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

Premium
Rfactor 2 still look like a pre version.
This is the problem, in my opinion.
rFactor 2, despite its great promise, has never fully delivered. It never fully got out of beta and it shows in many, many areas. ISI left the code unfinished, Studio 397 inherited a "broken" sim.
I understand that people want to be supportive and positive towards it, that's fine. Until it becomes naivety. LMU exhibits bugs and issues found in rFactor 2 since its inception 15 years ago. Do you really think they'll be able to solve them now?
It's playing pretend, and you'd better accept the fact that polishing is very well possible, but probably not much beyond that.
However to each their own obviously. Mine is just a personal opinion of course :) as long as you have fun, it's all good
 
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This is the problem, in my opinion.
rFactor 2, despite its great promise, has never fully delivered. It never fully got out of beta and it shows in many, many areas. ISI left the code unfinished, Studio 397 inherited a "broken" sim.
I understand that people want to be supportive and positive towards it, that's fine. Until it becomes naivety. LMU exhibits bugs and issues found in rFactor 2 since its inception 15 years ago. Do you really think they'll be able to solve it now?
It's playing pretend, and you'd better accept the fact that polishing is very well possible, but probably not much beyond that.
However to each their own obviously. Mine is just a personal opinion of course. ;)
I am also a bit worried because there are lots of bugs in LMU originating from the rF2 base. They have not been able to fix the issues in 10 years. Why would they do so today? But I wish LMU and Studio397 all success!
 
Premium
I am also a bit worried because there are lots of bugs in LMU originating from the rF2 base. They have not been able to fix the issues in 10 years. Why would they do so today? But I wish LMU and Studio397 all success!
I don’t disagree, my hope though is that as this has a far more limited scope they may have a slightly better chance of fixing some of them.

I’m not expecting any kind of significant overhaul of the GFX/Physics/FFB though.
 
It's just RFactor 2 therefore it has RF2's physics aspects. There are some great physics aspects but also poor ones:
  • Cars never feel "planted". It's like the tyres too easily want to slide overtop the ground's surface.

  • Cars dart and twitch around on the front-end as if there's some massive front-end yaw problem - like some invisible hand is grabbing the tip of the "weightless" vehicle's hood/bonnet and jerking it laterally.

  • Even when the rear steps out, it's almost as if the front of the vehicle is turning the vehicle sharply rather than the rear of the vehicle sliding out relative to the vehicle's overall direction of travel.

  • Cars have an overly hyper and sensitive reaction/behavior near/at/over the limit.

  • When the rear comes out, 95% of the time it's corrected by BARELY applying opposite lock, instead, you just return the steering wheel back to centre or maybe just a "couple" degrees past centre and then, all of a sudden, the slide abruptly ends (this specific point is more towards LMU, and not so much towards RF2 in general)

  • There's no actual manipulation and control of wheelspin, oversteer, slip angle. It's just so overly on/off, unnatural, darty (no, this has nothing to do with traction control).

  • There's very often times where vehicles - or the way vehicles behave & react - seem like they have no mass, no inertia or "momentum".

  • Often, it's like the cars sort of have lift ie. negative downforce.

  • Things often seem like there's very little friction. It's like the tarmac and/or tyres are made of some extremely low friction material like smooth plastic or glass rather than concrete/blacktop and rubber.
It's like the tyre model, the track surface "model", and the rest of the physics engine (chassis, suspensions, etc. etc.), for whatever reason, can't all "gel" together as one. It's like you have all these separate entities fighting each other rather than becoming one together.

Even from replay cams, the vehicles never look to move around, slide around, bump, roll, etc. in any sort of organic and natural way. They look almost like a flat board with the same few generic bumps & movements from the suspension and body/chassis - it looks very "flat", basic, simplistic. Other game engines like Assetto Corsa, iRacing (which I'm not even a fan of), Live for Speed, BeamNG.drive all have body, bump, roll, and just overall body/chassis movements & dynamics that look sooo much more organic, detailed, and lifelike and, therefore, much more satisfying & immersive to watch.

All this stuff goes back many years. It's not mod/vehicle/tyre/content dependant (although it's possible to have mods/vehicles/tyres/content "fudge" or "hide" those traits better than others - often resulting in other compromises though) but, rather, dictated by the underlying physics engine & tyre model/"engine".
Oh look who is back with his crusade against the ISI engine :rolleyes:

Thank you for this nostalgia moment, for a second it almost felt like nogripracing back in the day!
 
