Le Mans Ultimate Hands-On: A Work-In-Progress Sim


Le Mans Ultimate initially launches via Early Access with fewer features, and a lower, price, than its final version. Here's what we've experienced so far.

Words by Thomas Harrison-Lord with contributions from Michel Wolk and Yannik Haustein

All images taken by RaceDepartment in-game

The hybrid systems are primed, the tyres are stone cold and Eduardo Freitas is ready to ask you to start your engine laconically. The new official simulation game of the 24 Hours of Le Mans and the FIA World Endurance Championship releases today in early access, at last.

Here’s what we’ve learnt so far about Le Mans Ultimate – the good, the could-be-good and the not-quite-finished…

A quick word before we delve into the feedback. This title is an Early Access PC release. What you are about to read is not a ‘review’ but opinions on its current state. This platform is openly not finished and is set to evolve through the year.

Therefore, the opinions here are ‘in progress’, and we will revisit Le Mans Ultimate
to check in at a later date.

Off to a flying start​

If you think that the driving experience is the most important element of a simulator, then good news, Le Mans Ultimate does too.

When it is on form, you’ll be clinging on to your steering wheel over Sebring’s bumps like a Ninja Warrior competitor on the mega wall. This is savage.

Make no mistake – while there is a suite of driving aids, a slick main menu and what feels like an ever-so-slightly softened initial turn-in phase, this title is not an accessible driving game. There will be times, especially with the Hypercars, when you will want to curl up into a ball and cry.

This is especially pertinent the first time you hit the track in any of the top-class cars on anything but oven-warm tyres. Like the real-world series it replicates, tyre blankets are omitted. Exiting the pits, you are almost guaranteed to miss the first corner, then spin at the second.

Le Mans Ultimate Le Mans race start


Four laps later, you will still be trying to turn those rubber icons from blue to green, without creating a flat spot. Perhaps this is a little overdone, as the starting tyre pressures seem to be extraordinarily low, yet it does feel (what we imagine to be) authentically challenging.

Included is the 2023 FIA WEC season – seven tracks, four GTE cars, one LMP2 and then seven in the top Hypercar class, which is a mix of LMH and LMDh machinery. You will no doubt want to jump into the Le Mans-winning Ferrari 499P or de-winged Peugeot 9X8 first, but we recommend at least trying the LMP2 first.

That way you can attune yourself to the tyre model and crucially, the platform itself which is filled with idiosyncrasies.

These cars can swap ends on you, and the representation of a brake-by-wire system takes some getting used to. As it should, too. These are complex beasts.

Once you are up to speed, how the cars handle the track imperfections is mighty, from the spark-inducing Blanchimont to the way they straddle kerbs at Monza. Watching a slow-motion replay reaffirms our belief that there isn’t a more lifelike representation of these car’s highly tuned chassis elsewhere in sim racing.

Le Mans Ultimate Hands-On - Work-In-Progress


This is amplified by the sounds, which are uncanny. When we first saw the gameplay trailer for the 499P, we thought that maybe it was some real-world sound dubbed over some game footage – but mercifully, it is not.

The mix of turbocharged V6s and electrical harvest systems is intoxicating. But even the LMP2 sounds incredibly authentic. The Cadillac, for example, even runs on electricity at slow speeds before its V8 bursts into life like a firework.

The detailed cockpits also add to the heady mix of aural pleasure and supreme suspension, with dynamic time of day and weather providing the platform for some epic endurance events. We suspect that the latter feature will come into its own during longer online races.

What’s in the box​

Speaking of which, right now there are only two modes, with more on the way soon including an asynchronous co-op option. Race Weekend is the single-player experience currently, with single or multi-class events, formation laps that ape the real-world races and race lengths up to 24 hours in length.

Of note, in our experience after playing with both the overall AI level and the aggression setting, lapping cars does not seem to cause the AI any notable issues. Nor do they seem to make any rash moves even when they are clearly faster than the player, similar to an endurance mindset. They will occasionally bump into the rear of your car, though.

Le Mans Ultimate Online Stats


Multiplayer racing online is supported from early access day one, with the RaceControl ranking system native right away. You must increase your driver and safety rating through strong results and clean racing. At the end of each race, you can see if you moved up or down in detail and scroll through your entire history of race results.

Based on our early races last week, this is not to be overlooked. We have had close, clean, battles and when there has been some slight contact, the netcode allows for solid collisions. You have the confidence to go side-by-side with someone around a corner.

How this holds up when the sim racing fraternity floods the servers come later today remains to be seen.

