Le Mans Ultimate Hands-On: A Work-In-Progress Sim


Le Mans Ultimate initially launches via Early Access with fewer features, and a lower, price, than its final version. Here's what we've experienced so far.

Words by Thomas Harrison-Lord with contributions from Michel Wolk and Yannik Haustein

All images taken by RaceDepartment in-game

The hybrid systems are primed, the tyres are stone cold and Eduardo Freitas is ready to ask you to start your engine laconically. The new official simulation game of the 24 Hours of Le Mans and the FIA World Endurance Championship releases today in early access, at last.

Here’s what we’ve learnt so far about Le Mans Ultimate – the good, the could-be-good and the not-quite-finished…

A quick word before we delve into the feedback. This title is an Early Access PC release. What you are about to read is not a ‘review’ but opinions on its current state. This platform is openly not finished and is set to evolve through the year.

Therefore, the opinions here are ‘in progress’, and we will revisit Le Mans Ultimate
to check in at a later date.

Off to a flying start​

If you think that the driving experience is the most important element of a simulator, then good news, Le Mans Ultimate does too.

When it is on form, you’ll be clinging on to your steering wheel over Sebring’s bumps like a Ninja Warrior competitor on the mega wall. This is savage.

Make no mistake – while there is a suite of driving aids, a slick main menu and what feels like an ever-so-slightly softened initial turn-in phase, this title is not an accessible driving game. There will be times, especially with the Hypercars, when you will want to curl up into a ball and cry.

This is especially pertinent the first time you hit the track in any of the top-class cars on anything but oven-warm tyres. Like the real-world series it replicates, tyre blankets are omitted. Exiting the pits, you are almost guaranteed to miss the first corner, then spin at the second.

Le Mans Ultimate Le Mans race start


Four laps later, you will still be trying to turn those rubber icons from blue to green, without creating a flat spot. Perhaps this is a little overdone, as the starting tyre pressures seem to be extraordinarily low, yet it does feel (what we imagine to be) authentically challenging.

Included is the 2023 FIA WEC season – seven tracks, four GTE cars, one LMP2 and then seven in the top Hypercar class, which is a mix of LMH and LMDh machinery. You will no doubt want to jump into the Le Mans-winning Ferrari 499P or de-winged Peugeot 9X8 first, but we recommend at least trying the LMP2 first.

That way you can attune yourself to the tyre model and crucially, the platform itself which is filled with idiosyncrasies.

These cars can swap ends on you, and the representation of a brake-by-wire system takes some getting used to. As it should, too. These are complex beasts.

Once you are up to speed, how the cars handle the track imperfections is mighty, from the spark-inducing Blanchimont to the way they straddle kerbs at Monza. Watching a slow-motion replay reaffirms our belief that there isn’t a more lifelike representation of these car’s highly tuned chassis elsewhere in sim racing.

Le Mans Ultimate Hands-On - Work-In-Progress


This is amplified by the sounds, which are uncanny. When we first saw the gameplay trailer for the 499P, we thought that maybe it was some real-world sound dubbed over some game footage – but mercifully, it is not.

The mix of turbocharged V6s and electrical harvest systems is intoxicating. But even the LMP2 sounds incredibly authentic. The Cadillac, for example, even runs on electricity at slow speeds before its V8 bursts into life like a firework.

The detailed cockpits also add to the heady mix of aural pleasure and supreme suspension, with dynamic time of day and weather providing the platform for some epic endurance events. We suspect that the latter feature will come into its own during longer online races.

What’s in the box​

Speaking of which, right now there are only two modes, with more on the way soon including an asynchronous co-op option. Race Weekend is the single-player experience currently, with single or multi-class events, formation laps that ape the real-world races and race lengths up to 24 hours in length.

Of note, in our experience after playing with both the overall AI level and the aggression setting, lapping cars does not seem to cause the AI any notable issues. Nor do they seem to make any rash moves even when they are clearly faster than the player, similar to an endurance mindset. They will occasionally bump into the rear of your car, though.

