The Last Garage Hands-On: 1000Hz Physics Clarified, AI and Online Discussed

The Last Garage Hands-On - 1000Hz Physics Clarified, AI and Online Discussed RD.jpg
At the recent Sim Formula Europe event in the Netherlands, OverTake was able to go hands-on with The Last Garage sim racing project and find out further details from its creator.

Marcel Offermans caused a stir recently by announcing a brand-new sim racing platform from his startup – The Last Garage.

Indefatigable in the quest for driving physics perfection, the sim racing veteran not only has a working prototype of his latest project, but some intriguing ideas about the future of online competitions. Then there’s the debate as to how the end consumer, i.e. us, will be able to one day experience it at home.


See direct capture gameplay and hear our initial The Last Garage hands-on impressions by watching our Sim Formula Europe event recap above.

Initially touted as a platform for third-party companies to develop upon, the affable Dutch developer seemingly softened during the Sim Formula Europe event. In our experience, visitor reactions were overwhelmingly positive following brief hands-on sessions in a light, rear-wheel drive, car.

“It hasn’t been decided yet, but I would like to do both,” explains Offermans to RaceDepartment when quizzed about its final form.

“I have lots of ideas about how to build a full simulator out of this myself, probably too many ideas, so I probably need to scratch a few of those.

“But I’m also open to others licencing the technology and using it in their projects, whether it is B2B or B2C. I don’t even mind people competing with me using this engine, because I think there can be many different things you can do with it, and I already know I can’t do all of them.”

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1000Hz Physics, All The Time​

Tantalising. Especially considering it feels so telepathic to drive like the venerable Leo Bodnar wheel base used to showcase the technology was somehow affixed to the end of our arms.

Detailed – almost every surface imperfection around the undulation Bridgehampton test venue was relayed back to us – yet also naturalistic. Kicking the rear out of the Escort-like car upon corner exit to create an exuberant slide was satisfyingly straightforward.

There was also a classic formula-style car (depicted above as a 3D render in Blender by Mauricio Leiva) which delivered an intense sense of speed. We even grabbed a little air over some of the ‘yumps’.

During the initial reveal last week, one of the bullet point claims was a physics system running at 1000Hz which caused a debate.

Offermans clarifies with alacrity: “The whole physics engine is running at 1000Hz all the time, that includes all the vehicle dynamics, all the tyre modelling, etc.

“All those calculations are done within one millisecond and that goes for all the cars that will be in the sim.

“The smallest step you take, the more detailed samples you can take off the road and if you’re driving at speed, even within one millisecond, you move quite a considerable step.

“So, the smaller steps you take, the more detail you get when driving over kerbstones and other rough surfaces, and that feeling that helps you drive the car better. The smaller you can go there, the better it will be for the feeling.

“That’s why we go at 1000Hz. If we could go 2000Hz, I might even do that, but that’s not feasible with today’s hardware.”

While the baseline technology has been newly created – with the Godot 4 platform in use for the graphics and sound – elements of the physics engine are based on an open-source project called Project Chrono, which The Last Garage’s lead is actively participating in the development of.

Ultimately, there is a modular framework, and if you really would like to dig further into the details and individual components, you can.

“My primary concern was to first get the physics right for this new engine, because if you don’t get that right, it doesn’t matter what else you do, you’re never going to make a good game out of it,” enthuses the former Managing Director of rFactor 2 developers Studio 397.

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Marcel Offermans presenting The Last Garage at Sim Formula Europe 2024.

‘Robust’ Online Multiplayer​

As the diminutive team is in the relatively nascent stages of development, the quantity of content included isn’t a primary concern currently. Now is the time to create the engine, dial in the physics and gather feedback.

When the question of mods is raised, the Netherlands native is open to their potential, but only if “a way that avoids issues with unlicenced and ripped content” is found.

We are intrigued about elements such as AI performance and online connectivity, the latter an area where the Luminis Technologies alumnus has a unique perspective:

“I want to make sure that the online play becomes more robust.

