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.
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.
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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