Initially, in the beginner tiers, you will be limited to shorter races. During the early-early access hands-on period this past weekend, there were two fixed set-up events on cycle. Stepping up to intermediate and advanced levels unlocks ranked multi-class and Hypercar races.

In Active Development​

The online section of Le Mans Ultimate has the possibility to be the main reason to keep coming back for more during this development period. Points ranking across a series would be a welcome addition at some point. The main downside is an inability to host a server presently and therefore no online driver swaps or leagues – yet.

Further down the line, in theory, it could be used to hold special events and the Le Mans Virtual Series is set for a return “in the near term” according to the company’s CEO.

Le Mans Ultimate Porsche Night 02


For those into single-player racing instead, we’d love to see more than just a race weekend. This is crying out for a dedicated time trial mode with online leaderboards and the ability to run a season-long championship. We are hopeful something will arrive in the fullness of time.

Perhaps a bigger miss for some is the lack of virtual reality support, although, again, this is stated to be in active development. Ultra-wide and triple screens do work right now at least. Mind you, the in-game tool to adjust triples pops up using the old rFactor2 hotkey, but it is not yet functional.

It’s An rFactor 2 Thing​

While Le Mans Ultimate has a slick intro video and smooth top-level user experience, sometimes trying to set up important elements is like eating water with a fork.

If you are familiar with the lionised simulator rFactor 2, now over a decade old, the doyen of tyre physics lends its technology to Le Mans Ultimate – albeit built upon with noticeably enhanced visuals, the aforementioned sounds and driving assists.

It also lends a sub-menu system emblematic of a laser-focused sim outfit possibly not aware of what newcomers may require. We’re sure Michi Hoyer can navigate it with his eyes closed (love you, Michi), but quirks that were previously dismissed as just “rFactor 2 things” can be frustrating when paired with a more generalist ‘Le Mans’ moniker.

Cadillac Fuji Gameplay


You can add a virtual rear-view mirror to aid visibility, but the platform doesn’t let you know how. Nor does it list it in the assists or graphics menu. Instead, you press ‘3’ on the keyboard during gameplay for it to appear.

Now, if you are already familiar with rFactor 2, this is identical. But coming from a different game or sim, this can be befuddling.

The option to turn off the cockpit camera shake is under the steering wheel settings menu. Because of course it is…

The aforementioned Eduardo Freitas is in all the trailers, but he’s not in the sim as it stands. The in-game spotter doesn’t appear to do anything except call your lap times and the green flag at the start of the race so far – zero help with tyre temps or when to switch compounds.

Single-player races can be up to a day long, but because the main replay system from rFactor 2 is missing presently, the resume from replay function is also absent, meaning you cannot ‘save’ your progress through a race.

You can, however, let the AI take over control mid-event by hitting ‘I’ on the keyboard – but again, you’d be hard-pressed to tell unless you are an existing Studio 397 fan or delve into support forums.

Le Mans Ultimate Toyota Spa


Traction control is not listed in assists either, only modifiable via the in-race MFD. Which is realistic, and not a complaint. But perhaps in the assists menu, you explain that for newcomers?

There will be a cohort of ardent sim racing fans who will claim that this handholding is not necessary – but if Le Mans Ultimate is trying to appeal to users of other sims, they may be repelled by the set-up process.

We don’t think the driving needs dumbing down in any way, just some small explainers would help – how about during the lengthy loading screens?

Mind you, speaking of dumbing down, during corner turn-in the steering feels a little loose and indistinct in the first quarter, but that may be realistic as these cars have some negative camber and your front tyres need contact to apply more force. You can still tell that there is a lot of rFactor 2 under the hood though, so don’t worry.

The Ugly​

Then, we are afraid, must talk about the instabilities. Once again, this is early access and most of these are listed as known issues – but at the same time, we cannot report on what it may become, but rather what it’s like right now.

If you have Windows 11, the in-race setup menus are glacially slow, to the point of being unusable unless you switch on VSync.

If you skip qualifying the grid order is randomised, including all three classes, which can result in a GTE car in pole position ahead of Hypercars. Pandemonium ensues.

The AI often cannot handle formation laps, either crashing into each other or driving through the pace car.

We have experienced crashes so hard that the .exe file deletes itself, and then when Steam tried to re-download it, Windows Defender blocked it as a virus. Creating an exception avoids the block, top tip, and we are sure the game will be registered with Microsoft soon. But, obviously, the crashes are the main pain point.

Le Mans Ultimate safety car


There is a neat touch that when using a Fanatec wheel a little ‘LM’ appears in the digital read-out. Not so neat is the game forgetting steering wheel settings each time you boot it or being sometimes prominently out of alignment.

