PISTA Motorsport Now In Early Access

PISTA Motorsport header.jpg
Image: REG Simulations
The title promised by Assetto Corsa modding group turned game developer REG Simulations has entered early access on Steam.

Argentinian studio REG Simulations have been promising over the past year a sim racing title featuring content pertaining to their home country's racing scene, such as Turismo Carretera and TC2000. Along with that, many tracks within the Latin American country including Autódromo de Rosario, Autódromo Roberto José Mouras circuit and Autódromo San Nicolás are part of PISTA Motorsport.

After spending considerable time in closed beta, sim racers now can get it in Early Access on Steam right now for €14.79. Here is what you can expect with your copy of PISTA Motorsport in its early access form.


PISTA Motorsport Early Access: What You Need To Know​

Featured within the game are two game modes, those being Test Day and Time Trial. The latter features online leaderboards - and new game modes are set to be added soon. This includes quick race, championship and online races, all at no extra cost. As of the Early Access release, cars and tracks are as follows:

PISTA Motorsport Car List​

  • Formula 3 Metropolitana
  • Uno Turismo Pista C1
  • Clio Turismo Pista C3
  • Etios Turismo Pista C3
  • Fiesta Turismo Pista C3
  • Chevy Procar 4000 A
  • Falcon Procar 4000 A
  • GTX Procar 4000 A

PISTA Motorsport Track List​

  • Rosario
  • La Plata
  • Termas de Rio Hondo
  • San Nicolás

New additions will be added over time, again at no extra cost.

To run PISTA Motorsport, REG Simulations list relatively tame minimum and recommended specs.

PISTA Motorsport System Requirements​

  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: FX 8350 (minimum), Ryzen 5 3600X (recommended)
  • Memory: 8 GB RAM
  • Graphics: RX 570 (minimum), RX 580 (recommended)
  • DirectX: Version 11
  • Storage: 10,000 MB available space
  • VR Support: OpenX
For more information, head on over to the PISTA Motorsport Steam page.

Will you be picking up PISTA Motorsport in early access? Tell us in the comments below or discuss the title in our forums!
About author
Luca [OT]
Biggest sim racing esports fan in the world.

Comments

Sorry, but I feel like I'm going back 15 years...
If you're referring to graphics, then I don't think they have improved that much, at least in any meaningful way for driving/racing sims for the last 10 or 15 years. Yeah, we can now render a 4k (although I'm still a 1080p hold out) and the textures are higher resolution, and yes we now have certain other things that sap the majority of a GPU performance, but are barely noticeable in practice.

A case in point that fits with your comment as I just went back 20 years (almost). I found my old Gran Turismo 4 disk recently so pulled out my old PS2 to give it a go, but unfortunately the controller's D-Pad was dead. Undeterred I decided to give it a go on the PC - I'm not going to go into how as everybody already knows, and as I own the original disk, which I used for this, I consider it fair play.

The upshot was that once I'd up-scaled to 1080p and applied some FXAA I could have recorded a replay, replaced the GT4 logo with the iRacing logo, posted it on Youtube, and it would probably have fooled quite a lot of people, well for at least a few seconds.

Jokes aside - one of the things that really impressed me for a 20 year old title is just how convincingly realistic the behaviour of the cars is in the replays. I'm not saying anything about the physics, but there's certianly some digital voodoo that Polyphony Digital worked into that title.

So back on topic. If you are indeed referring to the graphics then I think you're cutting off your options to your detriment as there's far more to a sim than just graphics.
 
Not picking it up at this point, but I will check out the updates and evolution of the sim. Regarding the graphics, based on the videos not great, I particularly do not like the very aggressive and sudden shadows that appear on trees at a certain distance, and how the rain spray is inside the cockpit. Also, who's that guy on the menu screen and why is he staring into the soul of the player?

That aside I wish the dev team success and I hope they convince me buy the product eventually :thumbsup:
 
If you're referring to graphics, then I don't think they have improved that much, at least in any meaningful way for driving/racing sims for the last 10 or 15 years. Yeah, we can now render a 4k (although I'm still a 1080p hold out) and the textures are higher resolution, and yes we now have certain other things that sap the majority of a GPU performance, but are barely noticeable in practice.

