GTRevival: New Name & New Publisher Inbound

Straight-4-Studios-Lister-Storm-Silverstone.jpg
After its long radio silence, there finally is news about GTRevival - although it will not be called that: A new publisher and name for the project are to be revealed soon.

News about GTRevival were frequent in late 2023 and January 2024, but the upcoming racing simulator project by Straight4 Studios has fallen silent since. Behind the scenes, however, work was ongoing, and it resulted in some more interesting news, as OverTake was told at the Secret Meet track day at Silverstone.

Straight4 attended the event to run a Lister Storm GT with Handling Consultant Ben Collins - Top Gear's former Stig - behind the wheel, as well as to scan the car. We were invited to tag along.

The studio had two big pieces of news waiting: First, the game will not be called GTRevival after all. Second, the team has found a new publisher. Initially, Straight4 had signed with Plaion, which has been affected by the financial troubles of Embracer Group earlier this year.

The new publisher and game name are not known yet, but more info will be shared in mid-July, according to Straight4. The upcoming game sees large parts of the original team behind the GTR and Project CARS series reunite to create a new racing simuation.


Studio CEO Ian Bell had briefly broken the radio silence in May, stating that the game would also be developed on a new engine instead of Unreal as initially planned. The reason for this change in course was the VR implementation, according to Bell. Information on what the new engine might be is not available yet.

What do you make of the latest news on the upcoming sim formerly known as GTRevival? 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

Because both are on crap engines... And more importantly 60FPS is terrible for sim racing... Especially on the pmotor which pC2 uses a merged pmotor and Shift 2 physics engine with some simplified bits like differentials in order to cut corners... You should be aiming for double that...
Weird, I'm in 30 and 60 fps regularly and have no trouble with driving. No idea where you get that.
 
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Weird, I'm in 30 and 60 fps regularly and have no trouble with driving. No idea where you get that.

Been a thing for years with that physics engine... I've been aiming for 120fps to get the maximum out of the calculations since the original rFactor... The cars are sometimes more fun at 60fps, but it isn't how to get the maximum out of the physics engine...

And with mods or poorly optimized content in various forms over the years any drop below 50 fps over the years and cars can turn downright undriveable...
 
Now you wrote it:
"Highest settings".
That cannot be the core sim part, but graphical part. I was solely referring to the first.
Madness Engine is second to none speaking VR performance.
And Reiza have fought any madness speaking the core sim modeling part - still some miles away from their ditto job on the ISI engine with AMS1 (of which with CC VR plugin almost equals the VR performance), but still improving. And myself still racing AMS2 quite frequently on this basis.

I don't expect Bell's team to reach equal core sim levels with Madness. More like a PC4.
you read the article where Reiza and Mr. " you can tell when im lying, its when my lips move " joined forces on this project right?
 
Been a thing for years with that physics engine... I've been aiming for 120fps to get the maximum out of the calculations since the original rFactor... The cars are sometimes more fun at 60fps, but it isn't how to get the maximum out of the physics engine...

And with mods or poorly optimized content in various forms over the years any drop below 50 fps over the years and cars can turn downright undriveable...

Interesting, i always thought the physics engine ran separately to the graphics you see on screen, so it essentially didnt make any difference whether you ran it at 60 or 120.
 
Interesting, i always thought the physics engine ran separately to the graphics you see on screen, so it essentially didnt make any difference whether you ran it at 60 or 120.
And they usually do. Between 60 and 120 there must be no difference. Bellow that, things might happen or not, depends on the engine.
 
And they usually do. Between 60 and 120 there must be no difference. Bellow that, things might happen or not, depends on the engine.
Idk about ISI sims, but on Madness Engine games fps below 60 means the world starts to run in slow-motion, lap times start getting seconds per lap slower etc. I think something similar happens in AC if you hit 99% CPU occupancy.

Codies' F1 games have also had issues with the physics tick rate depending on the FPS in the past.
 
Premium
Hi all,
I suggest for waiting "Behind the scenes" :) the amazing pack of Race Sim Studio >> GT Legends Championship - Pack and the GT Legends Championship Aston Martin :)

Have a good day
 
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Idk about ISI sims, but on Madness Engine games fps below 60 means the world starts to run in slow-motion, lap times start getting seconds per lap slower etc. I think something similar happens in AC if you hit 99% CPU occupancy.

