Rennsport To Feature AUDI R8 LMS GT3 Evo II in Closed Alpha

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GT3 sim fans across the world rejoice once again as the new-kid-on-the-block Rennsport announced the Audi R8 LMS GT3 Evo II to be featured in its Closed Alpha from now on.

On October 31st 2022 Rennsport announced on Twitter that they would feature the Audi R8 LMS GT3 Evo II from now on in their closed alpha.

This seems to not be the end of the cooperation, however, as Rennsport mentioned in their tweet: "We are very proud to welcome @AudiOfficial to the #RENNSPORT family."

While this welcoming message may seem to be just that, a friendly welcome, it seems to imply the licensing contract goes beyond just this one GT3 model.

We do have to await, however, in which direction Rennsport will go as a simulation as in featured content. Currently, the main focus lies on GT3s as seen by the included Porsche 911 GT3 and BMW M4 GT3. However, with the inclusion of the Porsche Mission R, a concept more akin to RaceRoom or rFactor 2 with many different classes of cars seems likely as well.

The main direction right now seems to be Grand Tourers though. With this in mind, it is not far-fetched to assume the inclusion of GT2s sooner or later. This would allow both Porsche and Audi to include their homologized GT2 vehicles in the German simulator. Keep in mind this is only speculation, however.

A clear direction for at least the alpha and beta states of Rennsport seems to form, however. With this manufacturer being the third to be featured in the sim as well as the third German car builder, it seems like the Munich-based studio incorporates a strategy of involving their local economy first and foremost. Whether this is just a pre-release flair of the simulator remains to be seen.

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What are your hopes for the future of Rennsport? What would you like to see included in the new and upcoming sim? Let us know in the comments down below or in our newly found Sub-forum for Rennsport Suggestions!
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

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You can greatly increase sharpness of ACC (which has nothing to do with GPU gen in use) by throwing this into engine.ini

Code:
r.TemporalAACurrentFrameWeight=0.2
And use combination of Advanced Sharpening (ON) and FSR sharpness (20%), make sure FSR quality is set to Custom and keep native resolution.

P.S. Rennsport, what Rennsport? LOL topic of the discussion.
 
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I am running it on a 5700 XT and it's... managable with some supersampling, but still with the introduction of TAA (even though it has clear advantages in some aspects) everything is blurry by default even at native resolution. ACC feels sharp if I don't play e. g. AC for a long time and get used to ACC.

What I have learned is that "looks great" and "runs great" are two very (VERY) subjective terms.
Basic TAA looks ****, but you don't have to use it. I tried all AA modes, except basic TAA all of them look fine to me. AC might be sharper, I'm not really sure I don't pay that much attention. Runs great I mean I don't measure FPS but I have it limited at 60 since my monitor is 60 hz so I don't need it to be running any better, I think it runs above 40-50 which is enough for me with most settings on high.
 
From the videos i see i find RS way less blurry than what i see in the ACC videos from the early access.
Of course it's less blurry... because Rennsport has an 4090 available for making their video's. ACC/Kunos only had the 2080TI available. That's the point that I tried to make initially...
It's very sad that these new technologies in video game graphics require 2000+€ GPUs to not be a blurry mess at decent framerate...
I'm happy that the 4090 is available. But yes I agree; that's exactly the reason that I think that the Unreal Engine is a bad choice for any sim racing title, it's simply to demanding for the average sim racer (and especially the VR using sim racer).
 
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Unreal is an excellent engine especially for flat screeners. ACC on monitor is easily the best looking modern sim, Kunos have done a really good job polishing and optimizing it to the state it is right now.
As for VR, UE is capable of producing good looking and performing titles IF studio makes it a top priority abandoning bunch of post processing effects and other engine capabilities sacrificing visual fidelity for most in favor of VR performance for select few.
Remember Oculus Robo Recall, it was UE4 title.
 