Le Mans Ultimate Online Stats


Multiplayer racing online is supported from early access day one, with the RaceControl ranking system native right away. You must increase your driver and safety rating through strong results and clean racing. At the end of each race, you can see if you moved up or down in detail and scroll through your entire history of race results.

Based on our early races last week, this is not to be overlooked. We have had close, clean, battles and when there has been some slight contact, the netcode allows for solid collisions. You have the confidence to go side-by-side with someone around a corner.

How this holds up when the sim racing fraternity floods the servers come later today remains to be seen.

Initially, in the beginner tiers, you will be limited to shorter races. During the early-early access hands-on period this past weekend, there were two fixed set-up events on cycle. Stepping up to intermediate and advanced levels unlocks ranked multi-class and Hypercar races.

In Active Development​

The online section of Le Mans Ultimate has the possibility to be the main reason to keep coming back for more during this development period. Points ranking across a series would be a welcome addition at some point. The main downside is an inability to host a server presently and therefore no online driver swaps or leagues – yet.

Further down the line, in theory, it could be used to hold special events and the Le Mans Virtual Series is set for a return “in the near term” according to the company’s CEO.

Le Mans Ultimate Porsche Night 02


For those into single-player racing instead, we’d love to see more than just a race weekend. This is crying out for a dedicated time trial mode with online leaderboards and the ability to run a season-long championship. We are hopeful something will arrive in the fullness of time.

Perhaps a bigger miss for some is the lack of virtual reality support, although, again, this is stated to be in active development. Ultra-wide and triple screens do work right now at least. Mind you, the in-game tool to adjust triples pops up using the old rFactor2 hotkey, but it is not yet functional.

It’s An rFactor 2 Thing​

While Le Mans Ultimate has a slick intro video and smooth top-level user experience, sometimes trying to set up important elements is like eating water with a fork.

If you are familiar with the lionised simulator rFactor 2, now over a decade old, the doyen of tyre physics lends its technology to Le Mans Ultimate – albeit built upon with noticeably enhanced visuals, the aforementioned sounds and driving assists.

It also lends a sub-menu system emblematic of a laser-focused sim outfit possibly not aware of what newcomers may require. We’re sure Michi Hoyer can navigate it with his eyes closed (love you, Michi), but quirks that were previously dismissed as just “rFactor 2 things” can be frustrating when paired with a more generalist ‘Le Mans’ moniker.

Cadillac Fuji Gameplay


You can add a virtual rear-view mirror to aid visibility, but the platform doesn’t let you know how. Nor does it list it in the assists or graphics menu. Instead, you press ‘3’ on the keyboard during gameplay for it to appear.

Now, if you are already familiar with rFactor 2, this is identical. But coming from a different game or sim, this can be befuddling.

The option to turn off the cockpit camera shake is under the steering wheel settings menu. Because of course it is…

The aforementioned Eduardo Freitas is in all the trailers, but he’s not in the sim as it stands. The in-game spotter doesn’t appear to do anything except call your lap times and the green flag at the start of the race so far – zero help with tyre temps or when to switch compounds.

Single-player races can be up to a day long, but because the main replay system from rFactor 2 is missing presently, the resume from replay function is also absent, meaning you cannot ‘save’ your progress through a race.

You can, however, let the AI take over control mid-event by hitting ‘I’ on the keyboard – but again, you’d be hard-pressed to tell unless you are an existing Studio 397 fan or delve into support forums.

Le Mans Ultimate Toyota Spa


Traction control is not listed in assists either, only modifiable via the in-race MFD. Which is realistic, and not a complaint. But perhaps in the assists menu, you explain that for newcomers?

There will be a cohort of ardent sim racing fans who will claim that this handholding is not necessary – but if Le Mans Ultimate is trying to appeal to users of other sims, they may be repelled by the set-up process.

We don’t think the driving needs dumbing down in any way, just some small explainers would help – how about during the lengthy loading screens?

Mind you, speaking of dumbing down, during corner turn-in the steering feels a little loose and indistinct in the first quarter, but that may be realistic as these cars have some negative camber and your front tyres need contact to apply more force. You can still tell that there is a lot of rFactor 2 under the hood though, so don’t worry.

