GTRevival Is Now Project Motor Racing, Straight4 Secures Publishing Deal With GIANTS Software


GTRevival is no more - the Straight4 Studios title will now officially be called Project Motor Racing. And the studio partners with an exciting new publisher for the title.

The first project of Straight4 Studios has a new name. After being initially announced as GTR Revival, which was later shortened to GTRevival, the title currently in development by many former SimBin team members from the days of GTR and GTR2 now has a new name - it is going to be called Project Motor Racing.

Not only does this likely reflect a change in direction for the game content-wise, it also connects to the Project CARS franchise, which several team members around Studio Head Ian Bell also created. However, this is not the only bit of news that @Michel Wolk and I learned when following an invitation to Silverstone by Straight4.

Project-Motor-Racing-Straight4-Giants-Michel-Porsche-956.jpg

Can you tell that Michel enjoyed our Silverstone trip?

When we arrived at the track, we did not know what to expect. There was a track day for some of the most exclusive and wildest cars on the planet, the "Secret Meet", where even personalities like Adrian Newey or Zak Brown were present. The former even took to the track himself, driving a Ford GT40, an Aston Martin Valkyrie and a Leyton-House CG901, the F1 car he had designed himself for the 1990 season.

In one of the pit garages, there was an old friend from the GTR and Gran Turismo days waiting for us, the Lister Storm. Next to it were banners with the Straight4 Studios logo and that of the new publisher: GIANTS Software. And they really are giants in the simulation genre, just not in sim racing so far.

Project-Motor-Racing-Straight4-Giants-Announcement.jpg

Image: Straight4 Studios / GIANTS Software

GIANTS Software Partners With Straight4​

The Swiss publisher became famous and successful with their Farming Simulator and will now go from a comparatively leisurely pace to top speeds on the virtual racing tracks. We had the chance to chat with GIANTS CEO Christian Ammann about the project, and he is excited about the new adventure.

"With all the capabilities in-house, a successful history of strategic brand alliances, and an infrastructure proven through multiple projects, this partnership of combined strengths marks another milestone by expanding our genre expertise", Ammann says about the new partnership. "We started to self-publish our titles in 2001. That worked really, really well. So we decided to also publish other titles. Of course, we were looking into simulation titles, and sim racing is a very interesting market. It's also games we like personally."

Similarly, Bell is looking forward to realizing the new alliance's potential: "Our partnership with GIANTS is the last piece of the puzzle for the development of Project Motor Racing. It’s fantastic news not only for our studio, but the sim racing genre as a whole. Those who are familiar with GIANTS’ best-selling franchise will recognise why this partnership is going to refresh the sim racing genre in ways that the community is going to love."

Project-Motor-Racing-Straight4-Giants-Ammann-Bell.jpg

GIANTS Software CEO Christian Ammann (left) and Straight4 Studio Head Ian Bell. Image: Straight4 / GIANTS

What To Expect From Project Motor Racing​

Of course, we also wanted to know more about the game's direction. The Lister Storm is a first indication of the content of Project Motor Racing, and while this rare and legendary V12 racing car was scanned live on site and confirmed as the first car in the game, we tried to get a little more out of Ian Bell about the content and features of the new simulation.

"It was GT Revival up until the point where in building the assets, we decided that we were getting a bit bored with only GT. And don't get me wrong, we had about 80-90 GT cars in there. Pretty much every GT car you could ever think of", Bell told us. "We're not listing the content as of yet, but we're way into the hundreds now, in terms of car count, we've just kept going and going. So we kept adding more and more and more, from interesting areas. And alternative series that we find interesting, that aren't called GT. But we will we will announce soon."

Project-Motor-Racing-Straight4-Giants-Lister-Storm-Scan.png

The Lister Storm that was scanned at Silverstone (chassis SA9STRM1B1B053122) is mostly known for its 2003 FIA GT campaign in the hands of Jamie Campbell-Walter and Nathan Kinch, who raced the car in the final four races of the season and took the win in Anderstorp, Sweden.

Bell also confirmed that PMR is indeed going to be a realistic simulator that will focus on both singleplayer and multiplayer. "It’s like picking between your two favorite children. I can't do it because I love a single player for the fact that it doesn't tie you into a system where if you're not social, if you are uncomfortable driving, you can still get on and have great fun in the game. So you need, in my opinion, a great single player career mode, which we're really pushing to hell and back.

"At the same time. We also believe we need an iRacing style standard or better multiplayer mode. So there's a reason why we're not shipping at the end of 2024, like we planned a couple of years ago, we've added so much. To try to do the best in every area is what we're aiming for."

