GTR Is Set For A Revival

GTR Revival.png
For those who have been around sim racing since the early 2000’s, the GTR series of titles are ones which are firmly etched on the brain.

For many, they are the titles that launch them into the world of sim racing in the first place. From GTR and GTR 2 through to GTR Evolution, the titles stood for realism and brought the world of FIA GT racing into our homes.

Join the conversation in the new GTR Revival forum here

For the last several years, there have been rumours, speculation and the occasional screenshot regarding a proposed GTR 3. However, these have been few and far between and have since dwindled into the background once more.

Today, an announcement has appeared which is completely out of the blue. @Ian Bell once head of Slightly Mad Studios and part of the original GTR development team, tweeted the news that he is working on a new title; GTR Revival.

Not only that, there are several other members of the original development team involved too including; Stephen Viljoen, Andy Garton, Stephen Baysted, Henrik Roos, Johan Roos and Vik Klomiets.

As far as the sim itself is concerned, there are no specific details just yet, but Ian Bell has promised that it will be a hardcore, no compromise title.


Will this be the GTR sequel that we have all been waiting for? Share your thoughts with us below as we await more information on GTR Revival.

(This is a developing story, more soon)

Updates

  • RaceDepartment asked Johan Roos (ex-Simbin) for a quote if the above tweet is true and he replied: "Well I do not deny it but cannot comment any further than Ian already has written and that it sounds like one hell of a game by one hell of a crew".
About author
Phil Rose
A passionate sim racer with over 20 years of virtual and real world motorsport experience, I am the owner and lead content creator at Sim Racing Bible as well as a writer here at RaceDepartment. I love all forms of motorsport, especially historic motorsport, but when it comes to sim racing, I will drive anything!
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Good argument, but neither you are able to verify their claims of accuracy. It’s all advertising.

Funny you started by saying that "newer games" which you then confirmed is AC, simulate things better. And yet, i know for a fact that even rf1 has much more aero variables simulated than AC. Now you will me the yadda yadda correlates yadda speech, to which i reply that rfpro, which is basically rf1 in an open format, was and still is used by teams accross the world.

So either you have an agenda here, or you just keep talking out of your posterior, because you can't prove, or you dont know anything of what you claim.

The truth is GTR2, race07 and GTL are still benchmarks, because they were highly polished, highly complete products, very feature rich, very good simulations of the real world counterparts that they set off to simulate.

No game apart from the Codies F1 series has come close to this. The madness engine surely has the potential to replicate this, if worked in that direction. RF2 might, but the MG games debacle shows that is easier said than done.
 
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My ability to take anything related to SMS seriously is about on par with my ability to stick all my toes in my mouth at once.

I've said this in previous forums, but as much as I love the GT3 sim experience, we're in an absolute glut. What could possibly be brought to the table than what's already out there?

By way of contrast, those who may be looking for a non-iRacing NASCAR experience have to deal with sim products seemingly made with safety scissors and Elmer's glue.

I wish the smart people spent more time looking for holes in the market to fill rather than trying to build a better mousetrap. We've got all the mousetraps we need.
History hasn't been kind to companies that try to fill gaps in the market.

Richard Burns Rally killed the studio that made it. How many people bought SRX The Game? iRacing has rolled out tons of unique cars over the years, but the numbers speak loud and clear - outside of C-Fixed trucks & GT3, participation is no better or worse than any other racing sim.

All Pro Football 2k8, something players swore would kill the Madden NFL franchise on pure gameplay alone, didn't warrant a sequel. One and done.

The problem sometimes isn't *GT3 at Spa*, but that a lot of GT3 games are functionally equivalent to one another.
 
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And yet, i know for a fact that even rf1 has much more aero variables simulated than AC.
Source: my ass
You got some more wild claims to make with absolutely nothing shown to back it up or is that all?

As for the announcement... I'll believe it when I see it.
 
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Not sure what to think of this..

A edited stock image; why is he not even able to come up with a own logo?

"Hardcore, balls to the wall" what kind of nonsense is that? lol

Looks like the guy is going through a midlife crisis with his torso pictures in the bathroom.

So if I look serious at it then I'm not seeing any future in this whole project, it looks like a joke to me. But I have a very small mini-hope that it will be something. Because in the past he achieved something (BUT never finished it, PC2 was a terrible game in terms of driving behaviour but with a great engine/foundation).
 
Source: my ass
You got some more wild claims to make with absolutely nothing shown to back it up or is that all?

As for the announcement... I'll believe it when I see it.
No, source, the physics variables of both games. Should i bore everybody to death with splattering physics files here?... i dont think the mods apreciate the off-topic, so i won't.
 