The Ugly​

Then, we are afraid, must talk about the instabilities. Once again, this is early access and most of these are listed as known issues – but at the same time, we cannot report on what it may become, but rather what it’s like right now.

If you have Windows 11, the in-race setup menus are glacially slow, to the point of being unusable unless you switch on VSync.

If you skip qualifying the grid order is randomised, including all three classes, which can result in a GTE car in pole position ahead of Hypercars. Pandemonium ensues.

The AI often cannot handle formation laps, either crashing into each other or driving through the pace car.

We have experienced crashes so hard that the .exe file deletes itself, and then when Steam tried to re-download it, Windows Defender blocked it as a virus. Creating an exception avoids the block, top tip, and we are sure the game will be registered with Microsoft soon. But, obviously, the crashes are the main pain point.

Le Mans Ultimate safety car


There is a neat touch that when using a Fanatec wheel a little ‘LM’ appears in the digital read-out. Not so neat is the game forgetting steering wheel settings each time you boot it or being sometimes prominently out of alignment.

It also forgets the race length between qualifying and the race itself, defaulting to its own agenda. It decides that you should race for six hours instead of 90 minutes and it rarely remembers your race or weather settings the next time you come to them.

The list is seemingly endless. We also appreciate that these are what the RaceDepartment team has experienced on our particular hardware, yours may be different.

It is hard to imagine, though, that until recently, this was not going to be an Early Access release. Thank goodness it is…

Progress To Be Made​

Le Mans Ultimate then – when you are hurtling down the Mulsanne straight at night in a Toyota Hypercar on your own, it can be a spectacular, transcendent, experience.

But, as it stands, it can be frustrating to just get it to work and that’s a real bummer. Early Access somewhat inoculates the criticisms, but only to an extent.

We hope this is a mere bump in the road – the potential is there, but it is not realised yet. We’ll be watching the progress closely…

Have you purchased the early access version of Le Mans Ultimate? Let us know how you are getting on in the comments below or discuss in our forum.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

Premium
I wish I could say the same. Intel i7-10700, 2.9GHz, GeForce RTX 3080 Ti 32GB, DDR4 3200MHz RAM and game is on a Kingston Fury Renegade M.2 SSD. It was everything from 155fps and smooth sailing, to 28FPS and massive issues depending on track. The interesting thing is that I got more FPS issues after I turned down some of the graphic settings(!). And other major issues with regards to smooth running (or the lack of).

Easily seen here (should be timestamped at 3hrs10min59sec), this was the by far worst situation I experienced, and was possibly connected to the UI issues, but I've seen slideshows that has been smoother... But how it could go between 28FPS and 130FPS on the same track at the same event is not exactly great...
Try downloading HWINFO64 and running that in the background might give you a clue as to the issue.

RF2 can exhibit some annoying behaviours. It has a habit of maxing out 1 or 2 CPU cores and had/has some memory bottlenecks especially with a large field of cars or longer tracks. it also didn't like restarts in some circumstances, you could be running a 100fps, do a restart and it would be 35 FPS and GPU could be anything form 60% to 99% utilisation. Nords Endurance was always a bit of a gamble on higher settings/resolution and if you were in the vicinity of the pitlane the framerate would tank.
 
I wish I could say the same. Intel i7-10700, 2.9GHz, GeForce RTX 3080 Ti 32GB, DDR4 3200MHz RAM and game is on a Kingston Fury Renegade M.2 SSD. It was everything from 155fps and smooth sailing, to 28FPS and massive issues depending on track. The interesting thing is that I got more FPS issues after I turned down some of the graphic settings(!). And other major issues with regards to smooth running (or the lack of).

Easily seen here (should be timestamped at 3hrs10min59sec), this was the by far worst situation I experienced, and was possibly connected to the UI issues, but I've seen slideshows that has been smoother... But how it could go between 28FPS and 130FPS on the same track at the same event is not exactly great...
Looking at the filestructure LMU still uses the caching system like rF2, so there is a chance that things can get corrupted once you change graphic settings. Shouldn't be the case in first place but it's worth to give it a shot. Under Le Mans Ultimate\UserData\Log\Shaders there is the cache stored. Back up the file, delete it and let it rebuilt with the next track load. Btw, what's your native monitor refreshrate? I have seen people trying to play the game at 200 FPS wich is insane. Ofcourse it will feel like a stutter once it drops to 100.
 