Furthermore, VR is a core element that Straight4 has in mind in development of Project Motor Racing. Bell continues: "We couldn't possibly not have VR. It's crucial for us", the Studio Head said referencing the VR capabilities of the Project CARS titles.

All of this combined sounds rather promising. We cannot share any moving images, screenshots or more information about the technical basis yet, but we assume that this could happen in August, possibly at gamescom.

Stig-approved Handling​

As for Project Motorsports Racing's physics, we cannot say anything yet either, but we did have a pleasant and very interesting chat with Straight4's handling consultant - none other than the former Stig on Top Gear, Ben Collins, who drove the Lister at Silverstone to collect both footage and data.

The cars "look great. They sound great. But then how do they drive? How do they feel? What's the feedback through the steering wheel? All of that stuff we finesse", explained Collins. "And I've got the real world experience to, to bring it in so I can figure out, you know, what it should be handling like. And in the case of [the Lister], it's really quite unique, although it's front engine, rear wheel drive."

Project-Motor-Racing-Straight4-Giants-Ben-Collins.jpg


Its engine may technically be front-mounted, but "a long way back towards the middle of the car where the driver sits. So you get really, you know, really good handling, almost like a mid-engine car. So unless you've driven it, it's quite hard to be really sure. What would it handle like? And you might make something that handles evil because you think it looks badass, but actually it's quite tame. So I'll try and bring as much of that into the game as I can."

Interestingly, Collins - who recently started a sim racing YouTube channel himself - also pointed out a seemingly common problem that sims apparently get wrong frequently. "The biggest problem with sims is that nearly always the cars a too difficult to drive, and that there's a massive drop off in grip, either the front or the rear or both." How this translates to Project Motor Racing will be interesting to see.

What are your thoughts on Project Motor Racing as the new name, the publishing deal with GIANTS Software and the comments about the development of the sim? 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

"The biggest problem with sims is that nearly always the cars are too difficult to drive, and that there's a massive drop off in grip, either the front or the rear or both."

"The biggest problem with sims is that nearly always the cars are too difficult to drive, and that there's a massive drop off in grip, either the front or the rear or both."

Put in a driver who's old school (ie grew up without sims) and not comfortable/fast in sims and you will get this feedback. Put one who's comfortable/fast in sims and you will not. Cars are often too forgiving in sims. Pretty out of touch comment.
Having ridden many times in real racing cars (I was a press photographer for more than ten years, WRC, GT1, GT3...), I can tell you that there is no car simulation available : in feeling, the games are light years away from reality ! :unsure:
A simple standard Clio sport equipped with 4 shock absorbers and sliks tires, it offers you phenomenal grip that literally glues you to the seat, + than any car offered in a game. :thumbsup:
I will therefore spare you any comments concerning my experience aboard a real Kitcar, a WRC or big GT...
To date, only games like GTR2 or Race07 provided sensations close enough to reality.
However, if you prefer to waste your time with so-called "simulation" games, thinking that racing cars lack any braking capacity and don't stick to the track, you are free to spend your money in vain... :sleep:
 
Premium
As long as what comes to market is in fact market ready, or has a legitimate roadmap to full market ready state before trying to fleece the customer base, Then I'll support the project.

Ian Bell, for all his noise has never dropped anything on the market in a fail state such as the likes of LMU and Rennsport .So I'm confident that even if I don't like some aspects or the direction of the game, it will at least be a worthwhile package.

8x9s9w.jpg
 
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Premium
Hi Ian, What cars will be in the game?

Ian; Hundreds. with every aspect of every function and component simulated thanks to computers. Simple

And tracks?

Ian: All of them, No one will be disappointed, if there's a track near you, you can probably run it in game

Anything else?

Ian: Germans like steak

Ok, Thanks

Ian: TEN FREE STEAKS
 
Premium
I'm not in Germany, and, like most sim players I won't country hop to get a free stake... what I said earlier still counts, and, I'll take it when it's done and play it for a couple of decades if I hold up that long.
 
Imho right now Rennsport seems to take the crown regarding overpromising and underdelivering (70 euros for a closed beta lmao)... Ian Bell is still the man behind GT Legends, GTR2 and Race 07 which are all very accomplished projects (and, above all, finished, which is something that we tend to forget to take for granted nowadays).

Even in his best days, he was still poor at marketing and preferred blatant lies over the truth... Like there was never a time you'd be sent to space because you drove over a traffic cone in the ISImotor... That's the way he fixes things, sweeps it under the carpet and tells the public that the bug they've complained about doesn't exist...

