Le Mans Ultimate’s HUD, UI and Glickenhaus Showcased In Fresh Gameplay

Le Mans Ultimate Glickenhaus SCG 007 LMH RD.jpg
Additional Le Mans Ultimate footage has been released, with gameplay showcasing the sim’s user interface and HUD in action for the first time.

Images: Motorsport Games/Studio 397

Following yesterday’s unveiling of the Cadillac V-Series.R and Chevrolet Corvette C8.R GTE, it is now time to hit the track with the latest Le Mans Ultimate gameplay.

Not only do we witness Sebring in action within a multi-class practice session, but this is also the first time we can see the user interface being used (outside of still images) and the HUD expected at launch.

Menus In Action​

When rFactor 2 Online – the ranked multiplayer system for the venerable simulator – launched last year, the segmented menu system looked noticeably different from the rest of the platform.

Le Mans Ultimate is seemingly a progenitor of those foundations, with a UI that looks nothing like Motorsport Games and Studio 397’s previous offerings.

Le Mans Ultimate Car Selection screen


The options such as track and car selection look to be in large, clear, blocks with the livery selection displayed through a three-quarter perspective car shot.

The latest footage shows a cursor navigating through the various options – while an improved driving experience with a gamepad has been touted, initially, you will not be able to navigate the menus with a controller.

At the top right, you can see both ‘DR’ (driver rating) and ‘SR’ (safety rating) scores, reflecting the ranked online system functional from the title’s release.

Le Mans Ultimate Race Weekend options


Conspicuously, only the surface-level menus are showcased, with items such as advanced options and car setup omitted so far.

The home screen highlights how bereft of modes LMU will be at launch, with just the simple race weekend (practice, qualifying and race) and ranked online initially available. But hey, this platform is now somewhat inoculated by the early access moniker.

Glickenhaus SCG 007 LMH​

Ticking off the last box in the Hypercar category for the embryonic roster is the Glickenhaus SCG 007. The LMH car was briefly spotted lining up at the back of a grid during last week’s early access reveal trailer, but now the non-hybrid entry has been fully showcased.

That means in-sim images of all aspects, front, rear and inside. Based on these depictions, it looks as accurate as the other LMH and LMDh representations shown, replete in its 2023 blue design.

Glickenhaus SCG 007 LMH interior Le Mans Ultimate

Glickenhaus SCG 007 LMH interior. Image: Le Mans Ultimate

The gameplay footage for this car isn’t direct capture, but rather genial rFactor 2 expert and esports competitor Michi Hoyer. You can see he locks the front right heading into Turn Two, immediately flagging a red tyre icon on-screen. Towards the end of the lap, power-on oversteer is prevalent.

Also visible is the functioning rear-view camera and the tyres working away through the front wing’s cut-outs.


To date, the engine sounds have been exemplary. The sim racing equivalent of the Pepsi Challenge, the 2023 24 Hours of Le Mans-winning Ferrari 499P sounds so lifelike it would be hard to spot the virtual version and the real-world version when played back-to-back.

The onboard footage of the V-Series.R is possibly a little less convincing, with FIA WEC clips sounding a tad more guttural than Le Mans Ultimate so far.

The HUD Exists!​

We were getting slightly worried there. Apart from a very basic on-screen rev and gear indicator at the 2023 24 Hours of Le Mans preview event, the heads-up display has been absent.

Mercifully, this has now been ‘displayed’ with a sleek new design. Top left are the standings, top right lap time information and bottom right revs, temperatures, gears, fuel and energy meters.

In the lower-left corner looks to be a display that the driver can cycle through, showing relative timings in these clips, but with what looks to be repair, fuel and electricity icons among others.

Just above here is an on-screen track map, and note the option of a virtual rear mirror.

Le Mans Ultimate HUD


The main takeaway is perhaps that, like the main menus, this is something refreshing compared to the development team’s prior efforts.

Aside from in trailers, this is also the first time the spotter is heard during gameplay footage – voiced by motorsport commentator and competitor Piers Prior. He provides your lap time, but also seemingly updates about the session and items like tyre temperature.

Today’s footage also marks the first on-board video captured using a steering wheel input. Any definitive judgements about the performance of AI-powered rivals will be reserved for later this month.

Le Mans Ultimate Porsche leaves Sebring pitlane


Outside of the smaller details, the broadcast-style footage as the sun sets released on social media is atmospheric. A relief to see vehicles from the three categories mixing on track as opposed to just the single-car on-board clips released earlier in the year.

With just 11 days until the early access release, the deluge of information has been a welcome challenge to keep pace with. Now all that remains is for people outside of the responsible company to go hands-on…

What do you make of the recent Le Mans Ultimate gameplay? Let us know in the comments below, or discuss in the forum.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

Premium
Let's face it, we're all going to buy the early access anyway!
I'm not, it looks like a good game though, all the bells and whistles I saw from the video above look to have pushed it firmly into the 'Game' genre.
 