It also forgets the race length between qualifying and the race itself, defaulting to its own agenda. It decides that you should race for six hours instead of 90 minutes and it rarely remembers your race or weather settings the next time you come to them.

The list is seemingly endless. We also appreciate that these are what the RaceDepartment team has experienced on our particular hardware, yours may be different.

It is hard to imagine, though, that until recently, this was not going to be an Early Access release. Thank goodness it is…

Progress To Be Made​

Le Mans Ultimate then – when you are hurtling down the Mulsanne straight at night in a Toyota Hypercar on your own, it can be a spectacular, transcendent, experience.

But, as it stands, it can be frustrating to just get it to work and that’s a real bummer. Early Access somewhat inoculates the criticisms, but only to an extent.

We hope this is a mere bump in the road – the potential is there, but it is not realised yet. We’ll be watching the progress closely…

Have you purchased the early access version of Le Mans Ultimate? Let us know how you are getting on in the comments below or discuss in our 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

Performance is abysmal for me, I estimate at least 3 times slower than rf2. Only way to make it playable is full low settings where it ends up looking worse than minecraft, whereas on rf2 I have mostly high settings and it runs smooth. Anyone else have this problem?
 
Curiously to me, the players do not seem to be coming from the rF2 regulars.

1708467287607.png
 
So, lots of bugs as expected being carried over from rFactor 2. I won't buy
nor test this until all this is fixed. Anyway, looks very nice as a complete package, a must have for endurance racing lovers.
 
Performance is abysmal for me, I estimate at least 3 times slower than rf2. Only way to make it playable is full low settings where it ends up looking worse than minecraft, whereas on rf2 I have mostly high settings and it runs smooth. Anyone else have this problem?
Without specs this is almost useless info. If you run rF2 on "mostly high", means you don't have a very recent mid-high end rig. I saw on gameplay videos that they added a lot of mesh objects to Sebring, so naturally new game will need more power. I'm still waiting for download to finish, can't test it out yet.
 
Okay so as a long time ACC user, huge WEC enthusiast, and never played rF2, I was EAGER to get my hands on this new sim. Felt like my secret prayers had been answered.

So I launch the game, 30 AI race weekend at Bahrein. Loading time is comically slow. Session starts, and lol there's no way I can play with this broken framerate, so I decide to go for some solo practice, get used to the game, FFB, physics

Played it for 6 hours straight. Sh*t's pretty much addictive really.

First laps (first turns) were a massive headache. Spinning everywhere, not being able to feel when the tyres are breaking traction, similar to what I experienced in R3E... very frustrating. Corner entry, corner exit, apex of the corner, you name it (honestly I should get a Steam achievement for that)

But little by little you get your marks, warm up those tires nice and easy. Force feedback feels good, even though I'm sometimes still unsure what the tires are doing mid corner so I feel like I have to kind of "guesstimate" when I need to open up the wheel... Not always confident inside the corners but I managed to achieve a good consistency, which matters more to me than outright pace (I only tried the Aston, the 488 and the Alpine so far). Slow corners are a real problem

However the track mesh is quite incredible. Sebring T1 and 17 must be the most intense wrestle I've ever had in a sim, really makes the physics engine shine. Feeling your car hopping, losing grip, re-gripping, hopping again while balancing the breakes, litterally dancing on your toes... the sensation is quite delicious really I love it. Never experienced something quite like this honestly, so detailed. The kind of feeling that makes you want to do better the next lap, every single lap

Grip differences between surfaces also feels very authentic, much more noticable but also much more subtle than what I was used to.

Graphics are pretty. Not overdone, just what it needs, even though overcast looks really really flat. Sunny days are lovely, haven't even tried night time yet or even rain. Main gripe is I wish I wouldn't have to stare at goddamn pop-up shadows appearing under the car during replays breaking my immersion.

Multiplayer is functional which is unexpected, had a cool race at Fuji this afternoon in the GTE class. Looking forward to ramp this rating up, but it already feels more appealing to me than anything ACC has ever had to offer in terms of MP.

BTW DID I TALK ABOUT THE SOUNDS?? Dude!

That's the icing on the cake for me, it really sounds like you're there. I was wondering how long would I have to wait until someone tops Simbin and I think this is it. This is a new standard for me, it just sounds right, even if I wouldnt be against a pinch of squeaking and clanking in the cockpit like ACC does

A lot of things to discover on this new platform, and a lot of development to come in the next months, so this sim on definitely on the right path in my book because the core (aka the driving experience) is definitely there, feels like a well-invested 30€ (I'm actually pretty surprised at how fleshed out and functional it is for an early access game) I feel sooo involved by the sharp physics engine that ACC almost feels like a walk in the park right now.

