RaceRoom Teases Super Touring Cars, Launches Free Access Period & Black Friday Sale

Audi-Quattro-A4-BTCC-Frank-Biela.jpg
RaceRoom continues what has been a busy year: Developer KW Studios has teased new content, and sim racers get to access all tracks and cars in the sim for free until December 6.

Image: Brian Snelson on Wikimedia Commons, available for distribution via the CC BY 2.0 license

Remember the discussion about Super Touring Cars that came up in the comment thread of a recent article regarding the RaceRoom DTM 2024 pack? It would seem that developer KW Studios was way ahead of us already: In a teaser for their upcoming Grid Talk, there are two brief shots of vehicles that fit the bill. As Super Tourers are a favorite of many in the sim racing community, adding them to the sim would almost certainly be a hit.


Visible cars in the teaser include the Audi Quattro A4, the BMW M3 E36, and what looks like a Volvo in the background, which would put the era of the cars somewhere in the mid-to-late 1990s. Super Touring Cars were used in the most popular era of the British Touring Car Championship, and they had their time in the spotlight in Germany as well in the STW Cup after DTM - or ITC by its last season - folded after 1996, among other series and events such as the 24 Hours of Spa or the Nürburgring.

Black Friday Sale & Free Access Period​

Meanwhile, RaceRoom has also started a Black Friday sale in its store. From now until December 6, "a wide selection of cars and tracks" can be purchased at a 50% discount. During the same period, all content is free to access for everyone, meaning sim racers get to try cars and tracks to their heart's content before making a decision.


What are you hoping for in regards to Super Touring Cars in RaceRoom? Are you going to take advantage of the Black Friday sale? Let us know in the comments below and join the discussion in our RaceRoom forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Would say it’s the FIA World Cup given the car number plaque on the side possibly 95-96

Definitely A4 STW, 320i and if 95/96 would most certainly be a Volvo 850 as the S40 didn’t complete until 97

Rather they give us the full STW seasons then content based off 1 event
 
Many Cars have weak steering force.
CAMMUS C5 100% = DFGT
I think this will never be fixed!
PS: In Asset Corsa I use 80-90% max.
 
I've noticed that too on my Thrustmaster TMX Pro; some cars are fine and in others the FFB is on the light side when I try to restrict the individual force to prevent going over the red line extensively.
 
Many Cars have weak steering force.
CAMMUS C5 100% = DFGT
I think this will never be fixed!
PS: In Asset Corsa I use 80-90% max.
oh what cars ? cause event at 50% force in game and 50% of my simucube 2 pro I have so much force, nothing is weak, it's the opposite, like I've said this game is probably one of the best use for a simucube.
 
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As far as the Black Friday sale is concerned I'm considerably less enthusiastic, since KW took the reigns in a more ostentatious manner I feel that the pricing structure in Raceroom has become much less favourable:
Same here. I wanted to complete my GT4 collection, but after putting the 3 cars that I wanted and the liveries in my cart, I gave up on the idea, too expensive.
 
This game is so insanely outdated. It doesn't support the Pimax Crystal at native resolution. It has to be downscaled within steamvr (to something below ~4000px per eye) first to make it even start and then the mirror screen is still unusable. Fix the bugs first before you release such nonsense. The game has this bug for 2 years now and zero comments from the developers about it.
Could easily imagine this being disturbant having a prime VR headset.
However, with my entry level Quest 2 I have no issues running at its max res 5408x2736 attached to my Sapphire Nitro+ RX6800XT Special Edition's USB-c port and setting 700mbit bandwidth via the Meta Quest Developer Tool app.

And especially since KW Studios' recent graphics overhaul, to me the VR experience has been delightfull.

But ofc acknowledge the frustration when you have far more expensive VR hardware and expect an output that can live up to the best. However, I doubt that will happen with R3E.

Edit: ofc I miss the opportunity for OpenComposite integration, I consider if this is possible to implement, you will have better luck with your Pimax Crystal. So I hope KW Studios are looking into this in the future.
Although, of course, you can't make a snail into an Olympic 100 meter runner...
 
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Could easily imagine this being disturbant having a prime VR headset.
However, with my entry level Quest 2 I have no issues running at its max res 5408x2736 attached to my Sapphire Nitro+ RX6800XT Special Edition's USB-c port and setting 700mbit banwidth via the Meta Quest Developer Tool app.

And especially since KW Studios' recent graphics overhaul, to me the VR experience has been delightfull.

