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.
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.
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!
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