Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.
Studio 397 published their roadmap today. I’ve summed up the details within below, but be sure to read their post for more information.
– New windscreen rain effects coming (see screenshot below).
– Tatuus cars (other than the new MSV F3-020) are all getting a round of updates.
– New release candidate will be published to the beta tab in Steam soon (see release notes for it below). A change of note is work on simulation loading times.
New release candidate release notes:
Game Loading
Optimizations to Game Loading and Series switching.
Optimizations to Texture Loading.
Added the ability to load cached track files from the component to improve loading times.
Improved shader loading and added pre-built shader cache to improve loading times.UI
Fixed an issue where Exaggerate Yaw would default to -80%
GFX
Minor pass on cloud texture balancing.
Adjusted PFX settings to allow for more exposure in low light conditions.Audio
Updated minimum number of audio effects to 32.
Modding
Updated ModDev to save and load CBASH and RRSHD files into track folders so that they can be packaged with content.
Detect if VisGroups affect collision and log this occurrence and in ModDev only show a pop up.
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