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
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.
Which "bells and whistles" in particular?
If it works OK and does what we expect of a "sim", then is the interface really that much of a problem if you can navigate through it OK and are able to setup the hardware you use without issues.
 
This game will be fun!

They nailed the onboard sounds. Lighting looks good and realistic.
Together with the well-known rFactor 2 physics and FFB, this will be a good package!
Also V-sync in rFactor 2 works well unlike Asetto Corsa Competizione :thumbsup:
 
Like in all sims and rFactor 2, you can turn the head bouncing off!

I also dont like it. I can drive more precise when its off.
I'm sure the real world drivers could go faster as well, if the cockpit was vibration/wind isolated. Might as well include Tesla's Auto Pilot/Auto Steer driving as well(that would make ME go faster)
 
I'm sure the real world drivers could go faster as well, if the cockpit was vibration/wind isolated. Might as well include Tesla's Auto Pilot/Auto Steer driving as well(that would make ME go faster)
When playing a sim the wheel that you're holding is not bouncing, so if you have your wheel right up to the monitor it's unrealistic to see the car bouncing all over behind a static wheel.

That's why some, me included, prefer a camera fixed to the cocpit when playing with a wheel close to the monitor. It makes more sense, and the car is still bouncing and you still have a sense of the car bouncing, but this sense comes from the movement of the "world" itself in front of the car. It's like watching an onboard footage from a go-pro fixed to the dash and changes absolutely nothing regarding what's actually happening with the actual physics so each player should use wathever camera settings they prefer.
 
Long story short : thanks to the Unreal Engines 4 and 5 you can use VR in any game with UEVR injector, bringing your racing experience to another level.
I don't agree at all. I have UEVR and there is not a single sim racing title that runs great in VR with Unreal Engine and UEVR doesn't solve this at all. In fact: it even performs much worse than native VR implementations in UE.

Have you even tried to run for example Rennsport in UEVR? Well I did and it was the worst experience that you could possibly have in VR. Absolutely horrible performance and blurry visuals.

There are some none sim racing titles that are okay with UEVR such as "Stray", but even those titles cannot run close to native resolution on a 4090 (65% resolution + low settings at best to maintain 90fps/hz locked on my HMD this while I can run ALL other titles that I play on 100% render resolution+4xMSAA and keep 90fps/hz locked, so it's about 50% of the performance compared to native VR/non UE titles). And that title is an exception, almost all other titles look and run even much worse.

UEVR is not a solution for sim racing in VR at all and it will never be. It's extremely overhyped by mostly kids, youtube influencers and people that don't know what a good VR implementation is.

It's a great plugin yes, it's free, it's great work of the dev's for sure, but is it usable in sim racing? No not at all, only if you have the lowest possible standards, then it's usable. But why would you want to settle for the lowest possible standards?
 
Premium
well, it is for me! so, I'm not buying it.
Though looking to the future, I'm hoping that GTRevival doesn't get too many fancy bits instead of features now.
Sorry, don't get this attitude at all. What kind of UI would you want to make it less a game and more of a sim? It needs to be a game to actually sell to more than just hardcore sim racers. What is underneath the "bells and whistles" is RF2s engine, which most people would agree is a sim first and a game second. Adding bells and whistles is probably exactly what they need to do to sell more copies and survive.
 
Premium
Sorry, don't get this attitude at all. What kind of UI would you want to make it less a game and more of a sim? It needs to be a game to actually sell to more than just hardcore sim racers. What is underneath the "bells and whistles" is RF2s engine, which most people would agree is a sim first and a game second. Adding bells and whistles is probably exactly what they need to do to sell more copies and survive.
There is no attitude to get, sometimes people disagree with your views... that's life.
 
Sorry, don't get this attitude at all. What kind of UI would you want to make it less a game and more of a sim? It needs to be a game to actually sell to more than just hardcore sim racers. What is underneath the "bells and whistles" is RF2s engine, which most people would agree is a sim first and a game second. Adding bells and whistles is probably exactly what they need to do to sell more copies and survive.
Obviously the UI needs to look dated if it wants to be a sim. Bonus simulation value if the UI is laggy. Good looking UI = pure arcade gAmE trash.

/s obviously. There is no pleasing sim racers. Image if they realized these are all video games.
 
Because it's not rF2?
I'll leave the word *irony* at the end. It took 10 years to realize that the old HUD in RF2 was garbage, even though things like that should have been fixed in the first place. I think the "fantastic" HUD that Marcel liked so much scared a lot of people away from RF2.
 

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