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!
About author
RedLMR56
Biggest sim racing esports fan in the world.

Comments

Premium
I think this particular subject brings out the worst in the community - there are too many arrogant idiots hell bent on claiming one sim has the definitive physics, whereas all others are crap.

Hell you even get these totally brainless prats claiming that you're not a serious simracer if you play anything other than "x" title.

So, with my "brainless idiot" hat on, I shall give the utterly irrefutable facts about the physics of certain titles.

ACC - Absolutely great, drives like I would imagine a real GT3 car would. Heavy and not overly responsive, but still nimble.

AC - Disappointing - If the road cars actually handled in real life like they do in the game then the respective manufacturers would be drowning in lawsuits.

rF2 - pretty good, but it would be better if the cars didn't bounce around like they're little RC cars.

DR2.0 - Effing brilliant. Rallying should be difficult and fun, and this is it.

iRacing - 🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣

WRC series (9 and onwards). Not bad, captures rallying, but there's a disconnect which reduces the fun factor.

AMS2 - No, just no. Although I haven't tried 1.6 yet.

And I'll leave it at that.

Let me put my serious hat on now. It shouldn't matter to anybody what I've written above as they are just my opinions, and I'm not going argue with anybody disagreeing with them as everybody's expectation of a sim is different. So I guess we can sum it up like this.

The sim with the best physics is the one that you enjoy driving the most.

The sim with the worst physics is the one you dislike driving the most.

As far a realism is concerned none of them actually represent a truly realistic model of the car or track that you're driving, so it really doesn't matter if you prefer one sim over another.
You would think most of this (other than that AMS2 comment:O_o:) is just common sense. I CANNOT wrap my head around someone thinking an (someone else's) opinion can be subjectively argued as if it were objectively right or wrong. As you say, none of these games are close to reality.

Haha, the same type of person mentioned above will be the same one to convince you that their game is the best, trying to convert you and then gate keep to keep 'noobs' out.

lol sry goin off topic here
 
none of these games are close to reality
Indeed, and what is a step in the right direction when we are still 10,000 miles away? More importantly, should that step be in the way of our enjoyment, what ever enjoyment is to us.
Most of the "news" presented here, mostly promote the new and shiny, trying, and succeeding some time, to entice the reader into buying the latest DLC gizmo.
In reality, we already have more excellent choice to play with, covering all angle and individual preferences, than we can use, even if retired and playing one or two hours every day.
So, no, sorry, I do not need the get premium, to have chance to win some pedals, mine will do nicely. And no, I am not planning on spending any money on "upgrading" my perfectly fine set up.
As for software, yes curious about the new Kunos offering, because Kunos. Do not need it, but will get it anyway, because Kunos. But will get it, what ever anybody else says or write, because Kunos.
 
Whole point of a racing simulator is to build games for race car nerds that attempt to get as many little details correct as possible. Something as basic as cornering speeds and overall lap times is a pretty big thing to get wrong.

The only time you should make realism concessions is if something is genuinely not fun or tedious - IE the way iRacing doesn't have full course yellows in any of their road series. That by comparison is a good sacrifice on realism. Nobody wants to spend 12 minutes of their 15 minute Ferrari Challenge race, pacing because some guy at the back keeps self-spinning and stalling the car.

Before Broadbent brought this up, used to see people defending this sort of phenomenon. I was left under the impression that for some, they're not really "sim racers" nor do they care if a game is actually realistic, they're just insecure about being seen playing arcade games. Couple years ago the Codemasters F1 games were in a very good state, yet I still ran across people who outright refused to try them.

There's a very sad Reddit post that went viral recently that kind of touches on the extreme side of this.
 
Last edited:
Premium
I think it's pretty much down to what your brain does with the missing bits and the bits that are there, mine stitches the bits up in a fairly convincing story no matter what the game or sim,
however if I lose my 'murshun' then I start criticizing, but it does take a lot to do that, I have my stomach jolt when I fall down a hole in minecraft, and I press crouch to 'hold on' when looking over a high build so hard that my thumb goess white.
I race the Aston DB2/4 in GTL-GTR2 and it has no interior but I don't care, I just don't see it not being there.

So as far as I see if the game or sim is doing a good job then you're there! like a really good book or a convincing tale in film, and I'm not sure that adding too much bling and graphics will help in the long run, yeah, it's something that the adverts can shout about, but that will only sell a few extra copies to folks that will discard it in a week or two... not the genral run of the mill car enthusiast, they in general want a bit more that just 'shiny'
 
Back
Top