A GTX 1070, really? What kind of FPS are you getting?

By the way, does the title support all the new scaling tech for Nvidia and AMD cards?
DLSS, Frame Generation, AFMF and all those...
DLSS, FSR and XeSS are can be simply described as advanced forms of TAA. TAA and its derivatives are used in games with deferred rendering. MSAA in that form of rendering is not supported well. gMotor still seems to be a forward rendered thus no TAA, however we have MSAA, it's sharp and also not very demanding on the GPU. Image reconstruction has little reason to exist for it.

As far as frame generation is concerned AFMF should work in theory, but frame gen comes with a huge input latency penalty therefore I don't think it's viable for sims at this stage. AFMF also turns off when it detects lots of movement on the screen, so it would deactivate mid corner, providing huge framerate and latency jumps.
 
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1 lap of the Ferrari 499P (ai) with a few passing maneuvers. Wonderful as I'd have wished AMS2 (e.g.) can manage it too. Perhaps sometime later.

 
Club Staff
Premium
Try downloading HWINFO64 and running that in the background might give you a clue as to the issue.

RF2 can exhibit some annoying behaviours. It has a habit of maxing out 1 or 2 CPU cores and had/has some memory bottlenecks especially with a large field of cars or longer tracks. it also didn't like restarts in some circumstances, you could be running a 100fps, do a restart and it would be 35 FPS and GPU could be anything form 60% to 99% utilisation. Nords Endurance was always a bit of a gamble on higher settings/resolution and if you were in the vicinity of the pitlane the framerate would tank.

I actually use HWINFO64 already, both for providing info on my keyboard (got a fairly old one with a color-screen on it), and it's also what I've set SimHub to use. So it is always up and running, providing me with numbers.

rFactor 2 needs to be cuddled and held in the way it wants for it to be smooth, but I've not really experienced any issues with rF2 ever. Or.. Back in 2017 or 2018 it was nearly impossible for me to see the track during sunrise or sunset. Other than that, I've never had an issue with the game. Offline, online, doesn't matter. Can't say I've ever experienced much differences between restarts of the game either. And we have ran 40+ cars races in the RD Club before, and to know if the tracks can handle it, I need to do testing with the same amount of cars offline.

I couldn't see anything popping up as a culprit to the issues with LMU last night. The UI-thing feels somewhat unrelated to the game in a strange way. As I can have a nice 144fps in the menus, no usage of anything (CPU, GPU, RAM related), while the UI is lagging and not possible to click on.

If I'd seen something max at 100%, or even certain cores being "asleep" while others were working itself to death, it would've made sense. This didn't.
 
Club Staff
Premium
Looking at the filestructure LMU still uses the caching system like rF2, so there is a chance that things can get corrupted once you change graphic settings. Shouldn't be the case in first place but it's worth to give it a shot. Under Le Mans Ultimate\UserData\Log\Shaders there is the cache stored. Back up the file, delete it and let it rebuilt with the next track load. Btw, what's your native monitor refreshrate? I have seen people trying to play the game at 200 FPS wich is insane. Ofcourse it will feel like a stutter once it drops to 100.

Interesting. Not had an issue with that in rF2 either - and I am basing much of my LMU playing&testing on rF2 knowledge. Though, I tried to drag up the in-game FPS counter as the Steam one didn't show up on stream. I think one of those keyboard buttons are the clutch. Oups.

Will try that and see if it works. Though, it is weird that it is so fluctuating anyway.

Native refresh rate is 144hz.
 
That's the thing that allways amazed me. I have a fairly old system (low end by todays standards) and have a very smooth experience - granted at 1080 p - but I have a full field of cars on Sebring (12 visible) running a 1 hour race with 12x time scale race with a mix of medium and high settings and it has been nothing but magic. How the dirt builds up on the windscreen of my RSR, faster classes whizzing by, exceptional sound that makes stuff like a radar redundant in my book, a clear and crisp image, amazing FFB and AI that actually interacts with each other and with a hectic race that unfolds into a calm endurance race. Once the sun sets the cockpitlights turn up and it get's even more claustrophobic. Noone is gonna tell me that you get exactly the same experience on rF2. And I am sure that I still have a bit of headroom when it comes to lowering settings to gain some FPS.

