Automobilista 2: The Big Interview - Part 1

Paul Jeffrey

Premium
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Welcome to the first of our two-part interview with Reiza Studios discussing the newly announced Automobilista 2.


We've recently had the opportunity to speak with the man behind the magic, @Renato Simioni, and discuss in-depth the very recently announced Automobilista 2 - set to release this December and using the MADNESS game engine for the first time. We've obviously got loads of question for Renato, and so have the community! So many, we've had to split the interview in two parts in order to fit it all in...

So, part one here we go... enjoy!

RD: Hi Renato, thanks for taking the time to speak with us today. First things first, congratulations on the recent Automobilista 2 announcement! The reaction from the community has been considerable, are you surprised at the response from the community?

RS: I was confident it was going to be well received, as the sim racing community has generally been kind to us over the years and we´ve always tried our best to repay that vote of confidence, so that in itself wasn´t surprising. The sheer volume was probably towards the top if not exceeding my expectations though, and really heart-warming to see. Now we just have to try sweat away non-stop for 6 months to get this thing right so it doesn’t blow in our faces, but we already intended to do that anyway!

RD: Now first things first, let’s address the elephant in the room. MADNESS engine – that one came as a surprise! What made you decide on taking this engine for AMS 2 development?

RS: Firstly one clarification that may be worth making is that specially when it comes to more sophisticated racing sim engines, there aren´t just options one can simply pick off from the shelf at our own discretion - the engine providers also must want to work with us, under conditions that we can meet.

MADNESS was one option we had in our radar, but it was actually Ian Bell who approached us first at some point last year looking to do something together. Although I believe his original idea was a little different, I made the point we were already committed to doing Automobilista 2, and that we were on the market for a game engine - if he was kind enough to let us have a go with his with no strings attached we´d be more than happy to try work out something in case we managed to get on with it. To my pleasant surprise and his considerable credit, he did just that.

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RD: If you compare MADNESS to the gMotor engine of AMS and also the rF2 engine you know from the recent ‘Reiza Pack’ DLC, what advantages do you think MADNESS offers over these solutions?

RS: To use the tired cliché, they each have their pros and cons... Obviously we can´t comment in-depth about actual differences in code, not least because we didn´t actually have access to the rF2 code beyond information that S397 would supply to us on a need-to-know basis to get our content to work in their engine.

With MADNESS, obviously the graphics engine is one of the strong points, and it generally runs smooth as butter no matter what you throw at it in terms of weather, time of day, number of cars so for us that´s a welcome change of pace!

Moreover the physics, Audio and AI fronts are for the most part an evolution of what we were already used to, so that has allowed us to continue progressing from the solid base we already had on those fronts; The SETA tyre model is a bigger departure to our old tyre model, which is always a tricky move considering how much of good racing simulation physics rely on not only an advanced tyre model but one that´s manageable to work with - luckily SETA has proved surprisingly accessible, very versatile and we´ve been achieving good results with it pretty much from the get-go.

The engine features models for a large range of drivetrain and aero systems, and a variety of rule sets, all of which suits us very well as Automobilista 2 is also due to feature many different motorports types.

Last but not least, Livetrack 3.0 is arguably the most advanced technology for dynamic track conditions in consumer level simulators, and that is a crucial feature for a truly realistic racing experience.

Naturally there are some things we´ll be adding or tweaking to our own preferences and requirements, but all in all we couldn´t ask for a better platform for the racing sim we aim to create.

RD: While we are on the engine topic and relationship with Slightly Mad Studios, how does that work in this deal? Do SMS have any involvement in this project?

RS: SMS supply us the engine with source code, a good level of tech support and some of their assets in exchange for participation on AMS2 sales, but we retain total design and development control of it. It is again to their credit there hasn´t been so far one thing they´ve asked us not to do, nor one thing we asked from them they´ve said no to.

RD: Many of the community appreciate the good and bad of PCARS 2 that runs on the MADNESS platform, what does sharing the same engine mean for AMS 2 – do carry over items like Live Track 3, VR support etc come as ‘ready-made’ solutions for your sim – or how much work is involved to bring this or similar to AMS 2?

