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

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.
When I feel like racing between exploring what looks like a 90's office suite, there's always iRacing!

Sincerely though, I let out a sigh of relief when I saw the LMU menus. They seem clean and stylish. I like the look of the current rF2 user interface too but it's a bit labyrinthine and obviously in need of a refresh from the ground up, which LMU should provide.

Even some of the games that have less pretense about being not-a-game, like EA/Codemasters' latest F1 game or WRC look so convoluted to me. And I think they had better design in the earlier games.
 
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When I feel like racing between exploring what looks like a 90's office suite, there's always iRacing!

Sincerely though, I let out a sign of relief when I saw the LMU menus. They seem clean and stylish. I like the look of the current rF2 user interface too but it's a bit labyrinthine and obviously in need of a refresh from the ground up, which LMU should provide.

Even some of the games that have less pretense about being not-a-game, like EA/Codemasters' latest F1 game or WRC look so convoluted to me. And I think they had better design in the earlier games.
It's funny how in every new F1 game it takes more clicks setting up a single race. In F1 23 it's hidden so deep.
 
For some good design seems to be synonymous with "no sim". Interesting point of view. This simracing crowd never ceases to amaze me. :D
Considering each topic about RRE ends systematically with "change the graphics engine or I don't play your game!!!", this is by chance not the majority. Expect less, get less ; expect more, get more, I don't see why we would expect ugly games when there is no reason not to get solid graphics and UIs.

EDIT : F1 Challenge's UI was great and still looks modern imo. The big car model taking 25% of the screen, that you could make rotate (the garage view immediatly on the first screen, absolutely immersive), never gets old. I think Pcars3 took the same approach for the car selection. And F1 Challenge wasn't considered as a downgraded sim because of its modern UI.
 
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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.
I want nothing but pure text based UI on my sErIoUs SiMuLaTiOn. If I'm not typing commands like in MS-Dos to change settings and configure a race session then it's just another Mario Kart :D
 
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?
That's why there are so many videos showing good and promising results (yes there are also bad ones and so?). Sticking in the past won't help the simracing genre to go further.

You tried the worst UE5 on the market (in fact it is even not on the market), Rennsport, not even out, just in a beta state, not using the crucial new UE5 features and technologies (there is obviously a lack of knowledge about UE5 in that team), to make a point. You are obviously not ready to be involved in a serious discussion, it is just waste of time. Do your reseaech, think about the big picture.

What you don't understand is that your war against UE5 was over before you even thought about it ; you have to deal with it or stop simracing, and gaming in general.

What you could do to stop devs not making the crucial work of optimisation is just not buying and not playing their games. EA's WRC is the perfect example of a bad purchase decision. Rennsport is a good example of a team not able to use UE5 properly. When Star Wars Battlefront 2 came out with all its bad casino transactions, players just said no and it worked. And Star Wars fans are not less passionate than simracers, it is possible to say no. Just do it and you'll get the best lookkng and optimized games ever made under UE5 or whatever engine is used (I dare to say than on its good times, the Frosbite engine was a tremendous engine ; I don't know what happened, talents gone maybe, it became the shadow of itself ultimately ; it is known to be a complex engine so it never became a big thing).
 
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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.
Considering that to the none sim crowd, a 3-4 lap race is an endurance race. I really think the sim crowd is exactly who they are going for.
 
Premium
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?
As a non VR user (who may be interested in the future). I am curious to know how UEVR works with ACC? This would be a better case study as I have read most VR users, with high-end graphic cards say, it's still not great.
 
That's why there are so many videos showing good and promising results (yes there are also bad ones and so?). Sticking in the past won't help the simracing genre to go further.

You tried the worst UE5 on the market (in fact it is even not on the market), Rennsport, not even out, just in a beta state, not using the crucial new UE5 features and technologies (there is obviously a lack of knowledge about UE5 in that team), to make a point. You are obviously not ready to be involved in a serious discussion, it is just waste of time. Do your reseaech, think about the big picture.

What you don't understand is that your war against UE5 was over before you even thought about it ; you have to deal with it or stop simracing, and gaming in general.

What you could do to stop devs not making the crucial work of optimisation is just not buying and not playing their games. EA's WRC is the perfect example of a bad purchase decision. Rennsport is a good example of a team not able to use UE5 properly. When Star Wars Battlefront 2 came out with all its bad casino transactions, players just said no and it worked. And Star Wars fans are not less passionate than simracers, it is possible to say no. Just do it and you'll get the best lookkng and optimized games ever made under UE5 or whatever engine is used (I dare to say than on its good times, the Frosbite engine was a tremendous engine ; I don't know what happened, talents gone maybe, it became the shadow of itself ultimately ; it is known to be a complex engine so it never became a big thing).