A case in point that fits with your comment as I just went back 20 years (almost). I found my old Gran Turismo 4 disk recently so pulled out my old PS2 to give it a go, but unfortunately the controller's D-Pad was dead. Undeterred I decided to give it a go on the PC - I'm not going to go into how as everybody already knows, and as I own the original disk, which I used for this, I consider it fair play.

The upshot was that once I'd up-scaled to 1080p and applied some FXAA I could have recorded a replay, replaced the GT4 logo with the iRacing logo, posted it on Youtube, and it would probably have fooled quite a lot of people, well for at least a few seconds.

Jokes aside - one of the things that really impressed me for a 20 year old title is just how convincingly realistic the behaviour of the cars is in the replays. I'm not saying anything about the physics, but there's certianly some digital voodoo that Polyphony Digital worked into that title.

So back on topic. If you are indeed referring to the graphics then I think you're cutting off your options to your detriment as there's far more to a sim than just graphics.

Indeed, i'm 48 and been into games since ZX Spectrum, the steps from Spectrum, to Amiga 500 (i remember being blown away by a 3D F1 game on amiga) then stepping up towards PS1 / XBOX stuff like PGR and Gran Turismo was huge.
We simply IMO don't have those steps, we like to think we do though. The outlier is Microsoft flight sim of course, that step was huge.
I can play GTR2 at max resolution and be impressed still. So long as this game is along those lines of looks it'll be fine for me.
 
So Bundle Games changed their name again to Studio 56? Yeah right, not getting fooled by these scambags.
Can you explain your comment? I've googled Bundle Games and Studio 56 but can't find anything related to your comment, you can image how much comes up if you google "bundle games".
 
Indeed, i'm 48 and been into games since ZX Spectrum, the steps from Spectrum, to Amiga 500 (i remember being blown away by a 3D F1 game on amiga) then stepping up towards PS1 / XBOX stuff like PGR and Gran Turismo was huge.
We simply IMO don't have those steps, we like to think we do though. The outlier is Microsoft flight sim of course, that step was huge.
I can play GTR2 at max resolution and be impressed still. So long as this game is along those lines of looks it'll be fine for me.

I agree entirely. I'm 55 and went through everything - ZX80, ZX81, C64, MegaDrive and each was a massive step up, but the era of the biggest graphical steps was for me was the step from the MegaDrive to the PS1, and then the PS1 to the PS2. The step to the PS3 was OK-ish, but the step to PS4 was small, and then the step to the PS5 is to my eyes insignificant despite the increase in total compute power.

Same is true of PC gaming - I struggle to tell a game from 2014 to a game of 2024, other than the frame rates have tanked. Also it seems to have gone backwards in some cases - take DR2.0 to EA WRC for instance. That's a prime example of a graphics downgrade.
 
Hi.

Somehow on my wide 27 monitor I get picture like you can see down there, so I can not reach settings to change resolution, which is, I guess set somewhere around 3840 x 2160, which my monitor can not show. I installed game also to my laptop where everything is as it should be with 1920 x 1080 resolution.
I Have not tried with VR yet.

I reinstalled the game and verified integrity of game files - the same
I transfer laptop Pista files to PC - the same.
I set game to windowed mode - the same, still I can not reach settings
I checked all game files trying to find resolution line somewhere - nothing
I checked web to find where can I find resolution file - nothing

Any suggestions?
Thanks :)
OK, I only had to unplug my VR.
 
I'm on the same side as you. I'm not touching anything Bundle Games is involved with. I've had interactions with them and one of their former team members (Who remains involved on the sim racing modding scene, by the way), and they are massive jerks.
 
Premium
After buying it yesterday, I am still struggling to get it setup. First I tried it on my development system with an XBox controller that is setup with split axis (on the triggers) and hooked up via USB. Windows sees it just fine as a controller, but it's not visible in Pista. So that attempt failed. Then I installed it on my rig. Here, a different issue popped up. Although my pedals and wheel are all calibrated nicely in Windows, they are not in Pista, which reads the raw values. That in itself is not a big deal, but the in-game calibration screens have parameters with not enough range to make these axis respond properly from their minimum to maximum. So I could not assign any controls there either and I have not actually tried what is probably the most important part right now: the actual driving.