RS: In some fronts there is a lot of work, in others not so much. Nothing is out of reach though. Put it this way, it would be much riskier, time consuming and expensive - and thus ultimately impossible for us - to try build the features the MADNESS engine has to the same level around the AMS1 engine, than it would have been to bring the good stuff over from AMS1 to MADNESS. We wouldn´t have made the move otherwise.

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RD: On the over side of that equation, regarding AI, previous MADNESS games have some very distinct behaviours. Do you anticipate these being shared in AMS2, or is it a case of simply developing your own that has no relation to the PCARS / PCARS 2 versions?

RS: It will certainly have a relation, as it already did before we added anything to it. It´s a matter of polishing what´s there, disabling what we can´t get to work and try integrating stuff we did that does work over. Simpler said than done, but far from impossible and already a work very much in progress.

RD: Rolling this back a little, what sort of process did you undertake when considering the game engine for AMS 2? How many contenders were on the cards for the new game, and how long did the process take?

RS: It took several years. For a good while our intention was to keep developing the ISIMotor 2.0 engine we had licensed from ISI back in 2015, and possibly integrating it with another graphics engine. As we stated a few times we very much licensed ISIMotor with the longer term and AMS2 in mind – we wouldn´t have done it for AMS alone as AMS was basically continuing development of products we had released back in 2013 and financially that didn´t quite add up, even if ultimately AMS1 shelf life turned out to be considerably longer than we first anticipated.

Once it became clearer upgrading it to the required standard was a bigger and more resource consuming task than we´d be able to afford we went back on the market for a game engine, but remaining committed to not fully throw away what we had put together over the years specially in terms of physics, AI and Audio, and that in turn considerably limited our options.

There weren´t “contenders” per se, as some of the people we talked to weren´t really interested, or didn´t offer conditions that we could make work, and in any case these generally didn´t feel like the right step to take anyway. So one way to see it is that there weren´t great options, and rather than forcing the issue trying to fit a square peg into a round hole we just tried to hold our nerve until the right one came along, and fortunately it did.

RD: You’ve already stated the game will release in December 2019, which leads one to believe that development must be quite well advanced now. How long have your team been working on the game in MADNESS?

RS: We´ve been working with the engine proper since October 2018, but in terms of design, licensing and developing the content it´s been pretty much a concurrent production with Automobilista 1, as everything we did for AMS 1 was already with AMS2 in mind; beyond that we did a lot of work in those fronts too in between AMS1 development wrapping and the engine being decided.

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RD: Has the engine surprised you in any way, good or bad?

RS: It hasn´t surprised us In a bad way yet because we haven´t run into any problem that has proved insurmountable yet.

The positive surprises though have been many... finding out how sophisticated some of their systems were, how similar others were to stuff we already had, how optimized the engine is, how tidy the codebase generally is, and how well our things translated pretty much from the get go… Put it this way, there has been no shortage of fist pumps along the way.

Obviously it wasn´t all smooth sailing, some of the workflow procedures had to be completely revamped specially on the art front, some things took quite a while to figure out and there´s still quite a bit we´re working our way through, but all in all it´s been a very positive time.

RD: You’ve obviously had a very long and successful relationship with gMotor from the GSCE / AMS days, how significant of a change has it been for the team to move over to MADNESS? Has this required any changes to things like workflows and such back at HQ, and how challenging has that been to adapt?

RS: Yes, as I mentioned putting together builds, the art workflow is very different, the Audio engine is also completely different so it´s a considerable reboot on those fronts, but once we got through the learning curve it actually became more efficient.

RD: Speaking of staffing, I hear plenty of people on the forum asking if Niels is still involved in the project (being something of a gMotor expert but missing from the rF2 Reiza DLC credits) – is he still with you?