Granted you play at much higher res, but your setup is miles better than my config. Have you tried playing with the gfx settings a bit more? I have limited my FPS in the menu to 100 FPS and have zero issues with the game being laggy or stuttering. I remeber AC stuttering for me in the past aswell so I used a frame cap to get less severe FPS spikes and didn't have the drawback of vsync and it's input lag.

Edit: Btw, skipping through your video a bit it seems like your physics are running out of real time wich is a sign that your CPU isn't able to keep up. Try lowering your settings a bit, especialy stuff like the CPU intensive reflections , shadows or even PP. I guess you will barely notice a huge difference and get a smoother experience.

This was my literally first test, and I put everything on absolute maximum. So probably some reasonable turning down of some stuff will be helpful. 3440x1440 on 8x MSAA is no joke, but I still got 150fps in practice. Also, the video you see opponents are also on Ultra for testing purpose and the worst possible scenario. Later I turned them down to Mid, stuttering was still there though. I don't know if my CPU is bad though, 5900x is one of the best in it's era I guess. I run 30 or more AI cars in AC, ACC, rF2 and no bottlenecking there.
This is the first day, a patch and some turning down the useless stuff will probably help.
 
Good review. It really is useful to watch and read other reviews, as each reviewer has a different experience. It is really concerning reading so much "will" (VR will be implemented, career will be implemented...) when dealing with a company which never delivered anything good by itself. "Should" is more accurate.

Content wise, everything is there and in good quality (there are a few reviewers not convinced by the driving but it may be a FFB settings issue, it seems some work is necessary). The elephant in the room I was expecting is worse than I thought though. I can imagine racing a few hours and CTD being a bit of a problem...

If it wasn't a MSG game, it would be promising but trusting this company is a big mistake.
Nascar 21 is still sold in a game braking state, although it just needs a few adjustments to be fixed. The same for the Nascar Heat 5 update which litterally broke the game although it was previously working perfectly fine. These are well known issues the new MSG team should have taken care of in priority (just fix and promote again the Nascar Ignition game, players will buy it, there is still no other option). If these issues haven't been fixed, how can anyone seriously expect LMU to be fixed? Yes it's S397 but S397 doesn't decide to abandon a game. Nascar 21 doesn't seem to be a bad game technically now, just 2 or 3 issues make it a bad experience ; I'm pretty sure a competent team could fastly solve them, but it is not a priority or it may never happen. There is way more things to fix in LMU.

The driving being good and the detailed cars and tracks are already something positive, and this is no suprise, and they could justify the asked price, but the bugs and uncertain promises heavily justify a price not higher than 15 euros imo. We can read on Steam about how badly received are early accesses with a price higher than 15 euros ; under that price, people are generally ok with what they get. MSG most probably couldn't wait more to release the game. Basically buyers are just making a social work, which I can understand, this odd blackmail ("pay for what we can deliver right now or the company will die with your favorite studio S397 and the potential super hyper LMU game") seems to work very well. I would really go for it at a price inferior to 15 euros, even having heavy doubts about the managing methods and the strategy of this company. But for the double, I'll wait, sincerely with high hopes, for further developments.
 
There's a Known Issues post on Steam with a tonne of known issues so at least they're on the ball and aware of what's going on.

For one that slow UI appears to be related to Windows 11 and threading and the solution has to do with vsync

Thanks for posting this! Disabling MSI Afterburner made a huge difference performance-wise!

As for the sim itself, it is really like a repackaged rF2 but overall with a more polished user experience(!). I know this might sound funny but I'm lucky enough having no game breaking bugs and the whole experience is really enjoyable. The physics and ffb are great, the graphics on med to high settings are just like rF2 but the new skyboxes alone make a huge difference!
 
Lets cut through the delusional BS. This will trigger a lot of people, as reality does to those living in delusion.