The team behind those titles were the reason that made those great... But like a musical group, they don't always stay to that level and just release what sells... And we haven't seen anything that got close to matching the marketing for over a decade, Shift 2 matched because it was a Need For Speed title with EA doing the marketing...

MSGS may have a rightful position in a lot of people's bad books... But they don't have anywhere near the long list of marketing lies in comparison...

As for Rennsport, they're doing their own Madness engine job with Unreal... We've been waiting over a decade for the marketing on the Madness engine to match what is in game, if you're that patient with SMS and Reiza you really can't say anything about Rennsport without making me laugh...
 
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Premium
I'm not in Germany, and, like most sim players I won't country hop to get a free stake... what I said earlier still counts, and, I'll take it when it's done and play it for a couple of decades if I hold up that long.
If I ever win Lotto I'll round up some of the Race department regulars and we can all go visit Ian for a steak.
 
"The biggest problem with sims is that nearly always the cars are too difficult to drive, and that there's a massive drop off in grip, either the front or the rear or both."

Put in a driver who's old school (ie grew up without sims) and not comfortable/fast in sims and you will get this feedback. Put one who's comfortable/fast in sims and you will not. Cars are often too forgiving in sims. Pretty out of touch comment.

Best comment in here...

The hard part for those who are out of touch is the lack of seat of the pants feeling... It takes different skills as you react to different cues...

The biggest problem apart from that is we don't have the track side and molecular level physics in games, so real life tyre data baselines for slip curves only do the top of the slip curve justice... Developers have to make the grip drop off larger than reality in the tyres in order to simulate spins because the grip doesn't change on a molecular level from the track...

If they just put in real world numbers we'd end up with cars that never spun on the throttle, never locked their brakes and felt like they had traction control on at all times...

That piece of marketing was bad for pCARS and will be bad for this continuation of that series as well...
 
I'm pretty sure most real drivers say sims are too hard, primarily because without the seat of your pants feeling (impossible to replicate in a sim) you are reacting to a change in the car balance way too slow.
I wouldn't call it most nowadays; the young generation of drivers is quite adept. It's a mildly different skillset - drivers who have grown up with sims can go between sims and reality nearly seamlessly. Those who came to sims late and/or have not put in much time will struggle (as you might expect when you take away half of their sensory inputs), regardless of their aptitude in a real car. Collins is in the latter camp and you can see it in his sim driving videos (he's always a bit "behind the car" and a bit imprecise). You can supplement the feelings quite well with extremely high end sims (via motion, haptics, etc), but ones that do it properly are few and far between, even amongst manufacturer programs.

A driver having difficulty on a sim, however, doesn't necessarily mean that the sim itself is too difficult. It usually just means the driver is bad at driving on sims; there shouldn't be an expectation of being as capable on a sim as in the real car if the virtual seat time isn't there. To drive the same car the same way on a sim and in reality takes a different set of skills - they inform each other, but both still have to be developed. A good example is steering feel. In a sim, you can easily isolate small differences in steering torque and correlate that via muscle memory to what the car is doing or about to do. In the real car, that is still there, but you also have significant G forces on your arms distracting from the forces of the steering (which in comparison to G forces, are not very high on cars with PS). This lends to drivers relying more on other sensory inputs in real cars which are generally not present on sims (and thus when those are removed, they struggle to adapt to sims).

So if you "fix" the cars to drive more easily for the "old school" drivers, it will be unrealistically easy for the drivers who are equally capable in sims and real cars.


@pierre lavis
"Having ridden many times in real racing cars (I was a press photographer for more than ten years, WRC, GT1, GT3...), I can tell you that there is no car simulation available : in feeling, the games are light years away from reality ! :unsure:
A simple standard Clio sport equipped with 4 shock absorbers and sliks tires, it offers you phenomenal grip that literally glues you to the seat, + than any car offered in a game. :thumbsup:
I will therefore spare you any comments concerning my experience aboard a real Kitcar, a WRC or big GT...
To date, only games like GTR2 or Race07 provided sensations close enough to reality.
However, if you prefer to waste your time with so-called "simulation" games, thinking that racing cars lack any braking capacity and don't stick to the track, you are free to spend your money in vain... :sleep:"

We work at the top levels of professional motorsports in simulation and have won Le Mans in class (amongst other races), for some perspective. Accurate sim models are not excessively hard to drive, but they are not a cakewalk either, they are often trickier than car models you'll find in consumer simulators. Certainly nowadays, there is no longer a trend that cars in consumer sims are too hard to control, if anything it is the other way around.


Best comment in here...