RS: Niels is still onboard as a consultant but his involvement had already gradually decreased over the years as his hardware business grew and took most of his time. He still has a peek in from time to time to provide some insights, which is most welcome as he has the uncanny ability of coming up with good ideas and finding solutions in whatever area that happens to catch his attention.

With regards to the day-to-day nitty&gritty of physics development he´ll be a bit less involved as he is understandably not keen on completely revamping his physics tools for the new engine and tyre model, but that in itself isn´t a big change as Niels has always enjoyed a loose commitment with us where the door just sort of remains open for him to come and do whatever peaks his interest - he did usually find time to do most of the baseline physics for our cars but general physics development hasn’t ever been a one-man job.

In any case he´ll still be helping us out whenever we have some issue or a funky new bit of aero or suspension to figure out, and for all other cases we still have the products of nearly a decade of collaboration and a physics database covering pretty much any type of vehicle to draw from for years to come.

RD: You (Renato) often and rather unfairly get overlooked for your physics creations within GSCE / AMS in the past – from a personal point of view have you enjoyed a change of scene using a brand new engine?

RS: In terms of physics development it hasn´t been a big change – some of the models are still very similar to what we had, others are a bit more elaborate but generally speaking physics is still physics, the SETA tire model is not hard to work with so this has been one of the fronts we managed to transition to most smoothly, and some of the cars already drive better in AMS2 vs what we had in AMS1.

From a personal perspective I already spent 50% of my work time in physics / FFB / AI development, it´s still the best part of the job for me so not much has changed!

RD: Obviously the trailer came out with the announcement and it showed some very interesting content in sim – especially the 1988 and 1991 Ayrton Senna McLaren – as Brazilians that must be a massively proud moment for you all?

RS: Definitely proud, and something we have been working towards pretty much from the inception of Reiza. Obviously I´m from a generation of race fans, and particular Brazilian race fans who pray at the altar of Senna, he´s the guy that got me the racing bug from a very early age and his era of racing in particular, from the cars to the tracks is the one I´m personally fondest of.

I should clarify that the Mclarens are not going to be part of the base game, but rather of an expansion pack we have been piercing together for a very long time. Can´t share much more with it yet, but for now let´s just say there´s more where those came from.

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RD: With two such iconic cars in the career of arguably the greatest racing driver of all time, the pressure is on to get these right in the game – is that something you and the team feel back at base, or is it just seen without sentiment as “just” another piece of content?

RS: We feel it´s a very special thing as again as I´m huge fan of those cars and that era but it´s a source of excitement rather than pressure. Ultimately we try to get every bit of content right, any licensed car and hi-detail 3D model costs too much for us for it to pack them with throwaway physics or sounds… So as far as development procedures go it´s just another car.

RD: As we are speaking about content, and I’ve promised myself not to do this but I’m going to anyway… we’ve seen plenty of cars and tracks that feature in ‘AMS 1’, plus a couple of new ones too, is the plan to keep focus on Brazilian content in the new sim, and maintain the awesome tradition of official licences for your nation series championships?

RS: I think we´ve already demonstrated especially towards the tail end of AMS1 development and again with the new AMS2 release that we´re going for a broader international scope now. We still have the Brazilian angle of course, first of all because it´s an accessible and a valuable USP for us. But most importantly, we find these national series to be genuinely compelling - very competitive, with good talent pool, great cars and tracks to drive and still that roughness around the edges that I think serves as a welcome throwback to more exciting times, in an era where most high profile racing series feel very clinical and antiseptic.

Which is not to say we don´t enjoy modern high-profile international motorsports of course, on the contrary if there´s anything AMS demonstrates is that we find pretty much anything on wheels to have inherent joy in them!

Ultimately though the Brazilian angle is a plus, not a detrimental focus to the rest –I´d suggest you could strip all the Brazilian content off of the final version of AMS1 and it would still pack as much value for the buck in terms of content as your average racing game.

RD: So regards to content, will we be seeing much that we already know and love from AMS 1 come to the new title?