1. LMU is not a new game. It is LITERALLY rFactor 2.

2. LMU, being literally rFactor 2, cannot rationally be considered Early Access because rFactor 2 has been out for 10 years and is NOT in Early Access.

3. As a thought experiment ...... If the new cars and new/updated tracks in LMU would of INSTEAD come out as a car pack and track pack for rFactor 2 .... and it was buggy as hell ... would people consider rFactor 2 to suddenly be in "Early Access" .... of course not ... it would just be labeled "BAD CONTENT" for rFactor 2 and people would say do not buy the new content ... it is not up to par yet.

4. Therefore, LMU cannot be considered Early Access because it is actually a 10 year old game with a new car and track pack that happens to be bad, that has been rebranded with a new name.

5. A lot of the bugs and broken/lack of features in LMU is not because it is in Early Access and therefore cannot be excused as such ... because LMU is literally rFactor 2 ..... and rFactor 2 had those bugs and broken/lack of features. These are not Early Access bugs ... they are 10 year old bugs/broken/lack of features.

6. Studio 397 and Motorsports Games cannot be intellectually separated. The Pittsburgh Pirates have had bad ownership forever ... supporting the team because you like them is supporting the bad owner even if you don't like the owner. They are one and the same. When you pay to go to the ballpark to "support the team" even though you hate the owner ... you are rewarding the sucky owner too. Pure and Simple. There is no such thing as Motorsports games sucks ... but support the devs. Thats not how the real world works. By doing one ... you doing the same for the other. I know ... this is grown up stuff and hard to understand.

7. Furthermore, why does Studio 397 even get this admired status? They have had rF2 since 2016 ... for 7 years. A lot of what is wrong with LMU ... literally ... wouldn't be wrong if Studio 397 had fixed rfactor 2. If they had implemented a career mode ... guess what ... LMU would have a career mode ... if they fixed that skipping qualifying wouldn't order mixed classes correctly ... it would be working in LMU. A lot of problems would not exist in LMU if s397 had previously done their job. They don't deserve a pass. Again ... 90% of the reason LMU is in the state it is in ... is because rFactor 2 is in the state that it is in ... 7 years under s397. AMS2 has had 4 years with a supposedly inferior game engine and all debate aside ... is far ahead of schedule compared to s397 in the same time frame.

So ... Lets cut out all the "early access" excuses, all the comparisons to how bad ACC was in Early Access - which was NOT a literal copy of AC, all the s397 is good but ownership bad, and all the other excuses/rationalizations that resemble how addicts defend their drug use ..... its all make believe. its not real.

It's all copium.
 
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As of the latest update, and before, the only track that loads is Le Mans.
All other tracks crash before loading a race weekend :(
 
Premium
A long list @tpfitz but you have repeated the same "issue" several times.
LMU is new in the same way that Windows 11 is a new OS when compared to Windows 8.
It works the same way because that's what they know.
Also remember that the LMU we have today is the first public step of a product that is planned to be multi-platform.

I expect that they have removed and rewritten a lot of code that rF2 has that doesn't work or can't be used going forward. If you devise a different way of going something then it's "new" code even if the inputs and outputs are the same.

If configuration files and exported data is the same as rF2 then that is to be applauded.
I'm sure we have all bought software that then doesn't work with other tools and software we use.

( As a side point... wouldn't it be great if ALL sims could load the configurations of ALL other sims? Setup your wheel, pedals and graphics in ACC and load those settings into iRacing?
Export the iRacing setup for a Mercedes AMG GT3 at Spa and import it into ACC? )
 
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A long list @tpfitz but you have repeated the same "issue" several times.
LMU is new in the same way that Windows 11 is a new OS when compared to Windows 8.
It works the same way because that's what they know.
Also remember that the LMU we have today is the first public step of a product that is planned to be multi-platform.

I expect that they have removed and rewritten a lot of code that rF2 has that doesn't work or can't be used going forward. If you devise a different way of going something then it's "new" code even if the inputs and outputs are the same.

If configuration files and exported data is the same as rF2 then that is to be applauded.
I'm sure we have all bought software that then doesn't work with other tools and software we use.