Being a software developer, I am of course interested to see how Pista was made. They already explained in previous devlogs that it is built in Unity, and looking at the files (a ton of them are called Unity-something) that is rather obvious. Taking a closer look, I was also able to establish where the physics engine came from. The VehiclePhysics.dll is actually a product called Vehicle Physics Pro, by Angel Garcia Voces. It's a quite popular "asset" that you can buy for Unity that gives you a "kit" to simulate vehicles. I've used it a bit myself in 2015, and more recenlty it's also being used by the Perrinn 424 team that are trying to set a new lap record around the Nurburgring with an electric hypercar. So for those who are interested in this title, that should give you quite a lot of background on the physics aspect. I hope those controller calibration and assignment issues will be fixed soon, because I'm curious how it drives now! :)
 
Premium
I will buy this, only wish they had AI to race against. Hopefully they get that right in the near future. I like the different cars, not the usual GT3 stuff.
 
After buying it yesterday, I am still struggling to get it setup. First I tried it on my development system with an XBox controller that is setup with split axis (on the triggers) and hooked up via USB. Windows sees it just fine as a controller, but it's not visible in Pista. So that attempt failed. Then I installed it on my rig. Here, a different issue popped up. Although my pedals and wheel are all calibrated nicely in Windows, they are not in Pista, which reads the raw values. That in itself is not a big deal, but the in-game calibration screens have parameters with not enough range to make these axis respond properly from their minimum to maximum. So I could not assign any controls there either and I have not actually tried what is probably the most important part right now: the actual driving.

Being a software developer, I am of course interested to see how Pista was made. They already explained in previous devlogs that it is built in Unity, and looking at the files (a ton of them are called Unity-something) that is rather obvious. Taking a closer look, I was also able to establish where the physics engine came from. The VehiclePhysics.dll is actually a product called Vehicle Physics Pro, by Angel Garcia Voces. It's a quite popular "asset" that you can buy for Unity that gives you a "kit" to simulate vehicles. I've used it a bit myself in 2015, and more recenlty it's also being used by the Perrinn 424 team that are trying to set a new lap record around the Nurburgring with an electric hypercar. So for those who are interested in this title, that should give you quite a lot of background on the physics aspect. I hope those controller calibration and assignment issues will be fixed soon, because I'm curious how it drives now! :)
Sent you a PM ;)
 
a big piece of ****
Gold? :)

I completely agree with the considerations above sim vs. graphics.
In my previous post I mentioned the graphics part - not as a showstopper to me - but this is where I have been "caged in" for the past couple of years; VR performance optimizing and how much marmelade you can put into AC, AMS2, rF2, GTR2, R3E and so on.

But my basic essence has never really changed; first the sim part - then the color shop.

Now I have activated myself quite a bit more, in all vehicles and all tracks during the past few hours regarding the sim part in PISTA, must say I enjoy the sim part and see quite some openings to build further onto.

I like the business model of giving something free for a manageable price range to let users into the process.

For the price that is roughly equivalent to a single DLC in some other sims, it feels like a free globetrotter trip here.
 
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After buying it yesterday, I am still struggling to get it setup. First I tried it on my development system with an XBox controller that is setup with split axis (on the triggers) and hooked up via USB. Windows sees it just fine as a controller, but it's not visible in Pista. So that attempt failed. Then I installed it on my rig. Here, a different issue popped up. Although my pedals and wheel are all calibrated nicely in Windows, they are not in Pista, which reads the raw values. That in itself is not a big deal, but the in-game calibration screens have parameters with not enough range to make these axis respond properly from their minimum to maximum. So I could not assign any controls there either and I have not actually tried what is probably the most important part right now: the actual driving.

Being a software developer, I am of course interested to see how Pista was made. They already explained in previous devlogs that it is built in Unity, and looking at the files (a ton of them are called Unity-something) that is rather obvious. Taking a closer look, I was also able to establish where the physics engine came from. The VehiclePhysics.dll is actually a product called Vehicle Physics Pro, by Angel Garcia Voces. It's a quite popular "asset" that you can buy for Unity that gives you a "kit" to simulate vehicles. I've used it a bit myself in 2015, and more recenlty it's also being used by the Perrinn 424 team that are trying to set a new lap record around the Nurburgring with an electric hypercar. So for those who are interested in this title, that should give you quite a lot of background on the physics aspect. I hope those controller calibration and assignment issues will be fixed soon, because I'm curious how it drives now! :)
thanks for this comment mate.
 
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