RS: Most of AMS1 content will make into AMS2, including all DLCs except maybe Hockenheim to begin with as base game content. The stuff that does make it in will all be upscaled or remodelled, and in case of some fictional series expanded. Id say that will add up to roughly 75% of the total AMS1 content.

The stuff that doesn't make it is either too outdated or the models are too low quality for Madness, or it is tangled up in licensing negotiations. Which is not to say they wont be added later, most of it will.

Obviously we then have new AMS2 content which is considerable, so the overall total even at v1.0 will be similar if not higher than AMS1 at the end, and certainly higher quality.

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RD: can you share with us now any new licences you’ve secured for the new title?

RS: We still have 6 months to go and we want to spare some surprises to share along the way!

RD: With the new game now in full development swing and a public estimated release day in the wilds.. does this mean no further rF2 DLC content is planned?

RS: None is planned beyond ongoing updates for the existing Bundle. While we find that S397 has made rF2 much better all-around over the last year or so and we very much enjoy using our content in it, the original Bundle was already partially done with the purpose of having a more in-depth investigation into the engine as an option for AMS2, and we already learned what there was for us to learn there.

From a development perspective it is also a step back for us to essentially revert to being a mod group just producing content and not the sim around it, and working on multiple engines at once ends up putting an extra strain in the team - at one point we were working in 3 engines at once and that is not sustainable. We still have an AMS1 update to deploy and after that focus is 100% on AMS2.

With this said I believe the rF2 Bundle was a very positive venture, it does provide us with a welcome extra source of income and I think we did a good job in it to deliver a worthwhile addition to rF2.

RD: Going back to the schedule and development time – games such as Assetto Corsa Competizione and even AMS have benefitted from Early Access programmes in the past – is this something on the cards for AMS 2? Will we be able to get our hands on the title earlier than December 2019, even if it is in an unfinished state?

RS: Probably, but only when it´s really up to Beta standard – as in, completeish beyond ironing out bugs and minor functionality quibbles.

I say completeish because obviously v1.0 is not finished – we will be developing AMS2 for years to come and already have a 3-year plan for it mapped out - but v1.0 should ideally be well rounded enough for public consumption. When we feel we´re at that stage we may open it up for a couple of weeks of bug hunting, as these are obviously complicated bits of software and there´s a big difference as to how much in-depth feedback you get when you go from 20 developers to 100 testers and finally to XX thousand users.

Offering early access period does have considerable advantages – it adds often much needed cash flow during development and helps the team considerably to have thousands of its more loyal supporters onboard for testing and making major design during production; it does have the major negative side in my opinion of essentially deflating the magic of experiencing something complete-ish for the first time. I find that the recent experiences with Early Access in sim racing have not been a positive thing overall for those sims and their developers.

RD: Here’s a much more general question for you – what is the focus behind AMS 2? By that I mean, are you looking at broad cross section of content for example like Assetto Corsa 1, is the plan to focus down on series licences, or do you have designs on something different altogether?

RS: Our ethos remains pretty much what it was with Automobilista - If there´s an interesting racing experience that´s worth getting it right, we´ll try to include it – it doesn´t matter if it´s a historical F1 car around Imola or a GT3 around Silverstone or a Stock Car at Taruma or a Truck around Cascavel. If we are interested in it, believe that it will add an interesting dimension to the sim and the license is accessible we will consider it.

RD: Of course MADNESS in the form of the PCARS series also works on console… does this have implications for yourselves with AMS 2?

RS: It has implications in the sense that consoles are a much more accessible destination than it ever was before, but the focus now is very much on the PC release. We´ll see what else is worth doing after we get that right.


Part 2 can be found HERE.

For the latest Automobilista 2 news and discussions, head over to the AMS 2 sub forum here at RaceDepartment and get yourself involved in the conversation today!

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It's not wanting things for free, that's not the point! Without modding any title will be limited on which content developers decide to create/invest. You won't be able to have some cars and tracks which adds diversity, depth and longevity to any title...

