Graphics Rework & Classic DTM: RaceRoom Launches Enormous Update


RaceRoom is looking set for one of the sim’s biggest updates ever: On September 4, sim racers can look forward to reworked graphics, as well as multiple content premieres.

Images: KW Studios

Despite its large selection of unique content, RaceRoom tends to get overlooked in 2024. One of the main points of critique of many sim racers is the outdated graphics engine – but the announced September 4 update should take the wind out of the “visuals are meh” sail.

In fact, the graphics update does not just contain higher-res textures, but actually packs quite a punch. In the preview images, the lighting already looks much more up to 2024 standards, the trackside vegetation is a far cry from its former version, and the difference in overall looks is massive.

RaceRoom-Graphics-Update-Hockenheim (1).jpg
RaceRoom-Graphics-Update-Nordschleife.jpg


In fact, almost no stone has been left unturned by developer KW Studios, as the list of changes is rather long. We have added the full details of the graphics update below – just click ‘expand’ to read all of them.


RaceRoom Graphics Update 2024 Performance Enhancements​

  • Optimized frustum culling: By optimizing the frustum culling system, we can now skip rendering of a lot more objects that are not in the view. This results in significant gains, especially on large and complex tracks, such as the 24 Hours layout of the Nordschleife
  • Rearview mirror and reflection optimization: The improved frustum culling system now allows us to render only what is necessary for the rearview mirror and dynamic car reflections. Furthermore, we have improved the looks and efficiency of the lowest car reflection setting significantly, which makes it a great option for those looking for extra performance.
  • Time Progression: Performance of the time progression feature has been significantly enhanced, which means the performance difference to static time is now almost negligible
  • Color System Upgrade: Transition to a LUT (Lookup Table) Color System. This change allows for more accurate and vibrant color representation, enhancing the overall visual fidelity of the game.
  • Cloud Coverage Selector: Added a new feature to the game menus and dedicated server allowing players to select cloud coverage options. You can now choose from clear, few clouds, scattered clouds, and overcast skies, adding a dynamic and realistic touch to the racing experience.
  • Improved Shadows Rendering: Shadows have been significantly improved, providing more realistic and dynamic lighting effects across various environments. This includes soft, anti-aliased shadows, with higher resolution and much longer draw distances. Shadows are now also rendered in the rearview mirror.
  • Auto-Exposure Feature: Introduced an auto-exposure feature that dynamically adjusts the brightness based on the scene's lighting. This feature enhances visibility in different lighting conditions, ensuring a more immersive experience.
  • Improved car paint and car parts materials rendering: Better support has been added for all different types of liveries and paint found on racing cars. Most notably, chrome, matte and metallic parts can now be represented much more accurately.
  • Improved Car Cockpit: Improved lighting inside the cockpit, to achieve a much more realistic and immersive view.
  • Improved Car Reflections: Car reflections have been enhanced to better mimic real-world reflective surfaces, adding depth and realism to vehicle reflective parts, such as windows.
  • Improved Specular Reflections: Specular reflections have been fine-tuned to provide more realistic highlights and shine, especially under varying light conditions.
  • Improved Track Surface Lighting: The track surface lighting has been improved, giving a more accurate representation of light reflection on road surfaces and built-up rubber.
  • Improved Depth of Field Blurring: Depth of field effects have been refined for more realistic background blurring, enhancing the sense of speed and focus.
  • Improved Motion Blur: Motion blur has been updated to provide a more natural and immersive sense of movement and a reduction of artifacts.
  • Improved Rendering of Headlights and Taillights: The rendering of headlights and taillights has been improved, making dawn, morning, noon, afternoon, and sunset racing more visually striking and realistic.
  • Improved Vegetation lighting: Trees are now blending in much better in the lighting environment.
  • Track Grass normalmaps: Our normal maps are now properly reacting to orientation of the light
  • Track material specular: Until now, only a few objects had specular around our tracks. This is now addressed so all objects reflect strong lights.
  • Performance mode through Vulkan rendering pipeline: The vulkan-based implementation of d3d9 by Philip Rebohle was already a popular rendering mod among the RaceRoom community, providing a significant performance boost. Our engine is now supporting this mod more officially as we addressed some visual glitches that had been impairing the experience. A start-up option in Steam will be available to start RaceRoom using Vulkan.
  • Eliminated Z-Fighting: We have completely eliminated z-fighting artifacts by adapting the engine to use the more modern ‘Reversed-Z’ approach to handle depth in the rendering.
  • Particle lighting: Particles now properly react to different lighting conditions
  • Sharpening: This effect increases the visual crispness of the game, making textures and fine details stand out more prominently. However, because the visual experience is based on individual preferences, the default setting will be off.

The graphics overhaul is far from everything RaceRoom is cooking up, though.

DTM95 Hockenheim (13).jpg


Historic Tracks Debut In RaceRoom​

Instead, it would appear that KW Studios have read our article from May 2023, in which we were wondering about the unused potential of RaceRoom’s plentiful classic car content without period-correct tracks to accompany them. With the September 4 update, vintage tracks will be available within the sim for the first time.

