Featured

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.

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.

 

Share This Page

Facebook Twitter Reddit

Tagged Software

Support RSC

Please support us by not blocking ads on our domain. We have disabled Google Ads to increase page speed and would appreciate your support instead via PayPal, Patreon, YouTube Membership or by using any of the affiliate links below. Have any other ideas of how to support? EMail.
MOZA RacingSim-LabFanatecTrakRacerAsetekInternet Privacy From NordVPNDreamhostCapital One Credit Card Application
HumbleFanaticalCDKeysAmazonAmazon UKiRacingGet your racing gloves, boots and more from Demon Tweeks.Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42

ACC is listed as an RTX title by NVIDIA and was featured on stage when the feature was announced, but as fans of the title have become concerned that the promised support has not yet arrived, Aris Vasilakos, a senior developer at Kunos, posted this response in their forum:

Our priority is to improve, optimize, and evolve all aspects of ACC. If after our long list of priorities the level of optimization of the title, and the maturity of the technology, permits a full blown implementation of RTX, we will gladly explore the possibility, but as of now there is no reason to steal development resources and time for a very low frame rate implementation.

I’m sure there will be early adopters who feel cheated by this, especially if they sunk the money into an RTX card and if this game was the primary reason, but I believe it might be for the best. ACC has more issues in general gameplay and other factors that should be and are much higher priority.

I’m posting this because it’s news, but I hope you don’t mind I add my take on it, because this is something every developer faces with every new technology. When do you drop 32bit? When do you drop DX9? When do you implement any or all of the new features, especially when you can see the statistics that almost none of your customers can use them? The answer is: You do it when you feel it’s the right time.

If ACC never implements RTX because it never reaches a point where it can be optimized to work well enough, would you really want it? Even if the frame rate is un-driveable? Even if it meant taking resources away from things that truly are more important? As a sim racer, I certainly hope not. It might never be the right time, simple as that. Frankly, I think RTX might get shelved at this rate, especially in current form.

It’s a shame this has caused such big waves in gaming media…

No replies yet

Loading new replies...

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.

Podcast

Podcast micJoin Jon Denton, Tim Wheatley and Simon Croft as they discuss sim racing and racing games past, present and future.