This is the problem, in my opinion.
rFactor 2, despite its great promise, has never fully delivered. It never fully got out of beta and it shows in many, many areas. ISI left the code unfinished, Studio 397 inherited a "broken" sim.
I understand that people want to be supportive and positive towards it, that's fine. Until it becomes naivety. LMU exhibits bugs and issues found in rFactor 2 since its inception 15 years ago. Do you really think they'll be able to solve them now?
It's playing pretend, and you'd better accept the fact that polishing is very well possible, but probably not much beyond that.
However to each their own obviously. Mine is just a personal opinion of course ;) as long as you have fun, it's all good
The things is, people percieve it like this old-bugs thing is a thing exclusive to rF2 and now LMU. I basicly played all sim titles throughout the last twenty years and there are very few exceptions to the rule. AMS2 has still bugs that were present in PCars 1. We have 2024 now and PCars 1 was first released using the WMD platform around 2012, with a public release three years later in 2015.

I also think that rFactor 2 has a much worse reputation than it deserves at this point, because from whenever I drop into the sim it's certainly not less stable, or alot more buggy than other titles. It has a few quirks as any other title out there. Maybe I just have luck as with LMU now, but I also have the feeling that people have become more lazy wich is a huge problem with the ever increasing amount of software and hardware on the market. People expect these niche software titles to work like console games wich is never gonna work. And issues like Rivatuner or MSI Afterburner issues are a perfect example for this.
 
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Did anyone mention Simhub already has a update with support for LMU.
My mega shakers and dashboards were running instantly.
Somehow the shaker feedback seem more accurately following the road.
Feels like the roadmesh or car-feedback is more detailed than the previous rF2 DLC's of the same content.
 
The things is, people percieve it like this old-bugs thing is a thing exclusive to rF2 and now LMU. I basicly played all sim titles throughout the last twenty years and there are very few exceptions to the rule. AMS2 has still bugs that were present in PCars 1. We have 2024 now and PCars 1 was first released using the WMD platform around 2012, with a public release three years later in 2015.

I also think that rFactor 2 has a much worse reputation than it deserves at this point, because from whenever I drop into the sim it's certainly not less stable, or alot more buggy than other titles. It has a few quirks as any other title out there. Maybe I just have luck as with LMU now, but I also have the feeling that people have become more lazy wich is a huge problem with the ever increasing amount of software and hardware on the market. People expect these niche software titles to work like console games wich is never gonna work. And issues like Rivatuner or MSI Afterburner issues are a perfect example for this.
rF2 been super stable running here for since it came out.
And i work with rF2 on a daily basis, in normal and dev mode.
So kind of know everything inside out from rF2.
A few times had a black screen while starting up.
But just had to ditch my PLR file, wich happened only after a major update.
Than everything was running like it should.

But there are tons of hardware configs, so what counts for me can be totally different to you.
Had a brand new AMD RX6700 GPU for about a week, some years ago.
My super stable system experienced multiple random bluescreen per day.
Even on a clean install, untill I swapped it for a trusty nVidia card again.
Not had a single bluescreen since.
Not saying AMD is ****, but in combination with my system it was terrible.

So if you experience instabilities or bad performance.
Please let them know at their forum.
Complaining here in general, you only reach other sim-heads.

As people that are happy with a product post only half as much as people that are disappointed in any way.
 
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Frankly I think that this EA is much better than was the early ACC or even the release of AMS and by far, I'm lucky not to have any bug or lag or other just the menu and loading that I find slow, but for an early it promises good, the main thing is already a good physics and ffb, a good sound and graphics, the rest will arrange it must be patient!
 
The things is, people percieve it like this old-bugs thing is a thing exclusive to rF2 and now LMU. I basicly played all sim titles throughout the last twenty years and there are very few exceptions to the rule. AMS2 has still bugs that were present in PCars 1. We have 2024 now and PCars 1 was first released using the WMD platform around 2012, with a public release three years later in 2015.

I also think that rFactor 2 has a much worse reputation than it deserves at this point, because from whenever I drop into the sim it's certainly not less stable, or alot more buggy than other titles. It has a few quirks as any other title out there. Maybe I just have luck as with LMU now, but I also have the feeling that people have become more lazy wich is a huge problem with the ever increasing amount of software and hardware on the market. People expect these niche software titles to work like console games wich is never gonna work. And issues like Rivatuner or MSI Afterburner issues are a perfect example for this.
I only hear people complain about setting RF2 up. Pretty sure most of them don't end up driving. I have learned to tune out people that **** on RF2. They have no idea.
 
I am all in, regardless of the negative hype. It takes development to create. Race cars are always improving, real world tracks change, so should games. Wish the community would stop being so critical. find up sides.
 