I have to stop sim racing AND gaming if I don't like UE5 for sim racing? You're absolutely insane and obsessed with pushing your beliefs over the opinion of others by stating that nonsense.

If you really think that UE is the next Google then you're just a nutcase. There will always be more game engine's then only one in sim racing.

And one of my favorite 2D games/nom VR games IS an UE game, I have nothing against the engine at all for certain usages. And in VR I also even see good possibilities outside sim racing with the current GPUs.

I tried 10+ UEVR games and they all run horrible compared to native VR implementations. UEVR is a fun mod for games as star wars and Stray especially when you think of future gpus but its simply a terrible engine for sim racing in VR for obvious reasons. If you dont understand it then just stay with your beliefs and enjoy low resolution, deferred rendering, traveling shadows, anti aliasing with ghosting and artifacts in VR. If you like all that then enjoy it.

Stating that something must be good because there are a lot of YouTube videos about is also an example drawing incorrect conclusions. There's zero logic in what you're stating.
 
Video and Textures are crystal-sharp for me.

Of course there is some DoF, but this by purpose.
 
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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.
Maybe he prefers UIs of the old days!!
1707753969824.png
 
This thread is full of Hopium mixed with delusion with a sprinkle of denial.

Don't forget, screenshots and small clips of Nascar Ignition looked good too before release.
 
This thread is full of Hopium mixed with delusion with a sprinkle of denial.

Don't forget, screenshots and small clips of Nascar Ignition looked good too before release.
This is updated rF2 in a nicer package. Same developer. Car handling looks like rF2, head movement is the same as rF2, some AI quirks I noticed were the same as rF2. I would be really surprised if it didn't end up decent-ish at least when it launches.
 
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.
I do find it very bizarre, fully grown men going to war over computer games for basically an entire day. Lost. Arguing with some unknown avatar on the internet.

Time well spent.
 
This helped me to understand where the WEC is going into 2024. I am not sure they could have made it more complicated and confusing. They tried hard, how the casual will make hands or tail of it is a mystery to me.
 
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I have to stop sim racing AND gaming if I don't like UE5 for sim racing? You're absolutely insane and obsessed with pushing your beliefs over the opinion of others by stating that nonsense.

If you really think that UE is the next Google then you're just a nutcase. There will always be more game engine's then only one in sim racing.

And one of my favorite 2D games/nom VR games IS an UE game, I have nothing against the engine at all for certain usages. And in VR I also even see good possibilities outside sim racing with the current GPUs.

I tried 10+ UEVR games and they all run horrible compared to native VR implementations. UEVR is a fun mod for games as star wars and Stray especially when you think of future gpus but its simply a terrible engine for sim racing in VR for obvious reasons. If you dont understand it then just stay with your beliefs and enjoy low resolution, deferred rendering, traveling shadows, anti aliasing with ghosting and artifacts in VR. If you like all that then enjoy it.

Stating that something must be good because there are a lot of YouTube videos about is also an example drawing incorrect conclusions. There's zero logic in what you're stating.
Ahaha, I like the rage!!! When a discussion fells into names callings instead of arguments, it's time to stop wasting time before the Godwin point comes.

Just to be clear :

- Did I say that UEVR injector was better than real VR implementation? No. I don't understand what point you are trying to make, there is no argumentation to make there.

- I used to play ACC flawlessly in VR on a i7 2600K / GTX1070. What is not optimized in ACC? About the bluriness in ACC, there is an option in the graphics settings to deactivate that effect ; most users do not take the time to set their games right.

- is there a racing sim with a perfect graphics engine ? There is not any without its flaws. Why UE wiuld be good for other games, kncluding arcade racing games, and not simracing? This is what you call total nonsense

And we are too far off-topic.
 
Ahaha, I like the rage!!! When a discussion fells into names callings instead of arguments, it's time to stop wasting time before the Godwin point comes.

Just to be clear :

- Did I say that UEVR injector was better than real VR implementation? No. I don't understand what point you are trying to make, there is no argumentation to make there.

- I used to play ACC flawlessly in VR on a i7 2600K / GTX1070. What is not optimized in ACC? About the bluriness in ACC, there is an option in the graphics settings to deactivate that effect ; most users do not take the time to set their games right.

- is there a racing sim with a perfect graphics engine ? There is not any without its flaws. Why UE wiuld be good for other games, kncluding arcade racing games, and not simracing? This is what you call total nonsense

And we are too far off-topic.

You simply have the lowest possible standards when it comes to VR graphics. As simple as that. Enjoy, good for you but you simply don't understand how good VR actually could be if you settle with such low standards.

If you think that I'm talking about an motion blur setting in ACC that you can just turn on or off LOL then it doesn't make any sense to discuss this any further. You simply are to immature to understand anything about this whole subject.
 

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