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.
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.
Despite not actually announcing the patch on their product site, EA have updated F1 23 with a patch that adds a livery, fixes and tweaks a number of items (listed below), along with disabling their DLSS 3 Frame Generation that didn’t actually work since launch.
Changelog:
Fixed the rendering of the McLaren Chrome livery in MyTeam mode
Improved the fog effect used for replay cameras on night tracks
Fixed issue with unbalanced grip levels on the starting grid in the wet
Fixed an issue where Slick tyres can be assigned to a player when rest of field are on wets after a red flag in dynamic weather
Fixed an issue where, when racing at Japan/Suzuka, some AI drivers would run out of fuel in a 100% race
Fixed a visual issue where Podium Pass XP did not show it being awarded correctly
Disabled DLSS 3 Frame Generation
Fixed various usability issues in Elimination mode
Various Minor Fixes
General Stability Improvements
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