Sim racers can look forward to classic versions of the Hockenheimring, AVUS and Diepholz as they were in 1995 – a perfect fit for the title’s DTM 1995 class. Oh, that is also set to expand, by the way. The AMG-Mercedes C-Klasse DTM that is already in RaceRoom will be joined by the other two cars that competed in that season, namely the Opel Calibra V6 4x4 and Alfa Romeo 155 V6 TI.

DTM95 Diepholz (9).jpg


The full 1995 DTM grid will be available as a result – an era that is usually not found in first-party content in sim racing. Neither are the 1990s AVUS and Diepholz, for that matter. While most will know the legendary Berlin circuit that was used in a (very) shortened form until 1998, Diepholz probably is a relatively unknown airfield track that actually was a staple in Germany’s domestic racing scene until 1996.

The first races already happened in 1968, and the DTM came to the military airport in Lower Saxony between 1984 and 1996. Diepholz has appeared as a mod track in several sims, but this would mark the first time a first-party version is released.

DTM95 Diepholz (13).jpg


Come to think of it, the same is true for the AVUS, at least in the modern era of sim racing. Spirit of Speed 1937, released in 1999 on PC in the UK and in 2000 on Sega Dreamcast in the rest of the world, does feature a version of the track in its most fearsome form, including the enormous banked Nordkurve and long straights. The game was not received particularly well, however.

The three vintage tracks will also be a perfect fit for the full grid of 1992 DTM cars that is already available in RaceRoom.

DTM 24 Norisring (1).jpg


2024 DTM Pack Set To Include Lamborghini​

Speaking of debuts: RaceRoom will also release a DTM 2024 pack – and this time, the grid is going to be complete. The final manufacturer to join the sim’s eclectic vehicle roster is Lamborghini, which was missing from the 2023 DTM pack despite taking second place in the championship with Mirko Bortolotti behind the wheel.

This will not be an issue in the 2024 pack, which is set to include the Lamborghini Huracán GT3 Evo 2. As there are five Lambos on the grid this season, a good chunk of the DTM competitors would have been missing. Since the car was already running in 2023, we would think that it will get added to the 2023 pack in time, as well as RaceRoom’s GT3 class – similarly to the Ferrari 296 GT3.

Alongside the Lamborghini, the McLaren 720S GT3 Evo will make its RaceRoom debut, too. Starting with the 2024 season, Dörr Motorsport fields two cars for Ben Dörr and Clemens Schmid. Thus far, only the non-Evo version of the 720S GT3 can be raced in the sim.

However, patience is needed: The 2024 DTM Pack is not going to launch on September 4 just yet - we will let you know once a release date has been determined.

DTM 24 Norisring (3).jpg


More Updates To Several Tracks​

To really make the September 4 update worth sim racer’s while, RaceRoom will also see updates to several tracks. This has already happened earlier in 2024 for Bathurst, Imola, Most, Portimao and the Sachsenring, and now, multiple circuits are set to follow suit.

The centerpiece of the revamped tracks is certainly Oschersleben, which will be upgraded to a laser-scanned version to achieve maximum accuracy. The track is set to replace the current version, which will vanish from the store. However, as the laser-scanned version is essentially an all-new track, sim racers will have to buy it separately. A discount will be available during the initial release period.

Those who own Mantorp, Nogaro, the Nürburgring-Nordschleife, the Red Bull Ring, Sepang or Slovakiaring will be happy to know that all of these circuits will receive free upgrades to bring them up to 2024 specifications.

Could this be the update that puts RaceRoom back on the map for more sim racers? Time will tell, but it certainly looks like it will substantially improve the sim in several areas. We here at OverTake are already looking forward to battling it out in the 1995 DTM cars on the period-correct tracks – that should be an excellent blast from the past!

DTM95 Avus (8).jpg


What are your impressions of the incoming RaceRoom update? Let us know on Twitter @OverTake_gg or in the comments below!
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

Premium
No, assetto corsa has a conversion fromthe rf1 mod. Thats the difference.
What do you mean 'no'? Assetto Corsa has it as a mod, conversion or not. And there is also a mod that is not a conversion as far as I know, but it's not publicly available.
 
It would seem too they've created themselves an issue in reworking tracks like oscherschleben because they've said the current version will be taken away completely. And people are already saying even though the new one will be discounted that it's not really the way things should be done. And while it's a licencing issue that the old one can't stay I can't say I'd pay twice for a track no matter how good the new version was.
Oh wow, they're pulling that bullshit are they. I don't think I'll be investing any more money in R3E content then.
 
What do you mean 'no'? Assetto Corsa has it as a mod, conversion or not. And there is also a mod that is not a conversion as far as I know, but it's not publicly available.
You are the one that seemed to take some offense to the original poster saying "rf1 has a mod". You do realize that that rf1 mod (i stress this again) was also converted to rf2, GTR2, race 07, race EVO, AMS1, and possibly etc?

So should some OP list all the games that a particular asset was converted to, everytime its refered?...
 
