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.
Video game development is full of names that have made groundbreaking steps you’ve never even heard about. Shawn Nash is a behind-the-scenes pioneer responsible for SODA Off Road Racing’s incredible physics, Papyrus’ graphical advancements and iRacing’s use of laser scan data for the physical track surfaces.
This interview with RSC, published in 2021, details his early life and career, through both his own company, Papyrus, Electronic Arts, to his time at iRacing.
This is a fantastic new trailer for the Kunos title, and while it’s based on consoles, it’s also a really good trailer for the PC version as well. If you don’t have it, you should get it.
I’m really interested to see what – if any – optimizations the guys had to make with this. Does it run 60fps on both consoles? How many cars are visible in the mirror, and how far away? It’s a temperamental title to run on PC and I’ve seen many people with killer systems saying it runs badly, while others with mediocre PCs say it runs great… Maybe on consoles they will be able to fine tune for specific hardware and all those issues will go away?
It’s going to be really interesting to see if this title is able to bring the studio up to the level of Forza or Gran Turismo. We can dream, right?
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