Community Question: Where Is The Immersion Line Drawn?

Ferrari 499P iRacing.jpg
Image: iRacing
Many sim racers try to get as close as we can to replicating the real thing, which is all well and good. But where is that line drawn? We would like all of your input here.

Ahead of iRacing 2025 Season 1 starting up on December 17, the headline new piece of content is undoubtedly the two-time Le Mans-winning Ferrari 499P Hypercar. Plenty of iRacing players are eager to drive it, but there was some initial confusion as to where it could be raced in officials.

But following its release, another few glaring inconsistencies arose that now add to the conversation surrounding realism and immersion. With all this in mind, it is time to really ask the question about where certain players are willing to part with immersion and where it is essential for the experience.


Should The 499P Not Be In IMSA?​

Within the GTP class on iRacing prior to the new build, there were four cars: the BMW M Hybrid V8, Cadillac V-Series.R, Porsche 963 and Acura ARX-06. All of these cars race in the real-life IMSA SportsCar Championship's GTP category but also in the World Endurance Championship's Hypercar class - bar the Acura.

The 499P marks the first time that a car designed to comply with LMH regulations as opposed to LMDh has been added to the platform, but it does not race in the IMSA GTP class in real life. The upcoming Aston Martin Valkyrie LMH is set to be the first LMH to race in the North American series, and there is nothing to indicate that the 499P will be attempting a run at the likes of the Daytona 24 Hours or Sebring 12 Hours.

As a result, many people questioned as to where the 499P would be able to be raced in officials.


For those out there still not sure, the 499P will be available along with all of the other GTP class cars in their respective iRacing official series. Subsequently, it is safe to assume it will be also joining them in their corresponding Special Events such as the Daytona 24. But it seems there are some people who are still unsure at least or even angry at most that the 499P will be amongst the selection.

Sim racing does provide the capabilities to branch beyond what the real world of racing is restricted by. So when a car appears in something that is not exactly true to reality but would feasibly fit into it, would that be just as bad as a modern F1 car racing in the 24 hours of Le Mans?

The same goes for tracks. In Week 2 of the upcoming iRacing season, all corresponding IMSA series will be hosting races at Motegi. Just because the real life IMSA do not race there, is that too far removed from reality? Of course, this is all quite trivial, at least relatively to an even bigger uproar within the iRacing community right now regarding the GTP cars.

Prototypes Too Fast?​

For the new build, iRacing have been tweaking the performance of the Dallara LMP2 and all of the GTP cars, apparently to bring them more in line with how they drive in the real world. Well, they may have in fact gone the other way.

Two of the highest iRating players, Pablo Araujo and Yuri Kasdorp, both made posts pointing out the discrepancy in terms of corner speed between some of the GTP cars at certain corners and their real-life counterparts. Araujo showing the real life Ferrari 499P going through the Porsche curves at Circuit de la Sarthe going 230kph, whilst the same conditions on iRacing had the car being able to take it at 288kph.


But that is not all. Another issue with the GTP cars on iRacing is how they deploy their battery. In real life and depicted accurately in the likes of Le Mans Ultimate and Automobilista 2, the power output by the engine remains the same whether the battery is being deployed or not. In this case, the battery is there to make up the deficit in order to use less fuel across a stint.

In iRacing though, the battery deploys the same way it does in Formula One or LMP1 cars, deploying on top of the engine to create additional power. That probably explains why the cars are getting to much higher speeds in iRacing than in real life. With all this in mind, we put it to you, which areas are essential for immersion and which ones are not necessary?

What are the aspects of sim racing where you do not mind it being not completely true to life? Let us know in the comments below and join the discussion on our forums!
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RedLMR56
Biggest sim racing esports fan in the world.

Comments

This 499p debate is highlighting what I was arguing throughout most of the last year...

If the physics don't meet expectations what is even the point of simulating racing?

If the physics are wrong the immersion is broken and it turns into a very obvious game...

LMU got the hypercars right and now the rest of the developers are scrambling playing catchup...

