AUTOMOBILISTA Motorsports Simulator is coming to Steam on Q1 2016

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Renato Simioni

Reiza Studios
AMS_LOGO.jpg

Successor of Stock Car Extreme, new racing simulator by Reiza Studios will be free to all current owners of SCE


AUTOMOBILISTA puts you in the driving seat of an advanced racing simulator to deliver a uniquely diverse motorsports experience!

As the natural successor to Reiza Studios´ previous title - the highly regarded Stock Car Extreme, originally released in 2013 - AUTOMOBILISTA continues to simulate premium Brazilian racing series such as Stock Car V8, Copa Petrobras de Marcas, Formula 3 Brasil and Mitsubishi Lancer Cup, now packing every car and every track from their respective 2015 championships.

Beyond the brazilian core, AUTOMOBILISTA is extensively complemented with one of the most diverse selections or racing vehicles to be found in a racing game: only in AUTOMOBILISTA will you be able to jump from a rental kart to a 800-HP F1 car; from drifting a Rallycross Evo X to jumping ramps in a Supertruck; from mastering the driving basics in a Formula Vee to managing a full 24h race in an endurance prototype; back and forth through time with historical and modern content including a sample from several decades of Grand Prix racing - all of this and much more within a few mouse clicks. Thoroughly researched and cohesively developed for maximum simulation accuracy, AUTOMOBILISTA captures the fun only motorsports in its various forms can provide.

In addition to the content already present in Stock Car Extreme - all of which comprehensively upgraded - AUTOMOBILISTA turns it up to a new level by adding all the new cars & tracks proposed in the SimRacing Bonanza crowdfunding campaign, new simulation features such as dynamic track conditions, advanced transmission and tire modelling, substantial upgrades to physics, graphics & audio, new game modes and much more!

SPECIAL OFFER - AUTOMOBILISTA free to everyone who owns Stock Car Extreme on Steam by January 5th!


AUTOMOBILISTA is an evolution of the project presented by Reiza´s successful crowdfunding campaign in July 2015. Originally proposed as an extensive free update to Stock Car Extreme, AMS has grown further to become a completely independent release from SCE - it will however remain free to everyone who bought Stock Car Extreme up until January 5th 2016.

Therefore if you already own SCE on Steam, AUTOMOBILISTA will become immediately available to you upon release!

SCE owners who have not yet activated their copy of Stock Car Extreme on Steam should do so before January 5th 2016 by retrieving their Stock Car Extreme Steam key here, and activating it on Steam. It is not necessary to install SCE on Steam - just have it activated there to ensure your free copy of AMS. This will have no effect on your SCE installation outside Steam, where serial numbers will remain functional (owners who had previously made the switch also have had their NonSteam Serial Numbers reactivated).

Upon launch, AUTOMOBILISTA will sell for US$ 39.99 so for those who don´t yet own Stock Car Extreme, this is a special opportunity to get both SCE now and simultaneously ensure a free copy of AUTOMOBILISTA - all for the current price of Stock Car Extreme (currently selling for the special Steam holiday price of US$ 22.49 / R$ 89.99). This special offer is available only until 5th January 2016, as from January 6th 2016 onwards buying Stock Car Extreme will no longer warrant a free copy of AUTOMOBILISTA.

AUTOMOBILISTA - Motorsports Simulator will be released exclusively on the Steam platform during Q1 2016.
Further information as it becomes available on www.game-automobilista.com

A few in-game screenies:

AMS_StockV8_Brasilia.jpg


AMS_F-V10_Kansai2.jpg

AMS_EvoX_Tykki2.jpg

AMS_F_Extreme-Inter2015.jpg

AMS_F-Vee_Brasilia.jpg

AMS_LancerR_VeloCitta.jpg

AMS_Supertruck_Montreal2.jpg

AMS_SuperV8_Kansai.jpg

AMS_Supertruck_Montreal.jpg

AMS_EvoX_Tykki.jpg
 
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Is it possible to do anything to reduce aliasing with the new graphics? rF2 (for example) would be dead for many people without the texture sharpening = 0 setting and it's sad to think of how many customers have been lost because that setting defaults to 5 at least in the most recent build.

Anyway, my point is that people crticize games for aliasing as if there is something that could be done by the dev so we don't have to apply so much processing power to fix it.

