As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.
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.
Yesterday the PlayStation YouTube channel posted another GT7 trailer in the form of a top/bottom comparison showing GT7 and a real-life in-car video. While on the surface it is impressive in that the basic geometry of the circuit looks to be very accurate there are also a couple of things I see that I don’t like at all:
– The GT7 car visibly squats down on the suspension every time you straighten the steering wheel. Not many cars actually do this in the same way the video shows and it’s concerning to see it this apparent.
– The GT7 track lacks surface detail such as bumps. While you can see the real-life driver’s car reacting to bumps you can see none of it from GT7 and I’m fairly certain this means that if they did use laser scans it was to get the basic geometry right, and the pointcloud data isn’t being used for the general track surface. I am disappointed by this, even in sim-cade, even in arcade, even on console, because we’re past this. Your track should have surface detail.
View this video on YouTube. Please consider subscribing to RSC’s channel.
Header screenshot is from GT Sport.
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