Codies' F1 games have also had issues with the physics tick rate depending on the FPS in the past.
on the other side.
If you can't stay over 60fps, you need a new PC ;)
 
Actually quite the opposite. Physics are probably the only thing in this whole genre that's objective, not subjective.
We could argue about this because each person has different levels of perception when it comes to driving dynamics. But that's not what i meant. I meant that it's just software. It's not magic.
A competent coder can use telemetry data to make realistic vehicle dynamics. The same applies to the very basic physics of the world that's created with whatever engine. Even Unity can support realistic physics.
The fact that we have OLD racing games that have really good physics (at least according to most), means that proper physics simulation is well within the capabilities of newer engines.
 
Ummmm, and correct me if I'm wrong here - but they developed the engine? Did they not?! So as far as I was aware they didn't really develop it much beyond PC2 - if much before! PC1 and 2 felt remarkably similar, even Reiza are still plugging away at it. Maybe it's because a lot of us here were raised in the gMotor engine but it just feels odd. You can absolutely hurl the car into the apex and make it through in a much better state than you can with, say, AMS1 or RF2 or even AC1. It's got it's special little quirks shall we say, you don't need much in the way of manners.
The fact that you can't do something in AMS1 or RF2 or AC or whatever, doesn't mean that you can't do it in reality and doesn't make a game in which you can do it, "unrealistic".
There's a misconception in regards to how a car or bike should behave in "simulators" because most have no track experience and therefore no concept of what "realism" really is. From my experience, harder does not mean more realistic.
For example, Casey Stoner described just how difficult it was to make the rear tire lose grip when the tire was fresh and warm, even during cornering. But then you have MotoGP games in which you're sliding all over the place.
Most players would think that this is realistic because the bike has a lot of power and the contact patch is so small etc etc. What most know right? So if you double the grip in the game and make the bike on fresh tires slide only at almost full throttle, most of these players will say "this is unrealistic". This is the case with the majority of racing games.
Now, i'm not defending PC2. I'm not even talking specifically about it. I'm just saying that we don't really know what's trully realistic or not unless we have some form of reliable data. Do you have real data showing that you can't hurl a specific car through a specific apex at X speed and being able to make it through? Then you can easily tell if the game is realistic or not.
 
Interesting, i always thought the physics engine ran separately to the graphics you see on screen, so it essentially didnt make any difference whether you ran it at 60 or 120.

That's above 120fps and I can't feel any difference in most sims until it goes under 80fps... Rennsport, AMS2 (pre 1.5 and post latest patch), LMU, rF2, AMS1 all have this 80fps barrier where I can't eek out that final tenth without spinning a lot easier than I would at above 100fps... Much like anything to do with feel, this number could be very different for a lot of people... But for me anything under 80fps and I'll feel it before I look at the FPS counter...

It's got something to do with how the world is portrayed on your own system and what speed it can be related that at by the system... I can't remember the full explanation... I just remember the fps barriers... It doesn't matter what my monitors refresh rate is, as I can still feel the difference... If I want the physics humming I'll aim for 120 and not drive it if it's under 80...

Idk about ISI sims, but on Madness Engine games fps below 60 means the world starts to run in slow-motion, lap times start getting seconds per lap slower etc. I think something similar happens in AC if you hit 99% CPU occupancy.

Codies' F1 games have also had issues with the physics tick rate depending on the FPS in the past.

Madness also runs on that ISI physics code, but a merged version with simplified shift 2 stuff and what SMS and Reiza have added to it over the years...

I did once think the large differences in grip people who have similar subjective views on grip profiles can feel in the Madness was down to the FPS differences people ran at... But have since found that to be incorrect... There's a secondary issue within the Madness code that causes this... I had also blamed the tyre sidewall vibration for this issue, but that also appears to not be a fix for this difference in grip between people who love the same kind of grip out of other titles...

But it's possibly something that forms from the different speeds people's PC's can run the physics at, or simply another issue within the physics code that Reiza hasn't managed to correct...

on the other side.
If you can't stay over 60fps, you need a new PC ;)

As above, that limit is 80fps for me...