Is that true? Will Reiza be able to do something to "fix" this with the graphics changes they are going to make? Or are they fundamentally limited with what they can do because the ISI engine they licensed?
 
I don't mean anything, it's just a curious question.

Why would you want 200+ FPS if the screen can't handle it and you can keep it at 60 or 120 FPS (the screen maximum) saving processing power?

I'm not entirely sure of the absolute proper technical reason... but for racing games, there is a legitimate reason to run your games at frame rates far exceeding your monitors refresh rate.

It all has to do with input lag and frame time.

Say you have a game where your hardware can only output 60 fps. Your monitor is also 60Hz, so this should work fine. Basically, this means the game is rendering the scenes 60 times a second, and sending it to your monitor which will update visually at the same rate. Now think about 120 fps. The game is able to render twice as many frames per second than the above 60 fps. This means that there is an extra frame being rendered for every one in the first example. This means there is more information that the game is rendering that can theoretically be displayed on your monitor. The result should be less input lag between your inputs and what you see on screen, even if you are limited to a 60 Hz display.

I think it would simply be stated as, you are getting more precise info being displayed on screen, than you would if the game was maxing out at 60 fps.

Im probably a bit off on the explanation, but hopefully you can see the concept behind it. That with 120 fps, the game is creating twice as much information as 60 fps.

I would recommend reading through this post and go through the articles in it for a better description of frame time / frame latency.
 
Fps is not only about what you see, its about what you feel...just like you can feel difference between 60 and 90 fps in shooter game.. But still better to have stable 90 than dropping 120
 
I'm not entirely sure of the absolute proper technical reason... but for racing games, there is a legitimate reason to run your games at frame rates far exceeding your monitors refresh rate.

It all has to do with input lag and frame time.

Say you have a game where your hardware can only output 60 fps. Your monitor is also 60Hz, so this should work fine. Basically, this means the game is rendering the scenes 60 times a second, and sending it to your monitor which will update visually at the same rate. Now think about 120 fps. The game is able to render twice as many frames per second than the above 60 fps. This means that there is an extra frame being rendered for every one in the first example. This means there is more information that the game is rendering that can theoretically be displayed on your monitor. The result should be less input lag between your inputs and what you see on screen, even if you are limited to a 60 Hz display.

I think it would simply be stated as, you are getting more precise info being displayed on screen, than you would if the game was maxing out at 60 fps.

Im probably a bit off on the explanation, but hopefully you can see the concept behind it. That with 120 fps, the game is creating twice as much information as 60 fps.

I would recommend reading through this post and go through the articles in it for a better description of frame time / frame latency.
Oh, nice reply! Just so we don't stay off topic for too long, let me see if I got it:

The FPS does not matter much. What is important is how fast a frame is processed and sent to the screen. So if I got a lot (200+) FPS, it must have, on average, very low latency, which will make 60 FPS look smooth on my screen.

But what happens when I limit FPS to 60 on my .PLR file? Will it have the same low latency, given that the graphic settings are the same as the 200+ FPS ones? Or do I have to process all the 200+ FPS to get low latency?
 
The FPS does not matter much. What is important is how fast a frame is processed and sent to the screen. So if I got a lot (200+) FPS, it must have, on average, very low latency, which will make 60 FPS look smooth on my screen.

I believe this is the correct interpretation. :) Again, Im not the best at explaining this sort of thing, but the point is that... with a really high frame rate (like 200 fps), the gpu is rendering more frames than it does at 60 fps, and therefore more precise information can be sent to your monitor to be displayed. Even if your monitor is 60Hz.

But what happens when I limit FPS to 60 on my .PLR file? Will it have the same low latency, given that the graphic settings are the same as the 200+ FPS ones? Or do I have to process all the 200+ FPS to get low latency?

Im not entirely sure the correct answer to this. The only thing I know for sure is, that you dont want to use V-sync. Not only does that inherently add input lag, there isnt a whole lot of reason to use it for racing games. If you have a high framerate, the picture on screen should be pretty smooth anyway. When I used a 60Hz monitor, I never used V-sync or put a frame rate cap on. Never had any screen tearing or stutters... And this always gave me the least amount of added input lag.

None of these settings will really make you faster, since it is primarily personal preference... but it would be worth experimenting with just to see what you prefer. :)
 
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