“[If you have] an architecture where everybody connects to a single server, if something happens to that server or the connection, you are immediately in trouble. That’s not something I think that’s acceptable in the modern world where we have plenty of bandwidth and connectivity.

“I want to make a more robust system where you can have a redundancy. If one server fails, everybody just moves to the other one without disrupting the race in any way – it should be seamless.”

The demo we tested, in theory, is already compatible with LAN multiplayer, with the online components in active development. AI should follow later, explains Offermans:

“Right now, I don’t have any AI yet in the sim. I must start somewhere and [multiplayer] is where I like to start, I think that makes sense.

“AI is always a little bit difficult because if you have such an advanced physics system, it becomes a little bit harder to create 40 or 50 AI cars that use that same system. That’s way too heavy. You almost always see AI cars using simpler physics, so you can have more of them running on the same machine.

“That is an area where I’m working with a few universities to research simplification techniques for vehicle models so I could create, let’s say 100, and comfortably run them with those models being almost identical to the player car. We want to get as close to that as you can.”

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The Year Ahead​

Following 18 months of working in the shadows, the Dutch Sim Formula Europe event in Maastricht was an opportunity to see if others agreed with the platform’s direction – something pivotal to Offerman’s development process:

“At some point, you start wondering, ‘where am I with this stuff?’ and ‘what do people think about it?’, so I wanted to make sure that at some point I went to an event and got it as much feedback as I could.

“I’ve made a little list already of things that that I should still work on. One common element I’m hearing, especially in the formula-style car, is that the sound is not great, with too much tyre noise.

“So that’s something I need to fine tune and there are a few other minor things that I’ve noted down that we’ll work on the next couple of weeks.

“I think, add another year, and I will have more details in the physics engine like dynamic roads, tyre, wear, tyre temperatures… those will be implemented, for sure.”

To see direct-capture gameplay footage of The Last Garage, watch OverTake’s roundup of the recent Sim Formula Europe event. Let us know any questions you’d like to ask Marcel Offermans in the comments below, and we’ll keep you updated over the coming months.

You can also submit suggestions
in our The Last Garage 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

If the time step in the physics simulation is 0.001 seconds, that is just wasted computational effort. Vehicle dynamics will like be in the 10s of Hz at most. Sure there will be structural modes of higher frequency but they are pennies on the dollar when it comes to overall response.
 
I remember Aris talking about having tried ACC's physics at 1000hz as a test, he said that the physics felt more polished and realistic. I suppose that at some point the physics rate of calculation reach a diminishing returns curve, so they have to tone it down because the CPU cost can't justify the meager improvement in realism.

ACC initially ran at 330hz, now IIRC runs at 400hz. I wonder how this developer has managed to run all at 1000hz because I believe that if Kunos could they would. Maybe they have hired Kaze Emmanuar to code the entire physics in Assembly :p
 
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I seem to remember Niels discussing AMS 1 physics a few years back and he mentioned that the FFB was kinda tied in with the refresh rate of your monitor, so even if you did have an engine that was outputting at that rate surely it'll be hamstrung by your monitor - I mean, maybe that's a short fall of the ISI engine?? This will be rather embarrassing if I've remembered it incorrectly :laugh:
When the development of AMS1 started, obviously the rF1 codebase was used as a starting point. Reiza had just obtained a source license for it.

In the original rF1 codebase, you had (like in most sims) a render thread and a physics thread and the FFB commands were sent as part of the render thread. This indeed meant that the lower your framerate, the "notchier" the FFB felt and if you managed to get really bad framerates that became almost undrivable. So as part of the development of AMS1 that was changed and the FFB commands moved to the physics thread. This then caused us to run into the issue that some wheelbases were "somewhat slow" responding to such commands, slowing down the whole physics engine, which is why we ended up adding a mechanism to only send such commands every Nth physics step. Later, in rF2, this was enhanced with a method to even send the commands on a separate thread (as you could configure in the controller.json) so sending the commands could never slow down the physics.
 
