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.
Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
With a post on Twitter, the Rennsport developers have announced the delay of their Closed Beta. The reasons given are around the multiplayer complexities involved in the Beta and the statement below goes into some small details explaining why the ESL R1 event is still able to go ahead.
Here is the text of the announcement (posted as the image above):
Dear Rennsport Community,
We know you have been waiting patiently for the Closed Beta to start. The timing I announced in the last Discord Community Session is not going to be met. We’re sorry, but we won’t make it in time until beginning of February. I can completely understand if you feel treated differently when you see that our esports series ESL R1 is about to start and you wonder how this is possible to kick-off and the Closed Beta release is not.
Let me quickly explain the difference: For a professional esports series, you generally need the same framework as for the Closed Beta, with a few exceptions. One is the server infrastructure. An esports race needs a stable running server – the Closed Beta needs a working system that allows users to create their own servers at any time and run them simultaneously with multiple other servers. Also, in the Closed Beta we would have a lot more players on those servers, which will be another challenge. So if you look at it that way, it is easier to have a game ready for a small group of esports teams than it is to have it ready for numerous Closed Beta players.
We will always put gameplay first. Everything else comes second. This also means that we ask you for a little more patience to get the Online Multiplayer running stable – as this is the minimum we want to offer when releasing the current build to you. The upcoming ESL R1 launch will provide us with valuable insight that we will use to improve the current state of development that we will be sharing with you.
I can understand that some of you feel betrayed. You can trust us, that’s a tough one for us as well. You can be sure that we will find ways to make up for this repeated bad news.
For now, let’s enjoy our first esports event together. We would be super glad to welcome you all either on-site or in the stream live from Katowice on February 11 + 12.
Kind regards,
Morris
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