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Unreal is an excellent engine especially for flat screeners. ACC on monitor is easily the best looking modern sim, Kunos have done a really good job polishing and optimizing it to the state it is right now.
As for VR, UE is capable of producing good looking and performing titles IF studio makes it a top priority abandoning bunch of post processing effects and other engine capabilities sacrificing visual fidelity for most in favor of VR performance for selected few.
Remember Oculus Robo Recall, it was UE4 title.
Even with my 4090 some subjects are still unsolvable of ACC and those subjects are, gfx wise; the worst of all sim racing titles: level of detail pop-in; trees, shadows, fences are all terrible compared to ALL other sim racing titles. Second thing that looks worse than all titles are the mirrors, they are the most blurry mirrors of all sims, they are not adjustable and they don't support head movement in VR. Both subjects are the case with everything on Epic, the pop-in and mirrors are not solvable. Third thing is the sharpness and ghosting artifacts as everyone explains here, this is (partly)solvable but only by using the most extreme hardware to get it close to perfect as in the other sims you need hardware that isn't even available yet, even with my 4090 it's impossible to get it as sharp as RF2/AC/AMS2/DR2, it looks good enough with the 4090 but not as sharp and there is always some kind of ghosting artifact going on because of TAA(this is tweakable, but you can never get rid of it for 100%). Things like electric cables are simply impossible to get 100% sharp, in other sims this is not a problem at all. Yes almost all other subjects look great and Kunos has indeed done a great job with ACC. But not everyone has such great hardware to run sim racing titles and some subjects don't seem to be solvable with the Unreal Engine, that's the reason that Kunos for example has moved on and chose another engine for AC2. EXACTLY the same issues you see now in Rennsport(watch the video that you posted here earlier, it's more than obvious in that video...), so I think that Rennsport should have done the same as Kunos. The Unreal Engine is a great engine, but it's not the best engine to chose for sim racing.

Robo Recall is not comparable since its close distance combat. In sim racing the opposite is what matters; sharpness in the distance. An another great example of the best possible visuals in VR is Kayak VR: Mirage, it also uses Unreal Engine and is probably the best looking VR title together with some sim titles. UE is not a bad engine in general, Hell Let Loose for example also uses UE and it looks absolutely amazing. But it's simply not a good engine for a sim racing title.
 
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Of course it's less blurry... because Rennsport has an 4090 available for making their video's. ACC/Kunos only had the 2080TI available. That's the point that I tried to make initially...
Ok now i understand your point and i also understand why i did not see it. It's because i do not think its the lack of gpu power that was responsible for ACC being blurry back then. And you can see my point from the fact that Kunos improved the blurryness aspect dramatically within 6-12 months or so after release (actually improvements were made from one ea build to the next), while still being in the era of the 2080ti as the high end card.
To me this indicates that its not because of the 4090 that RS looks in its alpha stage crisper, its because of simply the development work done and maybe in part also due to UE5 handling this aspect better than UE4 did/does.
 
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D
Honestly I cannot associate all these mentioned pop-ins and ghosting with what I see (or notice) with my settings on Samsung G9 now.
The only other sim that might get closer in visual fidelity (not the physics :)) is AMS2, but it's cartoonish visual style might not be to everyone's liking, plus there is no HDR that adds quite a lot to visual experience. ACC style is just much more reflective of real life visuals.
TAA is getting better, Kunos already added support for experimental TAA Gen5 which while not as performing as old gen can look cleaner, I do not think we will see any future sim titles or any big studio titles still utilizing old school MSAA, so choice of engine doesn't matter in this case, combining temporal antialiasing with some or multiple forms of sharpening (ACC has 3 to choose from) can still produce sharp and clear images at a fraction of MSAA cost.
After all what we see in Rennsport alpha demo is not necessarily representative of what can be achieved with UE5.
 
Honestly I cannot associate all these mentioned pop-ins and ghosting with what I see (or notice) with my settings on Samsung G9 now.
Can you share you settings for zero visual pop-in and zero ghosting in ACC? I've tried all tweaks that I could find but none helped sufficiently. The tree/shadow/fench pop-in was the first thing that I observed and got irritated with when I booted ACC and drove into the first corner (and that was at a flatsceen 100 inch 4K that time) and it's unsolved until this day(VR, with everything tweaked/tried). The same for the ghosting, I got it now way way way less after the latest updates/4090+ini tweaks but it's still there, unsolved.

