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

My first impressions are positive, not sure why the UI is so slugish but looks nice, except..its slugish... its basically rF2 for better or worst packaged in a diff way, the tracks are quite nice, the cars also, probably some aditional effects on it since its a bit heavier for me then rF2 ... just wish i didnt bought already about 40% of the content to rF2 and this would have been a sweet deal :) if you think 7 tracks and more then 10 cars for 29 bucks is quite nice and cheaper then what they sold the sum of this content as DLCs ... managed to fix a couple of stuff by just fidling with the usual files that are exactly the same as rF2, like triples ... on the other hand.. the typical rF2 crashes when exiting the game or touching settings too much :)
 
Do the cars reflect light at night or are they cartoonish like rF2 where they just seem to absorb it? Night reflections on car surfaces are non existent there.
 
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

 
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Club Staff
Premium
Regarding the "skip quali" bit. Just have a quali session activated, and click "next session" it will order the cars in: Hypercar, LMP2, GTE.
I've just come off a 4.5hr first impression-stream myself (ad ad ad and so on...), and I am unsure.
It feels rF2 at times, but other times not. It's very barebone, but feels like it has even less features than rF2, without adding any "championship-specific game" features (like season).
The online mode I had huge issues with. Was not able to join a practice session, then was not able to join the event. After i restarted the game, but then I was 20 seconds too late to join the race... it all counted as a last place in the stats and driver ranking... :p It caused some fun chatting on the stream at least.

Offline it loaded in Le Mans even though I chose Bahrain once. The performance/optimization varies a lot. I had no issues at all at Fuji with every graphical setting on max/ultra. The FPS was a bit lower than I liked in the race, so I turned some settings down to have a steady 100+FPS I hoped. Instead when racing at Algarve(Portimao), I had areas were I were down to 30FPS.
Le Mans was also rather hopeless, being pushed down to 40-60fps on the regular.
I assume this is partially due to the amount of AI cars that my PC have to simulate and calculate as well. However, when you cannot choose the amount of AI opponents(???), this is an issue. What if I want a 20 car, multi-class sprint at Le Mans? I am stuck with 60 AI cars and 1hr12 min.

The UI issues are at times huge, and causes massive FPS issues (on Win 10 here, not Win 11).
It's like I said on the stream, more like an Alpha/Beta at times, not Early Access.

When it works though, it is enjoyable. And the track details are great. Monza feels tighter than I am used to in games, Portimao had great night details, and Le Mans is just lovely. I find night racing tend to show how much attention to detail the graphical artist have had when making the tracks.

I am optimistic, but I cannot really recommend it atm. If you know you'll buy it. Just jump on it, you will likely help out by doing so. If you're on the fence, then I guess the fence is fine for a little while, to see the potential progress.

Just remember that the price of the game is likely to go up later on in the dev.cycle.

If you are in Norway, Poland or Switzerland, and on the fence. Then I would add some padding to the fence, so you are more comfy. We are unlucky with the regional pricing...
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oh, if someone for some reason are wondering about the stream. The YT url is in my forum signature - that only shows up on forum posts and not comments on articles, so you really have to work for it. Haha.
 
Yep..rF2 ... my first online experience was super :p eheheh


Sigh, 5 crashes and booted on start of race , kickass stuff :)
 
It's an EA title, For what it is right now I'm very impressed given MSGS and their history as it's ticked some important boxes for me... I'll take it over ACC for sure and depending on how online is over AMS2, it just drives better...

I'm seeing a lot of fans of other titles mute their hatred for MSGS because they're impressed enough to say it's got potential... Which is a good sign... Of course there's plenty of others who have hastily given a thumbs down within the 2 hour period so they can refund... And of course plenty of those unlucky enough to suffer the bugs... But for such a hated company in MSGS (I'm included in that, they ruined so much potential over their time in my eyes) to release it and get this type of reception on large shows they've done some important things right...

I doubt it'll ever be what it was marketed as, basically an F1 style WEC game on an upgraded rF2 engine, the SP side may never come close... But it's definitely going to be part of my rotation going forwards... And I didn't expect to be saying that yesterday... I thought yay another Rennsport situation... Time for hope as I wade through bugs and the BETA process... But it's better then that...
 
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From what I have seen there is this one flaw coming from rF2 that holds me back in buying the game: The AI does not make use of slipstream. Once you attack an AI the AI won't defend hard but passively accepts its state and will fall back rapidly. When I'm in a group of AI bunched up together I an the only one who makes use of slipstream and pass. AI seems to back off on throttle. That is why I don't race rF2 anymore. The AI is flawed
 
Did a bit of driving on the 3 classes and ironically the main Hypercar category is by far the only one that really needs some serious fine tuning IMHO, the cars are waaayy too lose on high speed corners, they feel as if they have very low rear downforce. Maybe its a setup issue but they feel bad IMHO, also on the braking they feel weird, as if they had very weak/bad brakes. Overall they just feel much more difficult and unlike the high performance hypercars they are, every outlap feels as if it was Spa 2023. The LMP2 feel sublime, incredibly rewarding cars to drive. The Porsche GTE felt great as well, although a little too unstable through Eau Rouge, but I was using the default setups.