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The USB bus can't handle 1000Hz reliably
I respectfully disagree. The USB bus is much faster than we need for simracing. The transfer speeds are in the gigabits per second so what we are doing (sending FFB commands, receiving buttons and axis positions) is literally peanuts from the perspective of the USB bus. The bottleneck is typically on either end: the firmware in the actual controller or the software running the physics simulation.
 
Premium
When the development of AMS1 started, obviously the rF1 codebase was used as a starting point. Reiza had just obtained a source license for it.

In the original rF1 codebase, you had (like in most sims) a render thread and a physics thread and the FFB commands were sent as part of the render thread. This indeed meant that the lower your framerate, the "notchier" the FFB felt and if you managed to get really bad framerates that became almost undrivable. So as part of the development of AMS1 that was changed and the FFB commands moved to the physics thread. This then caused us to run into the issue that some wheelbases were "somewhat slow" responding to such commands, slowing down the whole physics engine, which is why we ended up adding a mechanism to only send such commands every Nth physics step. Later, in rF2, this was enhanced with a method to even send the commands on a separate thread (as you could configure in the controller.json) so sending the commands could never slow down the physics.
hmm... Learned more in that single post about what goes on under the hood then I have from the 940 thousand pleb posts on this forum.
 
Yes it does matter. I don't have time to wait on games in a lobby. I have 3 kids and finding time to play is difficult. I would love a great AI within a game. Not everyone wants to play online. To be able to pause a game to take care of an issue with children is important. I am looking forward to the LeMans Ultimate game. Hope it has great AI. Can't wait to run the seasons with it. My other hope is for a stand alone indycar game with the same scenario. I am sure that there are plenty of dads out there just like me. They want a game that is a true simulation that they can use on their time and achieves a sense of being part of the real series they are competing with.
Not just Dads, I'm a carer so time is also critical. The fact that at any point I need to stop and see to something for an indeterminant time is important.
 
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Not just Dads, I'm a carer so time is also critical. The fact that at any point I need to stop and see to something for an indeterminant time is important.
Yes, this is the value of AI. I'm in the same boat for different reasons. But my racing time is often not at peak time when everyone else is on, it's often first thing in the morning or at lunchtime. I get a lot of joy from AMS2 AI atm, but RF2 also has good AI. I race against humans when I can, but AI is very important to me as well.
 
The video was good, useful and informative... I think that's the first time I've said something positive about 'Overtake'
I'll need to upgrade the cracked G29 sooner or later and 'Trak Racer' might be the place to go as I saw non buttoned wheels which is ideal for my historic race fantasies,
 
I do enjoy the focus they have on areas that have long been overlooked in sim racing...

Especially when the AI is concerned... Having that different to the player can break the experience for a lot of people... So a focus on physics and MP is always a must from any developer to hone both early on and then hone the AI to the physics of the player... And the AI approach of the Last Garage could lead to what has been missing in so many titles over the years... Rather than fudging the slower calculations of the AI so it looks close as we have now...
 
If the time step in the physics simulation is 0.001 seconds, that is just wasted computational effort. Vehicle dynamics will like be in the 10s of Hz at most. Sure there will be structural modes of higher frequency but they are pennies on the dollar when it comes to overall response.
It's the pennies that make the difference with competing ;)
 
Premium
hmm... Learned more in that single post about what goes on under the hood then I have from the 940 thousand pleb posts on this forum.
Power to the plebles!! :) After reading a lot of these post, I fully understand why Kunos is so tight lipped about AC2! Guy shows a glimpse of what he is working on, which I would probably say is in an alpha state. People already making demands or saying what is wrong!! I've been afflicted by the Dunning-Kruger effect myself. Corrected by Marcel too!! lol
 
It's the pennies that make the difference with competing ;)
If your talking about the player benefiting from thousandths/hundredths or even tenths of a second here, then it really matters only to those sim drivers that compete at a higher level, most sim drivers have trouble trying to string together half a dozen laps within a second or two, many of us 'compete' at a level where it doesn't matter that much.
Just go to an online AC practice at Nords and see how many Lamborghini's are buried in a fence as you drive past, or,find a server where 20 odd cars are racing and see just a couple doing well an the rest are sometimes 'laps' down.
 

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