AMS2, but it's cartoonish visual style
If you mean the color palette then reshade (2D) or OpenXR toolkit (VR) could be the solution for this in AMS2 to tweak it to your subjective taste. But I must say that ACC looks more cartoonish (as far as we can use such terms in sim racing.. ACC and AMS2 are both not Mario Kart looking) color wise than AMS2. So it's very subjective. Also make sure that your monitor is calibrated accurately and covers at least the full sRGB range before you do any tweaking of the games.
experimental TAA Gen5 which while not as performing as old gen can look cleaner
It's sharper indeed, but it costs so much performance that it's less sharp (because you need to lower the pixel density/resolution way to much to get the same FPS). Second negative point, and that's even worse, is that it causes artifacts in the foliage/trees in motion. There was an patch for that but that patch only solved it partly. I don't see it usable anytime soon for those two reasons.
I do not think we will see any future sim titles or any big studio titles still utilizing old school MSAA
I could be wrong, but I hope that you're wrong: I expect that AC2 brings back the good old MSAA so that we can all enjoy the proper sharpness and clarity that sim racing needs instead of motion blur/artifacts in motion that nobody asked for.
combining temporal antialiasing with some or multiple forms of sharpening (ACC has 3 to choose from) can still produce sharp and clear images
Sharp, yes, I can get ACC pretty sharp. The best is indeed what you said: advanced sharpening filter together with mild FSR shapening (I use 30%, you 20%, but I use it from OpenXR toolkit since the performance is a bit better). But clear? No, impossible, it's impossible to competely get rid of the smearing effect in motion. It can get OK, but you're never able to get it 100% clear as the case is with MSAA. But maybe you have a miracle tweak that you can share with all of us so that we're all able to enjoy ACC with 100% clarity and zero visible ghostings/smearing TAA.
 
Thanks. I tweaked that r.TemporalAACurrentFrameWeight to the max. tried all possible settings but it's either to blurry/gives to much ghosting or it gave me to much shimmering. 0.2 is indeed not the worst option, but it's still to shimmery for me and it doesn't give me that much less ghosting then for example 0.15 or even 0.1, and those are a lot less shimmering. But no matter what I try, it never comes close to the clarity/sharp that MSAA offers in other sims. But I got it looking OK now, with 100% native res + 120% PD + advanced sharpening + 30% FSR sharpness/100% res + epic settings except indeed shadows(high but distance also epic), this gives me 90fps/hz locked on the G2.

I see in the json that you don't use temporalUpsampling, is there a reason for that? temporalUpsampling gives me quite an improvement, especially in foilage/alpha shaders, also with resolutions above 100.
 
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Funny thing, looks like my local engine. ini was reset after some ACC update, and I've been using default TemporalAACurrentFrameWeight which is 0.1 for a while, but it looked good, and yes frame weight value is a balance between ghosting and aliasing artifacts.
Turned out that I had enough headroom to use whooping 120% resolution, which improved things even more.
As for TAAU, with resolution at 100% it was making things blurrier, and with new in ACC FSR it just got disabled as two upsampling can't work together even that I only utilize FSR Sharpness portion.
TAAU usage btw can explain difference in ghosting we see, as processing path is different, it's not really temporal antialiasing
It should be noted that with the temporal upsample, the ordering of the different post processes has not changed with the addition of TAAU, it simply replaced TAA.
And of course monitor vs VR, huge difference, ACC just looks so much better on a screen.
 
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i don't agree. it's basically a reskinned pcars 2 as far as visuals go and they still have old ghosts haunting them in the physics from pcars 2 as well...
doesn't mean it's not pretty, but it's not "new" in the narrow sense of the word.
Nice of you to reply, and I don't want to derail this thread, but given you have an opinion when was the last time your tried AMS2?
 

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