The hard part for those who are out of touch is the lack of seat of the pants feeling... It takes different skills as you react to different cues...

The biggest problem apart from that is we don't have the track side and molecular level physics in games, so real life tyre data baselines for slip curves only do the top of the slip curve justice... Developers have to make the grip drop off larger than reality in the tyres in order to simulate spins because the grip doesn't change on a molecular level from the track...

If they just put in real world numbers we'd end up with cars that never spun on the throttle, never locked their brakes and felt like they had traction control on at all times...

That piece of marketing was bad for pCARS and will be bad for this continuation of that series as well...
The general trend is developers making the dropoff smaller than reality. Tire testing (which we have also done) is typically done on sandpaper, which has a different interaction with rubber than asphalt (generally, things are more sensitive and grip levels are higher). It's quite common for sim developers to match the raw data (except with grip scaled down), have a car that is entirely undrivable (due to excess sensitivity), and then have to make the slip curves less aggressive to make it feel right. Exactly what happened with ACC (the initial release had extremely aggressive slip dropoff and now it is very mild). But certainly no one is making the slip curves more aggressive than reality, even iRacing feels quite easy recently. The stock content in AC, for example, often has upwards of 20% too much grip for locked tires vs. reality.
 
Really sad news TBH, was hoping for a true spiritual successor to GTR/GTR2, with plenty of older GT cars. Now it looks like it will be just another mediocre-at-everything-plus-the-kitchen-sink sim, instead of focusing on and exceling at a specific racing era/genre. Toss it in the Project CARS bin I guess, thanks for wasting everyone's time again Ian.
 
Really sad news TBH, was hoping for a true spiritual successor to GTR/GTR2, with plenty of older GT cars. Now it looks like it will be just another mediocre-at-everything-plus-the-kitchen-sink sim, instead of focusing on and exceling at a specific racing era/genre. Toss it in the Project CARS bin I guess, thanks for wasting everyone's time again Ian.
What an absolute melter of a comment, you have seen no details on it yet.
 
The general trend is developers making the dropoff smaller than reality. Tire testing (which we have also done) is typically done on sandpaper, which has a different interaction with rubber than asphalt (generally, things are more sensitive and grip levels are higher). It's quite common for sim developers to match the raw data (except with grip scaled down), have a car that is entirely undrivable (due to excess sensitivity), and then have to make the slip curves less aggressive to make it feel right. Exactly what happened with ACC (the initial release had extremely aggressive slip dropoff and now it is very mild). But certainly no one is making the slip curves more aggressive than reality, even iRacing feels quite easy recently. The stock content in AC, for example, often has upwards of 20% too much grip for locked tires vs. reality.

I was referring to the sandpaper data as the "reality"... As that sandpaper doesn't show much of a drop off laterally or longitudinally in any of the test data I've seen and getting hold of real data for a pleb like me isn't easy...

I know the real life drivers who are in touch with sim racing often state that too much yaw is allowed in todays sim racing games and therefore hustling the cars is far too easy... Having raced with many who have raced different disciplines over the years it's a common trend that got much worse around 2014...

However your statement matches mine in the 2nd half of the statement... "Sim racing devs have to add more drop off for it to meet reality" and "upwards of 20% too much grip for locked tyres vs reality"...

The fact that they haven't over the last decade or so is largely due to marketing to the casual race fan who doesn't care about respecting the talent of the professional drivers who do it in real life and not the hardcore sim racer who wants to leave every session feeling like the professionals earn their keep...

AC went after the casuals and so did rF2 under S397, I'm glad that S397 have gone the other way from ACC and have dialed back the grip over the limit over the years... And the less said about the grip passed the limit in madness engine titles the better... Oh wait this is a thread about how the new Project Arcade is going to be... :roflmao:
 
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What an absolute melter of a comment, you have seen no details on it yet.
Without wanting to sound too negative but the stuff that I have read in this article actually sounds alot like Project Cars 4, wich might be promising for some people but not for me. And the funny thing about this project is that people involved have accused other developers of delivering vapor ware while this product has been a constant showoff of reused assets with nothing substantial for months other than news about a publisher and marketing stunts like this one or a certain person who has become very silent "showing off"- aka talking about - a ground breaking new offline mode. Why are they scanning a car live on site that we have seen previously with ingame shots? And at the end Ian Bell tells us that they have hundreds of cars and that they got bored building them ... that alone feels like a slap in the face and it might explain why the hundreds of cars in his previous titles drove like hovercrafts. As they say, proof is in the pudding and I am yet to even get a spoon of it.
 