Anyway, very excited about what's to come but the driving experience feels stellar already. I'm confident the devs will deliver a great product

Peace
 
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well, let's see how it takes to the 5950X and the 4090 combos...I am In. Got 4000 Hours on RF2, so hopefully as good.
 
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Performance of the graphics is on par with rF2 on my system.
Got a 3080TI here, running 3x 1080 - 144hz triplescreens (3/4th of 4k).
Runs super smooth on my end (latest nVidia drivers).
As in reasonably high settings.
Not a single hickup.

Had a bit of trouble getting the steeringwheel FFB dialed in.
But than decided to startup with only the Simucube (v.1) connected.
Disconnected the pedals, shifter and wheel.
Set the left and right, FFB on, than exited.
Than connected the wheel and pedals.
After the reboot assigned those inputs.
From than the FFB was really perfect.
The game just had trouble finding the right USB input and thus not using assigning FFB profile.

Setting up the triple screen menu, it came up but could not change the values.
So copied those 3 lines from my rF2 "Config_DX11.ini".
Than the FOV was great.
 
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No problems here so far apart from probably known bugs. I get about 160 fps on ultra (4080, 13600k, G9, TrackIR) with an older driver (546.33). My 6 actuators and 7 shakers were running right from the get go by pasting the rF2-plugins to LMU and syncing the "CustomPluginVariables.JSON". I've only tried the Porsche and Ferrari GTE and so far:
Brilliant next level physics & best in Sim-Racing. Now I know why S397 haven't fixed the obvious issues with the tyre-model in rF2 and LMU delivers exactly what I was looking for:thumbsup:
PS: TrackIR doesn't work so far, even the plugIn was pre-installed.
 
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I dont get the point of Early Acess a game that is just a Rfactor 2 in a new outfit.

What exactly is the roap map? More cars and tracks? Single and multi player modes? What modes? A Champioship Mode? A Carrer Mode?

How close to the final version we are?

They dont answer those questions in Steam page.
 
I dont get the point of Early Acess a game that is just a Rfactor 2 in a new outfit.
As I already stated are the physics next level and IMO the best in Sim-Racing. Upgrading a game released in 2013 to the LMU-state just makes no sense financially, and I got my return with 1.45k hours in rF2 already a few times. Other publishers release a "new" game every year with slight improvements after the motto 'two steps forward, one step back'. LMU is in Early Access, so I expect more to come.
 
I dont get the point of Early Acess a game that is just a Rfactor 2 in a new outfit.

What exactly is the roap map? More cars and tracks? Single and multi player modes? What modes? A Champioship Mode? A Carrer Mode?

How close to the final version we are?

They dont answer those questions in Steam page.
Ey I have an idea how about wait and see
 
Just hopped in. You can tell they thought about a lot of quality of life improvements in the UI and UX so kudos to them for improving on what came before. There are some UI/UX issues but they thought of a lot.

First time loading Le Mans on nvme took 2m18s. Second load was 28s.

One funny thing is it'll set graphics to medium by default and if you go out on track like that hoo boy you are going to be disappointed compared to the promotional videos. I'm not trying to be mean but on those default graphics settings it looks little better than GTR2 with things like aliasing, shimmering, flatness, wonky shadowing, heck even anisotropic filtering defaulted to 4x (why this isn't 16x by default in absolutely every game blows my mind).

Audio is excellent.

FFB felt great out of the box, can't complain on a Simucube 2 Pro 23.10.1 default True Drive profile.

No crashes after 2 hours and a bunch of short sessions and intentional full game restarts.

I like the speed hud. It's large-ish but clean.

I am impressed at the LMP handling, you can slide and dance on the edge and still bring it back in line. I also had the fish-tailing whiplash experience where I couldn't recover it and it felt absolutely fair.

Haven't figured out how to get TrackIR working yet and I definitely want that.

Hate how they force you to sit through intro screens. At least let us skip with a keypress.

That shadowing that paints 30feet ahead of you is the worst. You can't unsee it especially on the guard rails.

Going to hop back in for a bit.
 
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It's unfair to blame the game for Windows Defender's well-known over-zealousness.

