motorsport simulation and interesting to motorsport simulation fan.
We didn't explain how ffb works (as in ffb in games), but what happens in real vehicles in regards to what will make it's way over to steering wheel (could say FFB real life counterpart).
Just to clarify another potential misunderstanding of our words, we didn't try to make ffb nice. We made it accurate, applying ordinary methods used irl. Fact that this approach works, just goes to prove how underlying physics engine is good. "Nice" ffb (aka realistic steering wheel feedback) is the end result and proof of that.
 
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