Would of been nice if one of the other developers didn't just blindly follow iRacing as well... But here we are, with confused fanboys arguing about something that can very easily be googled to find out...
 
Very interesting article and question, hoping for a thread with educated comments, not going into my preferred SIM is better than you shitty choice too quickly.
How important is it that the SIM respect content and rules if pretending to emulate a real life series. To me, it is very important, like the discrepancies described in the article, to me, are ridiculous, for a SIM pretending to be serious and not just a racing game. We have been blessed, lately, from S397 and Kunos, to be offered, nice series package, which are very accurate to what their real life counterpart are about. Rules, content, is very well done. The normal sandbox, with a wide variety of content, can also, sometime, be close to reality, but most of the time not quite and require the player to work to make it happen.
Can we be immerse, even if a few items are missing or inaccurate? I guess it depends on the individual, but I think we need to be a little complaisant, as most series, are not available as complete package, like ACC or LMU are.
What IRacing is trying to pull is a little ridiculous in my book and I hope, in the future, we will have access to more dedicated series title that are accurate in almost every aspect to their real life counterpart.
 
" we put it to you, which areas are essential for immersion and which ones are not necessary?"
Can you yourself not just say that this is absolute nonsense that a SIMULATOR does not simulate realistic car behavior ? Like the way the battery works in iRacing is an absolute joke. Why even bother playing something like that if it does not reflect real life car behavior ?
 
I'm sure iRacing is already out to fix these issues. I have no knowledge on the abilities of their game/physics engine. But if it's possible they will make it happen. And if not, some people might feel the urge to try other sims. Natural selection.
 
Premium
I like Iracing and also have a subscription but not correctly simulating certain features of a car while at the same time costing quite a lot of money is a shame.
 
Premium
As much as I prefer a game should strives for authenticity, I appreciate the ability to put together tracks and cars that have never happened in the real world.

My immersion is ruined when cars behave in ways they wouldn't in the real world, But only as far as my knowledge extends. Its very unlikely I would notice a car having higher top speed in game in comparison to its real world counterpart, Or that battery management isn't faithfully re-created, But I can certainly see this would give someone the shits who knows these details.

As long as it looks like a car, and drives how I'd expect that car to drive, I'm good.
 
I crave as much realism and simulation as can be mustered, but it doesn't prevent me from also enjoying sims that may fall short in one aspect or another, which honestly is all of them. Pending any breakthroughs in programming and computing power both on the sim and real world sides, everyone has to make compromises and concessions.
 
I'm sure iRacing is already out to fix these issues. I have no knowledge on the abilities of their game/physics engine. But if it's possible they will make it happen. And if not, some people might feel the urge to try other sims. Natural selection.
Honestly don't think they are. The hybrid has been well off eversince the BMW first launched and they haven't made any progress towards fixing that. No doubt that they are capable of doing it but, for some reason, they just aren't. The hybrid never worked properly on the R18 and the tyres on the LMP1s have been comical for a while.
 
Premium
The most important for me is if I like how it drives. It has to "feel realistic", and yes I know, that is personal and no absolute science. I don't like it when a car feels good, but the numbers of the physics are completely wrong, so the car has much more grip compared to real life or much stronger brakes than the real car. But if the physics are close to they should be and the car feels good, I am happy. I am doing this for fun, not to win a price for driving the most realistic race simulator...
Same goes for the cars and tracks. I like them to be close to the real ones, but a small difference would not be a big problem for me. For no reason I've really thought about I never drive a new car on an old circuit. Without a time machine that probably wouldn't be possible in real life I guess. I do drive old cars on new circuits.
 
Personally, I don't really care about all this tiny little detail stuff... Besides, don't we all want to see certain race cars unrestricted at some point? (Like the Porsche 919 Evo, Ferrari 499P Modificata, or McLaren 720S GT3X, or that unrestricted AMG GT3 that set a new record at Bathurst)
 
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Club Staff
Premium
Oh, I know the answer to this question.

"The sim I like the most does it the correct way, regardless of how perfect recreation it is!" :D
 
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