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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.

 

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Yesterday Turn 10 Studios posted a 6:34 length video (embedded below) that showcases what’s coming in the new Forza Motorsport game. Here are the snippets of info I noticed:

– Over 500 vehicles at launch with more than 800 unique upgrades.
– 100 of the launch vehicles are new to the franchise, with more modern vehicles than ever before.
– Physics model has advanced greatly, more than Forza 5, 6 and 7 combined. More rewarding.
– Wholly new materials and shaders for improved visual quality. Ray tracing confirmed.
– 4K, 60FPS with ray tracing mentioned (I assume this is Xbox Series X|S).
– Dirt build up on surfaces is modelled properly, building up in low pressure areas it’s less likely to be blown away from.
– Sound is much improved and models way more details to alter effects. Includes regional announcers.
– 24 hour day/night cycle is modelled with a procedural cloud system and evolving weather (including rain).
– Tracks look and sound ‘alive’, including use of fully animated spectators. They also include dynamic surfaces with rubber build up and drying lines.
– Kyalami announced as one of five new tracks.
– Online racing modes and career modes confirmed.

More than 500 vehicles are way too many for me. I am starting to think these days that the vast array of cars in sims and racing games is giving users a worse experience because as the saying goes: “A jack of all trades is a master of none.” It can take plenty of gameplay to get the best out of a single car, never mind a full roster that raced together, and ultimately, I’m not sure a car number should get quite as many plaudits as it does on either major console.

How are they quantifying the physics upgrades being more than Forza 5, 6 and 7 combined? The physics rate? When this is mentioned, they show a massive door side impact that in real-life would have caved in the door… In Forza it created some scratches in the paint and although limited damage could be a design decision, the footage didn’t fit the message and that gave me funny feelings. They’re probably modelling more details of the tires, suspension, drivetrain, etc, and probably just put the wrong footage alongside it just to annoy me.

Other than that, I am sure this will be a superb product. It’s graphically stunning and I’m looking forward to trying it later this year because unfortunately they’ve modified “Spring, 2023” to “2023” in all their releases. So, it’s probably been slightly delayed.

View this video on YouTube. Please consider subscribing to RSC’s channel.

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About RSC

Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners. Some links on this Web site pay RSC a commission or credit. Advertising does not equal endorsement.

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