( As a side point... wouldn't it be great if ALL sims could load the configurations of ALL other sims? Setup your wheel, pedals and graphics in ACC and load those settings into iRacing?
Export the iRacing setup for a Mercedes AMG GT3 at Spa and import it into ACC? )
You can ignore him. It's an account to just sh*t on anything. Propably a person who has a lot of joy in life and many friends. He propably hasn't managed to manouver a Hypercar out of the pits yet, thatswhy all the rage. But deep inside he really wants it :p
 
Bought it yesterday, had a go today (before the patch). No issues with anything so far - it looks great, sounds fine, control and FFB were good and performance was good, too. A little longer than average loading times for events, but not bad. Ryzen 7 7800X3D, 64GB DDR5 & 4080 using Moza R5.
Found the "mixed" ratings on Steam laughable. One says how crap the sounds are, next says they are awesome - and so on with all different aspects of the game.
Another thing - I drove Le Mans track and was sure it was much tighter - especially the first few bends - in all other sims I'd driven. After my sesh I sparked up AC and sure enough, they were much tighter and narrower than in Le mans Ultimate! Someone has it wrong...
Also, how on earth do I manage to get a fastest lap time for an outlap?!
 
I've given it a couple of hours and look forward to more now that I have it running in VR properly (by adding "+VR" to Steam's launch options and assigning a center VR view button by editing the "direct input.json" file). Well, not properly because it's jaggy and lacks all HUD elements. But I get an idea of how the game plays.

I instantly got a better feeling than in a long time in rF2. And that's with everything controller and force feedback-wise working straight out of box. I've spun out a few times but it's felt deserved. I've yet to fully explore AI racing. At one point I was racing them in what I thought was a 9-minute race, but I ran out of petrol at about 15 minutes. Too bad. I was crushing the opposition! I think I had set up a 1.5 hour race or longer instead, which would have the AI running considerably more fuel, and that would explain my dominance. The menus may have bugged out a bit and led to the confusion... But then again I had several practice sessions in the dark until I realized I had set the time at 3 a.m. and not 3 p.m. as I had thought. That's fully on me.

Anyway, I've tried the GTE and the LMP2, and it just feels good to drive. I think personally the better sound compared to rF2 makes a big difference too. It's too bad contact doesn't seem to make much of a noise, though.
 
I found some instructions for VR for those who are interested :
1) Swap opencomposite DLL file
2) type "+VR" in steam properties/launch options.
3) copy dx11.vr file from rf2 and replace the dx11 in LMU folder
4) switch msaa from 2 to 0 (msaa seems to be broken as it makes edges super jagged)
5) In Nvidia control panel, I turned on every AA setting to max/on. Probably some additional tweaking required there but that made nice difference.
6) there is no center VR button so you need to map any function to a button of your choice in game first. then go to File: C:\Program Files (x86)\Steam\steamapps\common\Le Mans Ultimate\UserData\player\direct input.json You need to assign the right device and buttomn. E.g: "VR : Re-Center head position":{ "device":"Forte Steering Wheel Button Box-B776868F168DF0E4", "id":37
So you need to find the corresponding you just mapped and replace the function you used by "VR : Re-Center head position"
7) in game VR don't work, so you have to launch the game and click "start racing " on your flat screen and then you will be in VR.

For French speakers :

Note : in the French tutorial it is recommended to enable lock horizon and disable the 4 parameters of camera movement (head shaking...).
 
Ofcourse ... ;)

Btw, before you crucifiy me: the ACC EA released with the Lambo and Nürburgring - both pieces of content were in AC1 allready, yet nobody called it a reskin. For everyone with a set of healthy eyes it shouldn't be difficult to see that all the assets in LMU compared to rF2 are new or heavily reworked and that the tracks were updated extensively.

