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.
Legendary British game developer whose career spanned a 20 year period and included groundbreaking simulations of Formula Three and Formula One, including arguably the first ever racing sim: Revs (1984).
Most famous for his Grand Prix series that were published under the MicroProse label until 2000, his career unceremoniously ended when his studio was shut down by Infogrames and the Xbox version of Grand Prix 4 cancelled just prior to release.
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
Forza Motorsport creative director Chris Esaki discussed some new Forza Motorsport details on a recent Forza Monthly live stream. What’s interesting about this upcoming console title is that they have consistently said the changes in this version will be much greater than any seen before.
I’ve taken Forza Motorsport more seriously than most sim racers do for quite a while as underneath the surface there have been the basics of an advanced simulation, but the tire model has been fairly basic so far with just a single point of contact for each tire and physics calculations running at 60Hz. The new tire model will have eight contact points updating at 360Hz. An increased data density 50 times more detailed than before will undoubtedly lead to a better feel if properly implemented.
I’ve been able to feel very subtle things like the tire wall sinking under sustained load in Forza Motorsport, and if they do this right on what are now very powerful consoles, I’m really interested to see where this goes. Assetto Corsa Competizione has shown that you can get what feels like a 1:1 physics feel on consoles, even if it struggled in other areas like performance…
Tire model upgrades? Tire compounds? Fuel strategy? Yes please!
Announced for Spring, 2023 release.