If Revival lands with an engine anything like Madness, it'll look extremely dated, so in my mind it would need to be done via UE5.
Kunos is building their engine just like SMS did with Madness Engine.
UE5 isn't necessarily the only way to go.
Not sure also why Madness Engine would have to be extremely dated: still today their graphics is great, probably at the top of simulators and there is ample room for more polishing anyway.
 
Should i bore everybody to death with splattering physics files here?
You can either post the proof that you're right and shut everyone up or keep pointlessly arguing because you have nothing to back up your claims.
Your choice.

I dont think the mods apreciate the off-topic, so i won't.
Geee, conveniently no more off topic when asked for proof but it wasn't a problem for the entire 3 previous pages...
 
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Funny you started by saying that "newer games" which you then confirmed is AC, simulate things better. And yet, i know for a fact that even rf1 has much more aero variables simulated than AC. Now you will me the yadda yadda correlates yadda speech, to which i reply that rfpro, which is basically rf1 in an open format, was and still is used by teams accross the world.

So either you have an agenda here, or you just keep talking out of your posterior, because you can't prove, or you dont know anything of what you claim.

The truth is GTR2, race07 and GTL are still benchmarks, because they were highly polished, highly complete products, very feature rich, very good simulations of the real world counterparts that they set off to simulate.

No game apart from the Codies F1 series has come close to this. The madness engine surely has the potential to replicate this, if worked in that direction. RF2 might, but the MG games debacle shows that is easier said than done.
LOL, thanks for the belly laugh

Codemasters' stuff now considered a sim too... yikes

Ok, how can one tell in rF1 how much drag or lift is being generated? Please show an example
 
Good argument, but neither you are able to verify their claims of accuracy. It’s all advertising.
Based on what, then, can you claim it is innacurate? :rolleyes:

In fact, I don´t care.

You are just another video gamer pretending to be something else because of the game you call a "simulator".

Pathetic, indeed
 
Since when does saving a game mid-race have anything to do with simulation.
Given the argument you and Richard were having about car physics, I get your point. It's not related to that topic.

But there actually is a really interesting application of saving mid-race for simulation purposes. Suppose you want to do a full distance race in ACC (e.g. Bathurst 12 Hour) but you want to race offline against the AI. With mid race saves, you can do a stint, then save, then do a stint, then save, and so on. It's actually much more realistic than doing this in ACC without mid race saves, in which case you'd drive every stint without breaks (since ACC doesn't let the AI take over your car for "other drivers" stints).

This also isn't entirely off-topic, because some of GTR2's greatest features IMO (and ones I'd love to see in GTR Revival, if it's real) are its single player endurance racing features – it not only lets you save mid race, but like other isiMotor-based titles, it also lets AI teammates take over the car for stints and lets you accelerate time so their stints go faster. And while obviously online endurance racing is great, there's also an undeniably cool aspect of enduros with AI beyond its obvious convenience – you get to imagine you're doing an enduro against the great real drivers of the time.
 
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Ah you *heard* it’s accurate… makes sense

The madness engine is most definitely not like gmotor 1 or 2.

I’m happy to keep the discussion going, but it’s clear you have no idea, no real input to share. Not interested in clipped newspaper articles to back up your theories.
In case you missed it developers came here to explain it. And yes Madness engine has full geometry, mass and inertia calculations not only for suspensions geometry but also in connection with driveline.
And that has been informed by the developers so it's not heard of.
As for "data verification" what fans of data correlation don't say is that the correlation they so love is made on a given condition: limited telemetry data collected on a specific track with a specific asphalt on that specific day with that specific setup, with that specific level of rubbering with that specific car weight, suspension geometry, tire pressure and I can go on for another hour.
Modding AC stuff to match that data point doesn't prove anything in the slightest. What really makes a simulator A SIMULATOR is having models detailed and capable enough to provide accurate prediction of how things change when you move out of the condition for which you have data.
That has ZERO to do with hitting the data point and everything to do with the accuracy of the models that calculate how all the variables I listed above influence a number of output the vast majority of which you don't have anyway a value for even in the recorded data.
So, in other words, data correlation used like proving point for a commercial simulator is just like pis.......g in the wind, nothing more than marketing stunt or modders self promotion: totally useless because the use a commercial simulator does of the data and the sim models isn't the same a racing team simulator does by about an ocean of distance.
 
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LOL, thanks for the belly laugh

Codemasters' stuff now considered a sim too... yikes

Ok, how can one tell in rF1 how much drag or lift is being generated? Please show an example
The ModDev module in rF2 can show lift and drag & HP etc etc. There was a similar, albeit closely guarded app for rF1/GTR2 that was only handed out to experienced modders. Plus rF1 had many math examples explained the various files like the HDV. People who knew could generate very realistic values. Others, like me, would take official cars with similar traits and use the data as a baseline.
 
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