The difference to some people here who claim LMU to be the biggest sh*tshow on earth is that I don't have a short memory and remember what kind of a sh*tshow the ACC EA was. It had terrible performance, huge issues with ghosting, a general bluriness to the image unless you play with a scale of 200 % wich required pretty strong hardware, allmost useless train AI wich is a trademark of AC1 and was carried over to ACC. Said AI still doesn't handle multiclass racing well after over five years and on top of that ACC had pretty much nonexistent FFB and cars that were send flying into the orbit as soon as you touched a curb. Now lemme guess from were it inherited that characteristic? Before you tell me that I have zero idea what I am talking about, I would recommend you to take of your rose tinted glasses, take a deep breath and refresh your memory.
So you mentioned the points in common, fair enough, loads of stuff was brought from AC but.. to even dare call it a reskin is where i am saying you have no idea what you are talking about.. and im talking about way more then assets, like... you know, day and night transition, rain and tyre physics for said rain, completely redone from scratch AERO, Ratings , rolling starts , new interface, new engine ... should i keep going ? dont even try to compare to LMU and rF2 since in order to fix some issues i had in LMU i simply edited files the way i would in rF2... better polished cars and tracks and a new UI and improved sounds is way closer to a reskin then ACC ever was to AC... aparently your memory is the one failing ...
 
Lets cut through the delusional BS. This will trigger a lot of people, as reality does to those living in delusion.

1. LMU is not a new game. It is LITERALLY rFactor 2.

2. LMU, being literally rFactor 2, cannot rationally be considered Early Access because rFactor 2 has been out for 10 years and is NOT in Early Access.

3. As a thought experiment ...... If the new cars and new/updated tracks in LMU would of INSTEAD come out as a car pack and track pack for rFactor 2 .... and it was buggy as hell ... would people consider rFactor 2 to suddenly be in "Early Access" .... of course not ... it would just be labeled "BAD CONTENT" for rFactor 2 and people would say do not buy the new content ... it is not up to par yet.

4. Therefore, LMU cannot be considered Early Access because it is actually a 10 year old game with a new car and track pack that happens to be bad, that has been rebranded with a new name.

5. A lot of the bugs and broken/lack of features in LMU is not because it is in Early Access and therefore cannot be excused as such ... because LMU is literally rFactor 2 ..... and rFactor 2 had those bugs and broken/lack of features. These are not Early Access bugs ... they are 10 year old bugs/broken/lack of features.

6. Studio 397 and Motorsports Games cannot be intellectually separated. The Pittsburgh Pirates have had bad ownership forever ... supporting the team because you like them is supporting the bad owner even if you don't like the owner. They are one and the same. When you pay to go to the ballpark to "support the team" even though you hate the owner ... you are rewarding the sucky owner too. Pure and Simple. There is no such thing as Motorsports games sucks ... but support the devs. Thats not how the real world works. By doing one ... you doing the same for the other. I know ... this is grown up stuff and hard to understand.

7. Furthermore, why does Studio 397 even get this admired status? They have had rF2 since 2016 ... for 7 years. A lot of what is wrong with LMU ... literally ... wouldn't be wrong if Studio 397 had fixed rfactor 2. If they had implemented a career mode ... guess what ... LMU would have a career mode ... if they fixed that skipping qualifying wouldn't order mixed classes correctly ... it would be working in LMU. A lot of problems would not exist in LMU if s397 had previously done their job. They don't deserve a pass. Again ... 90% of the reason LMU is in the state it is in ... is because rFactor 2 is in the state that it is in ... 7 years under s397. AMS2 has had 4 years with a supposedly inferior game engine and all debate aside ... is far ahead of schedule compared to s397 in the same time frame.

So ... Lets cut out all the "early access" excuses, all the comparisons to how bad ACC was in Early Access - which was NOT a literal copy of AC, all the s397 is good but ownership bad, and all the other excuses/rationalizations that resemble how addicts defend their drug use ..... its all make believe. its not real.

It's all copium.
I disagree.
 
Premium
1 lap of the Ferrari 499P (ai) with a few passing maneuvers. Wonderful as I'd have wished AMS2 (e.g.) can manage it too. Perhaps sometime later.

I'd expect the AI to be better in this title, as they have only a few classes/tracks to configure. Problem with AMS2 is the huge number of car/track combos, all of which need AI dry and wet lines tweaked. I expect LMU will be very good at the narrow focus of what it does. Which is very cool. I will play both titles I'm sure.
 

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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