Premium
Ok did someone notice the NRG bar on the cadillac video? I'm guessing thats the total amount of energy left? If thats the case why is that bar also present on Michi Hoyer's video driving the Glickenhaus? The Glickenhaus doesn't have hybrid..
*Early Access, haha!
 
I'm really curious to see how well AI blue flag behaviour is implemented, which would play a big role in multiclass single player gameplay.
It was removed in rF2, so I imagine it is the same here. The blue flags will show but the logic for blue flags has been removed.
 
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Premium
We all know RF2 has fine physics, they really should have spent time on making this look and sound better. its doesnt look nearly good enough for a 2024 product, needs to appeal to more than just the sim crowd and they havent shown anything to get someone interested thats not already invested in sim racing.
 
I was actually hoping there wouldn't be any clueless HUD for realism reasons. Yeah, I know I'll be able to turn it off but still...
 
Good AI is an absolute MUST ! If the AI will be a failure then not interested. Everything is looking interesting from the gameplay but i will just wait for video reviews showing AI racing.
 
Looks like shifting animations aren't a part of the sim, same as in rF2.
Thank you for the comment, I did not see it at first, but after checking, you are correct.
Not an issue, I guess, if driving on pancake, as most will not activate the wheel and driver, with proper FOV, but in VR, as I drive, it is a very annoying situation.
Odd looking driver hands and no animation is one thing that makes RF2 looks old to me and make me play it less.
Launching a game in 2024 without it, is not acceptable for me.
 
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Honestly, I'm a little doubtful. I can't really understand the point of this game. In practice it has the same contents present in RF2 (more or less official cars, tracks..). What is the point of buying an RF2 but in a reduced form? Maybe I missed something.
 
Premium
Honestly, I'm a little doubtful. I can't really understand the point of this game. In practice it has the same contents present in RF2 (more or less official cars, tracks..). What is the point of buying an RF2 but in a reduced form? Maybe I missed something.

I can't understand your doubts.

rF2 is nearly 14 years old - and the code base is (as the devs have confirmed) not all the current devs and a jumble of new and legacy old code. Also the content is a similar jumble of new and mod content.

The new engine uses a base of rF2 physics and incorporates better graphics tech - some of which wasn't even around a few years ago - which makes it clean and likely more suitable to survive the next decade !

We spend (sometimes!) thousands on our hardware and comparatively so little on the software.

Embrace the new - and by all means keep the old!

Modern hypercars and their series, and up to date others, I'm quite happy to see how it pans out.
 
One of the largest crimes against racing fans was Ferrari abandoning the NA V8 in the 458 for that Hoover Vacum turbo in the 488.
Absolutely! And that's coming from one of the biggest Ferrari fans on the planet. What Ferrari and Porsche did with the 918 and La Ferrari is the way to go - n/a engine but with all the new electric stuff.

lets hope that we are wrong and the game is absolutly pretty ,perfect and awesome
The game itself will be fine. The stutters are from the way the video was recorded - either PC "hitches", inconsistent framerate compared to video recording framerate, etc. The game itself will be fine and smooth.
 
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We all know RF2 has fine physics, they really should have spent time on making this look and sound better. its doesnt look nearly good enough for a 2024 product, needs to appeal to more than just the sim crowd and they havent shown anything to get someone interested thats not already invested in sim racing.
I feel the same but I think it is "just" a rendering work requiring better shaders. The graphics quality is solid but the rendering is a bit cartoony. Rfactor2 can look amazing in certain conditions and cartoony in others, it is probably the same there.

One simple and effective feature AC had introduced was the saturation slider. Any sim should have this specific slider as each of us has a different taste about what looks realistic, gamey or cartoony, and, without additional shaders work, modifying the colors saturation level can make the sim look much more realistic (I have immediatly heavily lowered the saturation in AC and it was a game changer for me).. I'm sure with a bit less of saturation this title would look much better. It is much cheaper than working on new shaders, it is not perfect, but quiet effective.

The game looks absolutely promising, working perfectly in the video, to the point I wonder why it is going to come out in early access. I really wonder what will be left unfinished and unpolished. What is the elephant in the room we are not told about? Wait and see, 10 days of suspens...
 
Honestly, I'm a little doubtful. I can't really understand the point of this game. In practice it has the same contents present in RF2 (more or less official cars, tracks..). What is the point of buying an RF2 but in a reduced form? Maybe I missed something.

This is not rF2. It's a new game with many upgrades to the engine which are not possible to integrate in rF2 due to it's structure and history to not break things.

It's a game fully focused on the WEC with all the content, info material you only get as an official partner and features it should have and what can be implemented with all the rules etc.. No compromises due to any other content. It's a bit like ACC when asking why Kunos did that since they also had GT3s in AC. When I take a look on both, ACC is a fully GT3 simulation with its rulebooks and go way deeper into this than the bit of everything (AC) was able to do. Just due to their different purpose and focus.
 
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