Ummmm, and correct me if I'm wrong here - but they developed the engine? Did they not?! So as far as I was aware they didn't really develop it much beyond PC2 - if much before! PC1 and 2 felt remarkably similar, even Reiza are still plugging away at it. Maybe it's because a lot of us here were raised in the gMotor engine but it just feels odd. You can absolutely hurl the car into the apex and make it through in a much better state than you can with, say, AMS1 or RF2 or even AC1. It's got it's special little quirks shall we say, you don't need much in the way of manners.

In a lot of areas it wasn't developed much more than what was in Shift 2...

The fact that you can't do something in AMS1 or RF2 or AC or whatever, doesn't mean that you can't do it in reality and doesn't make a game in which you can do it, "unrealistic".

Whilst that is very true, the onboards and how slidey they are compared to the real life onboards are a big telling point...


For me though it's always been about simulating mistakes that the madness had failed at until AMS2 1.4 and Reiza started pulling a thread on that... However that changed after 1.5 when everything went very slidey and the flat curve was so forgiving that pC2 fans were saying it was too easy and turning to iRacing...
 
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That's above 120fps and I can't feel any difference in most sims until it goes under 80fps... Rennsport, AMS2 (pre 1.5 and post latest patch), LMU, rF2, AMS1 all have this 80fps barrier where I can't eek out that final tenth without spinning a lot easier than I would at above 100fps... Much like anything to do with feel, this number could be very different for a lot of people... But for me anything under 80fps and I'll feel it before I look at the FPS counter...

It's got something to do with how the world is portrayed on your own system and what speed it can related that... I can't remember the full explanation... I just remember the fps barriers... It doesn't matter what my monitors refresh rate is, as I can still feel the difference... If I want the physics humming I'll aim for 120 and not drive it if it's under 80...



Madness also runs on that ISI physics code, but a merged version with simplified shift 2 stuff and what SMS and Reiza have added to it over the years...

I did once think the large differences in grip people who have similar subjective views on grip profiles can feel in the Madness was down to the FPS differences people ran at... But have since found that to be incorrect... There's a secondary issue within the Madness code that causes this... I had also blamed the tyre sidewall vibration for this issue, but that also appears to not be a fix for this difference in grip between people who love the same kind of grip out of other titles...

But it's possibly something that forms from the different speeds people's PC's can run the physics at, or simply another issue within the physics code that Reiza hasn't managed to correct...



As above, that limit is 80fps for me...



In a lot of areas it wasn't developed much more than what was in Shift 2...



Whilst that is very true, the onboards and how slidey they are compared to the real life onboards are a big telling point...


For me though it's always been about simulating mistakes that the madness had failed at until AMS2 1.4 and Reiza started pulling a thread on that... However that changed after 1.5 when everything went very slidey and the flat curve was so forgiving that pC2 fans were saying it was too easy and turning to iRacing...
As a virtually exclusive VR user I have mainly been running my sims at 45fps with asw, guessing this has been effecting the physics then, will see if I can feel anything different on lower settings and running at 80fps
 
Ian Bell nailed it with that statement about VR and Unreal Engine. Just look at ACC and EA WRC, horrible blurry mess that you need a super computer or a deep understanding of how things work just to approach a good experience in Unreal Engine and VR racing.

The Madness engine seems almost built for it. If Reiza can keep improving the physics then perhaps a partnership will be announced
 
As a virtually exclusive VR user I have mainly been running my sims at 45fps with asw, guessing this has been effecting the physics then, will see if I can feel anything different on lower settings and running at 80fps

At 45fps I expect you to feel something... But over 60 it's a lot more subtle... Some swear they feel differences under 100fps...

Ian Bell nailed it with that statement about VR and Unreal Engine. Just look at ACC and EA WRC, horrible blurry mess that you need a super computer or a deep understanding of how things work just to approach a good experience in Unreal Engine and VR racing.

The Madness engine seems almost built for it. If Reiza can keep improving the physics then perhaps a partnership will be announced

Given Bell's history Unreal 5 is going to be the best racing simulation for VR when it's implemented for it and Rennsport has the keys to it... It already drives better than the best cars on the Madness engine, even with a weakly constructed tyre...

As anything he says you can expect the complete opposite to be true... Like "Running over something in the ISI engine doesn't send you skyward" from the GTR2 days or "pCARS will be a simulation"...

The Madness engine was built for Need for Speed type games... Reiza have done magical work to get it this far, but they still have a long way to go... They've only just announced that a class will have proper fuel maps for it in the first time in that engines entire existence...
 
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