Premium
You are the one that seemed to take some offense to the original poster saying "rf1 has a mod". You do realize that that rf1 mod (i stress this again) was also converted to rf2, GTR2, race 07, race EVO, AMS1, and possibly etc?

So should some OP list all the games that a particular asset was converted to, everytime its refered?...
What the.. :confused:
Where exactly did I take any offence to the mention of the rf1 mod? All I did was mention that the track is also available for AC, and then YOU seemed to take offence to THAT.

I don't have any of those other games you listed, so I have zero clue what has been converted to them or not. You do realize that not everyone automatically knows what has been converted to what, so I just thought to mention that AC users can drive that track too - since that's the one conversion I knew about. I never imagined it would hurt your feelings somehow. :roflmao:
 
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from what I have heard, the game runs very well in VR
I run R3E in VR and can confirm that it runs very well in VR, maybe too well, as the age of the cockpit, lack of driver animation and overall dated presentation is even more apparent to me in VR than in SS.
the old osch will be removed from store , not the game as far as i understand
Thank you for the precision, hoping you are correct.
not everyone automatically knows what has been converted to what, so I just thought to mention that AC
Thank you for letting us know, it does not take anything away from R3E or any other title that also has the RF1 conversion, I will have a look at it in AC. :)
 
Premium
Thank you for letting us know, it does not take anything away from R3E or any other title that also has the RF1 conversion, I will have a look at it in AC. :)
I just tried it on AC, and it's not good. Track limits concerning the chicanes simply do not exist...
 
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What the.. :confused:
Where exactly did I take any offence to the mention of the rf1 mod? All I did was mention that the track is also available for AC, and then YOU seemed to take offence to THAT.

I don't have any of those other games you listed, so I have zero clue what has been converted to them or not. You do realize that not everyone automatically knows what has been converted to what, so I just thought to mention that AC users can drive that track too - since that's the one conversion I knew about. I never imagined it would hurt your feelings somehow. :roflmao:
Really?

Your original post was "Assetto corsa also, obviously".

But no, i am the one taking offence, and you were just "mentioning" :)
 
Oh wow, they're pulling that bullshit are they. I don't think I'll be investing any more money in R3E content then.
That's what was said in the traxxion video I saw when it was initially announced last night yes. It is a very strange way to be doing things. Take away something someone has paid for and offer them the new one bur they have to pay extra or just lose out altogether
 
I run R3E in VR and can confirm that it runs very well in VR, maybe too well, as the age of the cockpit, lack of driver animation and overall dated presentation is even more apparent to me in VR than in SS.
Lucky for me I generally hate animated drivers in VR, so I drive with steering wheel only. I never even saw the ugly driver models.

Other than that, R3E runs like a charm for me as well, both on screen and in VR.
 
I never even saw the ugly driver models
It is not “ugly”, just not animated, other SIM have worst looking hands holding the wheel. Others, like ACC, have great driver and great driver animation in VR, even if the rest of the VR is somehow problematic.
To me, not having animated driver, in VR, is breaking the immersion, polar opposite to what I prefer in SS, where I drive without the wheel view, since I already have a driver (me) and my own wheel aligned to the sim cockpit.
 
That's what was said in the traxxion video I saw when it was initially announced last night yes. It is a very strange way to be doing things. Take away something someone has paid for and offer them the new one bur they have to pay extra or just lose out altogether
when entering a discussion its useful to read stuff first ....

We will stop selling the old version to ensure our community enjoys the most accurate racing experience
full text is in this post.... https://forum.kw-studios.com/index....te-dtm-1995-2024-car-packs.19617/#post-249881
no mention of removing it from the game

Andi
 
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Too much technical debt.

The game, physics, and graphics code bases are probably so intertwined at this stage, as a result of numerous updates, patches and bodges to make the code do something it wasn't originally designed to do, that separating them for the purpose of changing the graphics engine would be a task so mammoth it would make much better time and financial sense to rewrite the game from the ground up.

So why don't they do that? Well the answer is cost, or more importantly the return on investment of that cost. The only way that could even potentially work is if KW wrote RaceRoom 2 where you'd have to buy all of the content again. However the truth is that RaceRoom's current customer base is way too low for KW to recoup that investment, and that's assuming all of them would rebuy the content, which they wouldn't for, well, obvious reasons.
Competition is fierce, I love RaceRoom physics model, and I don't mind too much the graphics (I still play 20y + sims anyway), but I'm not rich. That's why in 2024/2025 I would rather spend my hard-earned cash on AC Evo and wait for Project Motor Racing rather than spend all my money on RR. A new proposition with a complete overhaul of everything would be interesting to see but, again, the competitors in the market are so much stronger right now, it's undeniable. Maybe we should celebrate the simple fact that RaceRoom still exists.
 
how all these people can have problems with performance?
it's basically least demanding supported sim on the market
I don't use VR but seen some streamers using it on some mediocre GPUs like 3060 and it also worked fine
I wish I knew. Some tracks runs great, others, stutter city. Running triple 32s, 4070to 3700X. Other sims run great. I'm flummoxed, hope the update fixes it.
 

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