I have all DLC's from rF2 and AC, some of them i've never touched, no surprise they're my favourite sims and what people mostly race on due to the modding. It's a win-win situation, because modding brings more people into play and keeps the simulation alive, wich makes people buying DLC's to support them overtime...
But you can't deny that those people exist. I don't want you to misunderstand my point here, coz modding is a massively positive thing. I just don't think it should be expected, but appreciated if and when it's present.
 
But you can't deny that those people exist. I don't want you to misunderstand my point here, coz modding is a massively positive thing. I just don't think it should be expected, but appreciated if and when it's present.

I understand, but one thing don't mess with the other, if people like modded content it's fine, but eventually if they want to compete with oficial content mixed with modded content they'll have to buy it anyway ;)

Do you want to know why some developers don't allow modding? Because of the main goal - the profit. They'll prefer to pickpocket you with DLC's (the new fashion) or with brand new titles every 2/3 years, so the longevity of one title doesn't matter at all for them...
 
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I understand, but one thing don't mess with the other, if people like modded content it's fine, but eventually if they want to compete with oficial content mixed with modded content they'll have to buy it anyway ;)

Do you want to know why some developers don't allow modding? Because of the main goal - the profit. They'll prefer to pickpocket you with DLC's (the new fashion) or with brand new titles every 2/3 years, so the longevity of one title doesn't matter at all for them...

every developer out there works for the profit. We forget that sometime, that dev studios and publishers want their products sold.

yes, in the free modding community it is done mostly for the love of the creations they make, in some cases for the sake of being better known to create one's own mod or even a commercial mod/product or maybe even a 3rd party outsourced provider for the bigger teams.

So modding is good and resulted in many good talents creating new dev studios or just being employed by these studios, - from SMS/Blimey!/SimBin (yes it was the very same team until 2005 or so that did GTL/GTR1/2). No one can deny this.
yet you have to understand that no studio in the world works for free - they have salaries to pay, every month. 1 month delay on a project deliverables costs the company a lot ( a few hundred K if they are big enough).

It is all looking like doom and gloom, but this is how commercial world works and we are lucky to have a few remaining sim-makers that have not yet switched away from the sim-niche that hardly makes any money at all
 
I understand, but one thing don't mess with the other, if people like modded content it's fine, but eventually if they want to compete with oficial content mixed with modded content they'll have to buy it anyway ;)

Do you want to know why some developers don't allow modding? Because of the main goal - the profit. They'll prefer to pickpocket you with DLC's (the new fashion) or with brand new titles every 2/3 years, so the longevity of one title doesn't matter at all for them...
Do you want to know what you've just described? Business! If a developer made one game for the community to mod, eventually there would be no developer. If I'm offered a quality product, why shouldn't I pay for it. "They'll prefer to pickpocket you with DLC's" is a very negative way to look at the situation. If they're offering a good product at a fair price then why not? At the end of the day modders aren't doing it to run a business, they do it for fun which is amazing obviously, but a developer needs money to survive.
 
every developer out there works for the profit. We forget that sometime, that dev studios and publishers want their products sold.

yes, in the free modding community it is done mostly for the love of the creations they make, in some cases for the sake of being better known to create one's own mod or even a commercial mod/product or maybe even a 3rd party outsourced provider for the bigger teams.

So modding is good and resulted in many good talents creating new dev studios or just being employed by these studios, - from SMS/Blimey!/SimBin (yes it was the very same team until 2005 or so that did GTL/GTR1/2). No one can deny this.
yet you have to understand that no studio in the world works for free - they have salaries to pay, every month. 1 month delay on a project deliverables costs the company a lot ( a few hundred K if they are big enough).

It is all looking like doom and gloom, but this is how commercial world works and we are lucky to have a few remaining sim-makers that have not yet switched away from the sim-niche that hardly makes any money at all
I think you just said what I wanted but a little better haha
 
Of course i understand that they need money to survive, that's why DLC's are for... but the purpose of releasing DLC's should be to keep the longevity of a software and the profit of the developers. So why not releasing the full game when you produce a new one every 3 years? Buying DLC's that will become obsolete with the release of a new title looks like a bit of paying 2 times for the same things...