Besides, deleting the main executable from inside the running process is virtually impossible to do, so this is highly unlikely to be caused by a bug in the game. I guess Windows Defender deemed the file a threat, killed the process and quarantined the executable (I've had similar issues with Windows Defender when compiling my own and completely benign software.)
It's not over-zealous at all. It is the
the FFB and physics are far superior to any game, only rF2 is better.
I will rank the games about ffb physics :
1)rF2
2)LMU
3)iRacing
4)ACC
5)Raceroom
6)Forza 8
7)Assetto
8)AMS2
LOL... You are such a joke. Forza 8 before AMS2?? When is the last time you tried AMS2 with all the latest physics and tire updates?
 
Premium
I think the name "early access" gives people the wrong expectations for what they are going to get. For some, they may think it means they are going to get a completed game with just a few features, cars, or tracks missing. I think if MSG would have been straight and pleaded with the community, they were desperate for cash and they needed to charge for the beta, people may have been more sympathetic. I donated however I have not tried it yet.
 
No problems here so far apart from probably known bugs. I get about 160 fps on ultra (4080, 13600k, G9, TrackIR) with an older driver (546.33). My 6 actuators and 7 shakers were running right from the get go by pasting the rF2-plugins to LMU and syncing the "CustomPluginVariables.JSON". I've only tried the Porsche and Ferrari GTE and so far:
Brilliant next level physics & best in Sim-Racing. Now I know why S397 haven't fixed the obvious issues with the tyre-model in rF2 and LMU delivers exactly what I was looking for:thumbsup:
Had such a blast on Monza with the GTE Ferrari, one of the best sim cars i have ever driven.
Coming out of the corners had a few epic saves I would only see on TV.
Really feeling the edge of grip and dancing with the car on it.
Also the LMP2 is a blast, bit twitchy but a really nice direct animal.
Just put in a bit of ABS to get to know the car and not get massive lockups on cold tires.

Got about 5 hrs in now.
Did not expect they would nail the handling this well already on such an early state.
Also did not expect to do half a day of sim racing.
As i get bored pretty easily with doing laps, being a fulltime content developer for pro racing simulations does not help.

For sure there is enough to complain about.
But will make a nice list and post that on their forum.
With some compliments for the great work already been done.
 
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So after all the drama here in the comments and on YT I decided to give it a spin (no pun intended) eventhough I have a broken foot and can only drive with one foot right now and the hypercars are a handfull on cold tyres without blankets. I have a very basic hardware setup with an i7 6700K, GTX 1070 with 8GB Vram, and 32 GB ram on Win 10 with the sim sitting on an SSD running Fanatec CSL Elite Pedals and a freakin old DFGT that still does the job and everything on 1080p. What can I say? It has been a plug and play experience. I loaded the game with recommended gfx settings (mix of medium and high) and tweaked a few things that I know have barely any huge effect on the general performance but make the image sharper and more crisp. I tweaked a few controller settings and bind my inputs (wich works a bit worse than in rF2 for my taste), but overall nothing gamebreaking.

The game is all I expected it to be - aka rF2 on steroids wich is simply fantastic. It's like playing GTR2 after rF1. And don't be misguided, you don't get this experience on rF2 simply due to the lack of consistent content quality or the lack of the content and necessary features themself. Starting one of the LMDh cars and exiting the pits on the ICU is just something else. Overall visuals are clearly a step up compared to rF2 on comparable settings, the new sky render technic looks great and the content is all around top quality. There are a few rf2 quirks that I would like to be sorted out especialy for newcomers to the general rFactor-universe, but the foundation is great and certainly in better shape than ACC when it was released. I watched a few first look videos now and consens is that the on track action is great. I guess they just need to make the way to get there a tad smoother. I also have the feeling that some of the streamers have tons of other software running and don't take enough time to fine tune graphics settings, that are there for a reason. So take the mixed reviews with a grain of salt and try it for yourself or wait for a few patches.

It's pretty damn solid and excells where it counts ...
 
I think the name "early access" gives people the wrong expectations for what they are going to get. For some, they may think it means they are going to get a completed game with just a few features, cars, or tracks missing. I think if MSG would have been straight and pleaded with the community, they were desperate for cash and they needed to charge for the beta, people may have been more sympathetic. I donated however I have not tried it yet.
My expectations were quite low, so maybe that's why I like it for what it is. The biggest quality to me, after two hours of play, is how good the handling of the cars is. It's not 100% good, there is room for improvement, but to get such a great feel in EA is already better than a lot of other sims in EA.

But it's EA, so, yes, there's still a lot to be done. But the "foundation", so to speak, is good.
 
Anyone have trackir working? I thought I heard it was going work on launch.

It still works in rFactor 2 for me. Tried copying over the rF2 dll plugin no luck lol
 
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