But ofc acknowledge the frustration when you have far more expensive VR hardware and expect an output that can live up to the best. However, I doubt that will happen with R3E.

Edit: ofc I miss the opportunity for OpenComposite integration, I consider if this is possible to implement, you will have better luck with your Pimax Crystal. So I hope KW Studios are looking into this in the future.
Although, of course, you can't make a snail into an Olympic 100 meter runner...

anything is possible

Andi
 
IF you run native SteamVR resolution(4315x5100) AND you add 2.0 supersampling, then you end up with 8630x10200px per eye. Even a future 8090 won't be able to render that. So that's impossible because it will give maybe 15fps with a 4090.

So what's your exact rendering resolution in pixels per eye?
8630x10200 would be 4315x5100 at 4x supersampling, not 2x.

2x supersampling would be 6084x7190. Still a lot though.

And with that said, I can't play Raceroom with my Pimax Crystal Light either, so it's a bummer anyhow.
 
OMG this is so awesome. Right after the 95 DTM content dropped I was asking here on the forums about the possibility of them releasing a 90's BTCC DLC. It's my favorite genre and era of racing. I am SO stoked for this. Thank you RaceRoom!
 
so one does not like this sim...could care less...its gotten very good and runs fabulous on my 4080 and has great feel and physics and a very good user interface why bother to call it trash get a life...
 
Ac vr is way better . I like raceroom but run it in flatscreen as the vr is so poor . Once you get used to the crisp visuals on ac/ams2 and even iRacing it’s quite hard going back to blurry cars in the middle distance .
For me and my Reverb G2, Raceroom in VR looked fine and responded well to in-game AA solutions, whereas AC looked like it had absolutely no AA whatsoever and looked horrendous, which (typically for AC) took some research and watching vids on Youtube to fix.
 
Well, it simply doesn't work on modern hardware. Yes it also worked previously on my G2. But now I cannot play it anymore. I'm not going to downscale my resolution and use steamvr. AC works fine on the Pimax Crystal, with OpenXR and native resolution. DX12 isn't needed for such things. ALL other sims and games work on 100% native crystal resolution, only RR isn't compatible.

What you mean with "if you don't want to play RR"? I cannot play RR on my hardware without downscaling. I want to play it but I'm not playing in heavily downscaled resolution. That's like going back to the G2.
To be pedantic for a moment, VR does work on "modern hardware" but apparently only by using a compromise that you're (rightfully) not willing to make. I personally still don't understand the concept of accepting 0% of something purely because it doesn't offer 100%, but obviously that's your call.

Have you tried using the Steam command line: -cefEnableGPU for Raceroom? I have to use that to stop flickering and hanging in some menus while in VR - obviously that's not ideal to have to use that but it's a fix and a simple one at that. Might have an impact on your problem?

My last comment wasn't directed specifically at you, it was mainly for all the people who inevitably bomb Raceroom articles with reasons why the reject something that's free just because they don't like it (as if we need to know).
 
To be pedantic for a moment, VR does work on "modern hardware" but apparently only by using a compromise that you're (rightfully) not willing to make. I personally still don't understand the concept of accepting 0% of something purely because it doesn't offer 100%, but obviously that's your call.

Have you tried using the Steam command line: -cefEnableGPU for Raceroom? I have to use that to stop flickering and hanging in some menus while in VR - obviously that's not ideal to have to use that but it's a fix and a simple one at that. Might have an impact on your problem?

My last comment wasn't directed specifically at you, it was mainly for all the people who inevitably bomb Raceroom articles with reasons why the reject something that's free just because they don't like it (as if we need to know).
what does the command do? -cefEnableGPU
 
what does the command do? -cefEnableGPU
Specifically, I don't know - I just Googled why Raceroom hangs and flickers on some menus in VR and I found that command line suggestion somewhere, tried it, and that solved my problem. Doesn't seem to have any negative impact so I use it.

Going by how that command line is worded and the fact that the issue it resolved was happening when going between menus and in-game / on-track use, it seems that maybe that there's a transitional moment between software and hardware based rendering, and the command line forces hardware rendering only?
 

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Yannik Haustein
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What are you planning to upgrade this Black friday?

  • PC

  • PC Hardware (ram, gpu etc)

  • More games (sims)

  • Wheel

  • Shifter

  • Brake pedals

  • Wheel, shifter and brake in bundle

  • Rig

  • Something else?


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