That's why i like rFactor2 policy, the title has lots of potential and they're working on it, they release DLC's from time to time with quality content, but you keep using the same software that is constantly being updated, also modding keeps the title alive, seems more logical to me...
 
Profit and moddability are not mutually exclusive. They go hand in hand, in fact. Take a look at where all the sim devs/pubs came from: Most current sims found their original success alongside an openly moddable platform.

It is really only shortsightedness, just like with the lure of DRM, that we are in the position we are in now.

I have considered Reiza's rationale for using the Madness engine: That they couldn't have developed all the features that it provides by themselves and they couldn't find quite that good of a package elsewhere. This is not a reason to abandon moddability, though, it's just a compromise given the current state of engines available. I think it is short-sighted. If they feel they must do it for business reasons, fine, but the slow death of moddability market-wide is still an unfortunate trend.

Just like we had all been missing day-night cycles and weather for the past decade, and now everybody is jumping on board that again, we'll see the same thing in the next 5-10 years with moddability: We'll have a really poor stretch where basically no one supports modding and then suddenly someone will come to their senses, recognize a market opportunity, and disrupt the current way of things.

Personally, I've been looking for a second sim and I thought AC1 was it, because of its vast mod base, and it might still be, but it looks like Studio 397 and rFactor 2 are the guys to get behind now since they seem committed to an open moddable platform.
 
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Not many devs care enough about the longevity of their titles. Many people here stated it as it was a no-brainer for every dev to have this longevity.

The fact is not many want that - they want you to buy each title incarnations, every few years or so.

This is why iR with its overpriced subscription and content cost are so popular amongst many, yet hated by others. I find their content pricing model prohibitive, yet I do know the company does not make much/any profit at all, so it is one of the rare things, iR. There;s a lot to respect to what they do, but equally as much of disgruntled players, that expect certain things to finally reach the title and the pricing is still very wrong, IMHO, unless you want to make it your one and only and get rid of other games/sims purchases and limit yourself to a rather poor selection of cars and tracks, most of which cost the price of an entire game in addition to the subscription. This is the high cost to the consumer, despite the money being injected into iR by the altruistic owner/investors (if any) who can somehow afford to do this.
 
I'm old enough to remember the start of modding: people basically hacked the games to make the change they wanted, some developed tools, others modeled tracks or cars from scratch. It was very time consuming (remember how long IOM or sportscars for GPL took?) but it was done with passion. Then tools/softwares became available for modding, sometimes directly from developers. The process was greatly speed up. Even more when some people started ripping content from one game to an another one... We even end up with a tool that was converting content from rF1 to GSC! Great, you could get any car or track from one game to an another with the push of a button! But was it still modding?

Some even started charging money for such rip off... So I understand why developers started protecting their content... And that they prefer to spend time adding content to their game rather than spending time developing tools and documentation to allow modding. As it as already been mentioned, our sims are more and more complex, so the tools and infos are more complex too! And probably the game itself must be designed from the start to be open: that probably takes more time than "just" making a game with official content. Not sure it's profitable!

I'm a big fan of the cars and tracks that Patrick did for GSC/AMS: the official content was much more limited then so it was adding a lot. We now have a lot more content in the base game and the DLCs; and it seems AMS2 will have more content outside Brazil. So I'm fine with just official content. That's only me... I understand some want more... It seems Reiza did not forget they started as a modding team. Without supporting modding officially, they let some assets open in AMS 1, just to help modders... If someone really want, I guess it will always be possible to hack a game, develop a tool... and mod any game! But that will take time and knowledge, it won't be a 5 mn job.
 
See Wreckfest for an interesting example of modding suport. First, don't laugh at the title...it has better sim physics than all but the best racing sims. The main game allows no mods for a seamless offline and online experience. Inside the game is a "master switch" that requires a game restart, but then modded content is usable, including for multiplayer online. A very small number of high quality mod tracks were developed along with a bunch of mediocre ones. The publisher has now agreed to port those best/most popular (based on online usage stats) tracks into the main game...a few at a time. The publisher is doing some polishing before official releases, but little is needed for the best examples.

