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.
Better known today as the developer of Skyrim and Fallout, Bethesda once had a well-respected racing game franchise and were deep into development of a licensed Skip Barber Racing title that never released.
When properly implemented DLSS is amazing, but until now I prefer not to have it enabled in racing titles because it honestly seems to struggle most of the time with the fast motion and rotation of wheels. F1 2021 had some horrific ghosting every time I tried it, and I’d frankly rather try to get higher-end hardware most of the time and just try to get my framerate by turning down visuals… Until now?
I went through the video NVIDIA posted on their YouTube (embedded below) really carefully and the only thing I don’t like is how the DLSS AI deals with the LEDs on the car windscreens (giving position information); It’s the only true difference that I can see with DLSS on or off. I’m extremely impressed. From what I have read in the past DLSS is heavily reliant on being passed correct 3D model information so it can quickly understand what an object is doing. It seems they did that…
Check out these framerate comparisons that NVIDIA posted:
NVIDIA’s Comparison Trailer:
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