Personal digs, band wagon bashing, trend hating aside. The marketing schpill is appealing to me, a no name, dad of 3 sim racer who sits in a chair at a computer with a pretend steering wheel and does laps on a chosen video-game. On paper it sounds awesome and would be awesome if they came through.

Swear some people are so miserable that they spend their days looking for anything and everything to pick apart, pop-poo or just plain ol' hate on.

I wish Ian bell and all his team, those involved the best of luck with the project!
 
Without wanting to sound too negative but the stuff that I have read in this article actually sounds alot like Project Cars 4, wich might be promising for some people but not for me. And the funny thing about this project is that people involved have accused other developers of delivering vapor ware while this product has been a constant showoff of reused assets with nothing substantial for months other than news about a publisher and marketing stunts like this one or a certain person who has become very silent "showing off"- aka talking about - a ground breaking new offline mode. Why are they scanning a car live on site that we have seen previously with ingame shots? And at the end Ian Bell tells us that they have hundreds of cars and that they got bored building them ... that alone feels like a slap in the face and it might explain why the hundreds of cars in his previous titles drove like hovercrafts. As they say, proof is in the pudding and I am yet to even get a spoon of it.

That's not negative, that's realistic...

It's very realistic to also expect this to come out very buggy if it appears in 2025 or 2026... Given the way the last physics and graphics engine merger the SMS team was involved in is still ongoing... And there's no details on what the new graphics engine is besides that they've started again from scratch on the physics side after dumping Unreal...
 

Project Motor Racing: Hadron physics engine, no Unreal Engine, released in 2025​

Just yesterday the new Project Motor Racing (formerly GTRevival) was announced , a new driving simulator that will arise from the partnership between Ian Bell's Straight4 Studios team and GIANTS Software of Farming Simulator.

In an interview with Straight4 Studios CEO Ian Bell, Traxion.GG discussed physics in particular, revealing that the game will use its own physics engine built from the ground up, as well as why the game ditched using Unreal Engine, with the postponement of its release date beyond 2024.

“We're not allowed to use anything we've used before... So we're using a new physics engine. It's called Hadron – as in collider,” Bell told Traxion, dismissing rumors that Straight4 would use a version of the MADNESS engine used in Slighty Mad Studios' Project CARS games.

“The Hadron physics engine basically takes the first line of [Project Motor Racing] code and rewrites it. We have a great, very complex engine, but it required two full CPU cores just to run at a reasonable sharpness and tick rate for tires,” he explained, highlighting the difficulties of developing a proprietary physics engine.

"[There was] too much overhead, so we decided to go back and make things more efficient, go back to first principles, use the original data and the new data that we integrated and write it from scratch," he said, expanding on huge workload that his team has to face to bring Project Motor Racing to an acceptable level.

Project Motor Racing's physics engine development is led by Kevin Bolland of Straight4 Studios, who previously served as senior technical director at Electronic Arts and technical director at Slightly Mad Studios.

“The physics team is really good, we have about five people working there full time and they are doing a great job. AJ [Weber, Director of Physics and Simulation] is running the core of what he's done before, but he's not starting with anything he's used before,” Bell explained, referring to the blank slate approach his team is taking in creating a new simulation. As for graphics, the team is no longer using the Unreal Engine and will be switching to a new core technology, which is expected to be revealed "soon".

 
Even in his best days, he was still poor at marketing and preferred blatant lies over the truth... Like there was never a time you'd be sent to space because you drove over a traffic cone in the ISImotor... That's the way he fixes things, sweeps it under the carpet and tells the public that the bug they've complained about doesn't exist...

The team behind those titles were the reason that made those great... But like a musical group, they don't always stay to that level and just release what sells... And we haven't seen anything that got close to matching the marketing for over a decade, Shift 2 matched because it was a Need For Speed title with EA doing the marketing...

MSGS may have a rightful position in a lot of people's bad books... But they don't have anywhere near the long list of marketing lies in comparison...

As for Rennsport, they're doing their own Madness engine job with Unreal... We've been waiting over a decade for the marketing on the Madness engine to match what is in game, if you're that patient with SMS and Reiza you really can't say anything about Rennsport without making me laugh...
If he's such a mess, why do the original team decided to stick with him even after 20 years for the new project?
 
Hi Ian, What cars will be in the game?

Ian; Hundreds. with every aspect of every function and component simulated thanks to computers. Simple

And tracks?

Ian: All of them, No one will be disappointed, if there's a track near you, you can probably run it in game

Anything else?

Ian: Germans like steak

Ok, Thanks

Ian: TEN FREE STEAKS
lmao
 

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