This gives incredible recognition to the authors/modders (I hope the publisher also gives them more than just that satisfaction, but I have no idea what the terms are) and allows the entire user base to get new content similar in quality to the original content for free.

However, there is one huge difference--the mod tracks are all fantasy, not ported from another title and not subject to any potential copyright claims.
 
Consoles don't have the processing power of a PC, as an example have you tried AC on PC or on the console? Can't explain more if you don't understand this...

AC on console was an epic failure, as was PC1, but in my view this was due not to hardware but to poor programming. SMS redeemed themselves with PC2, which runs quite well on console (thus proving the point, as the hardware is the same) and can only be beaten by high-end PCs. Forza runs equally well on both, perhaps even better on console. I do own a fast PC, but I would love to see AMS2 on console because that's what I use when I only have time for a quick race. Please, guys, let's not start the Console Wars again!
 
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However, there is one huge difference--the mod tracks are all fantasy, not ported from another title and not subject to any potential copyright claims.
This makes a huge difference in today's IP/DRM/patent constrained world, were every businees seems to be "lawyered up" to the teeth, and the risk of law suits is real and must be taken into account by the developers.
Moreover, with SIM software becoming more popular ant reaching larger audiences, and the e-Sports trend increasing and attracting more and more brands and manufacturers, there is a lot more business opportunities than just selling software, and these brands, manufacturers and sports governing associations and organisations will not be blind to the new profit possibilities.
So, the larger pícture includes way more than just software developers and studios.
In this environment, other than apps that would only add functionality, it would only be really safe for a title to allow fantasy content mods.
 
I understand that modders might be hurt by the lack of modding support and the people who really love mods (which I guess is the majority here) would also prefer having mods available to extend the life of the product they've purchased and love.

What Renato said is that AMS2 is not going to be a modable platform, probably in the sense that the engine itself wasn't built with modding in mind. He didn't say it wasn't modable at all, though. And while some of us are here already suffering in advance without really knowing any details about how really modable AMS2 is gonna be and how much of a support we're gonna have from Reiza, I'd like to remind you guys that right now it's possible to play Zelda: Breath of the Wild in freaking VR with custom dungeons created by modders.

My point is: if the game is good enough (and I certainly hope AMS2 is) I'm sure that our extremely talented modders community will find a way, simply because it's gonna be worth it. And, again, there are some mods for pCars 2 availabe around so it's not impossible.
 
What we're talking here is about modern sims with complex physics, but you seem a bit out of context here, you may keep how many dislikes you want, there's a lot of ignorance around simulation racing...

The current gen consoles are a bit down on CPU power, but then again you can play all PC sims with any quad core CPU from last 8 years or so and the physics will still run, so the gap isn't that large. Besides, there will be a new console generation out in 2020 or early 2021 and rumors are CPU's will be equivalent to that of current gen AMD Ryzen. AMD are producing the console CPU, so with their improvements over the last two years, there should be no reason why the next gen consoles would be significantly down on CPU power.
After 12 hours of Sebring in iracing then jumping in RFactor 2 Sebring the differance is crazy real how Rfactor 2 has got that track down makes iracing's look's like a 2001 sebring game layout

The iRacing track was made around 2010, you are comparing apples and oranges.
 

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To join the OverTake Racing Club races I want them to be: (multiple choice)

  • Free to access

    Votes: 76 89.4%
  • Better structured events

    Votes: 14 16.5%
  • Better structured racing club forum

    Votes: 14 16.5%
  • More use of default game content

    Votes: 9 10.6%
  • More use of fixed setups

    Votes: 25 29.4%
  • No 3rd party registration pages

    Votes: 29 34.1%
  • Less casual events

    Votes: 8 9.4%
  • More casual events

    Votes: 29 34.1%
  • Other, specify in thread

    Votes: 4 4.7%
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