Performance was pretty good 140+ FPS everywhere, but I didn't do any wet or night driving and I have a 7900XT so I was expecting decent performance at 1440p. The damage model is pretty lacking both visually and mechanically, you can smash into a wall at 240kph+ and carry on with bent steering but never get terminal damage. There is some potential here and I am sure some obvious features like spectating a race after retiring and mid race saves will come, just hoping for a more feature complete package when it goes out of EA.
 
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It's just RFactor 2 therefore it has RF2's physics aspects. There are some great physics aspects but also poor ones:
  • Cars never feel "planted". It's like the tyres too easily want to slide overtop the ground's surface.
  • Cars dart and twitch around on the front-end as if there's some massive front-end yaw problem - like some invisible hand is grabbing the tip of the "weightless" vehicle's hood/bonnet and jerking it laterally.
  • Even when the rear steps out, it's almost as if the front of the vehicle is turning the vehicle sharply rather than the rear of the vehicle sliding out relative to the vehicle's overall direction of travel.
  • Cars have an overly hyper and sensitive reaction/behavior near/at/over the limit.
  • When the rear comes out, 95% of the time it's corrected by BARELY applying opposite lock, instead, you just return the steering wheel back to centre or maybe just a "couple" degrees past centre and then, all of a sudden, the slide abruptly ends (this specific point is more towards LMU, and not so much towards RF2 in general)
  • There's no actual manipulation and control of wheelspin, oversteer, slip angle. It's just so overly on/off, unnatural, darty (no, this has nothing to do with traction control).
  • There's very often times where vehicles - or the way vehicles behave & react - seem like they have no mass, no inertia or "momentum".
  • Often, it's like the cars sort of have lift ie. negative downforce.
  • Things often seem like there's very little friction. It's like the tarmac and/or tyres are made of some extremely low friction material like smooth plastic or glass rather than concrete/blacktop and rubber.
It's like the tyre model, the track surface "model", and the rest of the physics engine (chassis, suspensions, etc. etc.), for whatever reason, can't all "gel" together as one. It's like you have all these separate entities fighting each other rather than becoming one together.

Even from replay cams, the vehicles never look to move around, slide around, bump, roll, etc. in any sort of organic and natural way. They look almost like a flat board with the same few generic bumps & movements from the suspension and body/chassis - it looks very "flat", basic, simplistic. Other game engines like Assetto Corsa, iRacing (which I'm not even a fan of), Live for Speed, BeamNG.drive all have body, bump, roll, and just overall body/chassis movements & dynamics that look sooo much more organic, detailed, and lifelike and, therefore, much more satisfying & immersive to watch.

All this stuff goes back many years. It's not mod/vehicle/tyre/content dependant (although it's possible to have mods/vehicles/tyres/content "fudge" or "hide" those traits better than others - often resulting in other compromises though) but, rather, dictated by the underlying physics engine & tyre model/"engine".
 
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Well, it's RF2 in a new attire with new cars and tracks. I would say the real added value is the WEC license which makes the game more "tight" and focused. It is a bit like what ACC was for AC. Hopefully the devs will learn from the experience of Kunos and put in the hours to iron out the bugs.
 
It's just RFactor 2 therefore it has RF2's physics aspects. There are some great physics aspects but also poor ones...

Many good points but for all those bullet points I had a positive experience. That is, I don't know if it's realistic, but compared to other sims it is more intuitive, it feels more right.

Is another sim doing the physics better for the tyre model, grip, and slip points?
 
Many good points but for all those bullet points I had a positive experience. That is, I don't know if it's realistic, but compared to other sims it is more intuitive, it feels more right.
And i guess this feeling of "right" is highly subjective as for example i have the exact same thought when i drive iRacing and then go back to ACC, i feel like iracing just feels "right". I think everyone has a different preference where they can't really put their finger on it as to what exactly it is, but for some its iRacing, for some its ACC, for some its AMS2 and for some its rF2. What matters is that each of these sims continue to be refined and that each can find their own audience in order to be financially viable.
 
It will be interesting to see what happens to rf2 now that S397 have to focus all their time and energy on this title; it is a matter of survival that this title becomes a success. I do feel that rf2 is never really going to be updated in any meaningful way again. Time will tell, I guess.
 
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Spent around 10hrs with the sim yesterday and offline.

All in all, in my opinion this is a very decent and promising EA and way above the sims which have been released in the last couple of years. It's EA and it's clearly communicated as Beta....thus nobody should be suprised in terms of a lot of open items and work, for sure.

But I had a great time yesterday. FFB and physics are fantastic, I like the UI and HUD. It's clear, clean, modern and easy to operate. Graphics are way better and more detailed than in rF2, Sound is awesome. I also had a couple of great experiences with the ai. Faster classes are able to overtake and lap slower ones nearly without any hesitation. The ai is also aware and give the player room side-by-side. So all in all quite nice and there is a lot of potential in this title.
Looking forward to the progress and hope all, who are interested, are diligent in reporting bugs and findings in the LMU forum to make this sim better and better over time.
 
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