Tried it, far from convinced (yet). I love RF2 but this brings over some ancient bugs like the shadows traveling in front. When using some acceptable graphic settings it turns into a lagfest with < 30 fps and cars all stuttering. On the graphics side this really needs some optimisations for mid-end systems. RF2, AC and AMS2 look and run way better for now.
Exactly agreed 100%
 
Well... Considering everything I've read on Steam and seen on YouTube, the game crashes randomly, lots of bugs and especially loading times for a simple game which are extremely long! It's starting to do a lot for a title launched with anticipation... :sleep:

Before creating a game, first of all it is preferable to perfectly design the workings concerning the mechanics of their system, the functionalities of their interface and finally to optimize as best as possible the average configuration of the system for greater fluidity. When it's done, you can start creating cars, game physics, skins...etc, but don't put the cart before the horse. ;)
Therefore, I will wait a year or two before investing in this title, I have a holy horror of unfinished programs which can also crash a PC in good shape.

Today we live in a wonderful time, merchants sell us unfinished products which often fail customers, whether in automobiles, motorcycling, telephony, household robots... a new generation of "engineers" who are afraid of nothing, it's normal we are told... :whistling:
 
I only hear people complain about setting RF2 up. Pretty sure most of them don't end up driving. I have learned to tune out people that **** on RF2. They have no idea.
Might be a good strategy. But Iam also interested why certain people struggle with setting it up from a technical standpoint, because I usualy do the same things in the various titles before I use them. Setup my controlls, make sure that I don't have other stuff running that could interfere too much and fine tune my gfx settings to find a sweetspot for performance. Maybe sometimes it's also a bit of stubborness. Idk. Jimmy Broadbent got mad yesterday when he tried to join full practice servers that were literaly marked as full or with 15/16 people while it's a high chance that hundreds of people will try to join at the same time. What are you going to do about stuff like that and what can we learn from it? Maybe the game needs a join queue and a few more practice servers and that's all is needed to stop grown up people from hammering a full server. :roflmao:
 
The things is, people percieve it like this old-bugs thing is a thing exclusive to rF2 and now LMU. I basicly played all sim titles throughout the last twenty years and there are very few exceptions to the rule. AMS2 has still bugs that were present in PCars 1. We have 2024 now and PCars 1 was first released using the WMD platform around 2012, with a public release three years later in 2015.

I also think that rFactor 2 has a much worse reputation than it deserves at this point, because from whenever I drop into the sim it's certainly not less stable, or alot more buggy than other titles. It has a few quirks as any other title out there. Maybe I just have luck as with LMU now, but I also have the feeling that people have become more lazy wich is a huge problem with the ever increasing amount of software and hardware on the market. People expect these niche software titles to work like console games wich is never gonna work. And issues like Rivatuner or MSI Afterburner issues are a perfect example for this.
There is nothing unusual here, people tolerate or work around bugs more on their favorite games, and get stuck or infuriated when it happens on a game they don't like as much. There is also a luck factor, where just the way you combine your hardware and run your PC means you tend to run into all kinds of issues with one piece of software, which tends to make people believe that a certain game is simply not for them.

I don't buy the lazyness argument: having simracing titles that you configure and go out on the track and it works out of the box is simply setting new and better standards in the simracing industry. Just because some users love a game and are willing to dabble into ini files and make lots of manual and counter-intuitive tweaks, does not mean the rest are lazy, just because people expect to solve stuff via the actual UI and what it's telling to the user. I find this argument worse than the one of simracers not wanting to fiddle with setups and just drive.

Reputation is such a relative thing. If I took the comments on this website as the universal truth (at least before this LMU release), rF2 is the best thing since sliced bread, AMS2 is the joke of the hobby, iRacing is the evil empire menacing from their dark tower in Boston, AC is the only game that should exist on this space, ACC is the ultimate simulation from the ultrawide monitor community because no other video peripheric should ever be used, etc. I'm sure that depending on who is reading this, some will find that they actually agree with at least one of these statements. And there will be many who don't. Reputation is just a perception, it varies depending on the circles of the community you are frequenting, how willing you are to take a stand for/against a product, and how defensive you are going to get regarding said stance.
 
Premium
I do like RF2, but people seem to be going to extremes on this title. I see people saying "once they fix the menus it's a 10/10" and "the new gold standard". It's not, but it's not terrible either ( unless you are one of the poor sods who had CTDs every time ). It's a buggy mess that may or may not become a decent sim. I don't feel the graphics scale up very well, on my G9 it doesn't look great, but then neither does Forza Motorsports and they have a lot less excuses.
 
Thanks for reporting on the negatives as well. Honestly I'm worried about the state of the company and the risk of buying into the game early. I'm going to wait and see what happens with this one. I don't really have any vested interest in Le Mans, so it's no big deal to sit on it for awhile. Plenty of other games to play for now, and F1 is starting up again.
 
In today's economy I have no idea how games remain so cheap. People are talking like they're investing thousands by "buying into this game".

It's £25. Compared to many entertainment mediums that is nothing. Even other Sims DLCs it is barely anything.

Is it the best game out of the box, no. Is there a few hours of entertainment in the EA release, yes. It will improve for sure, £25 seems a steal.
 

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