Automobilista 2: June Development Roadmap + Gameplay Video!

Paul Jeffrey

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Reiza Roadmap 8.jpg

Reiza Studios have released their June 'Automobilista 2 Development Roadmap' - and it contains plenty of exciting news about AMS 2...

Having met with huge community excitement when Reiza Studios pushed live their Automobilista 2 announcement back at the end of May, the sim racing community have remained hungry for more news about this much anticipated racing simulation.

Here at RaceDepartment we ran a huge community questions interview with Reiza Studios Renato Simioni (if you missed it, check out Part 1 and Part 2), but despite the sheer volume of questions our readers posted, Reiza still have more to share!

Check out the June 2019 Automobilista 2 roadmap below:

Greetings all!

Happy to finally resume with our monthly dev updates :) we seem to have started a bit of a sim racing trend with these updates back in the early days of AMS1 development, but for the last year or so have gone a bit quieter and working behind the curtains while the baseline for AMS2 was finally getting assembled.

The curtains are obviously lifted now and you can be sure we´ll have lots to share again from now on - I look forward to bringing you the fresh news over the remaining months before AMS2 release and beyond.

Reiza rF2 Bundle Update

First things first: as previously announced this week we released an update for our Reiza Bundle in rFactor2: Imola now features two new versions, adding to the previously released Imola 1972 and 2018:

Imola 1988, featuring the famous flat-out blast from Variante Bassa, through Tamburello and Villeneuve all the way to Tosa, then the tight Acque Mineralli Chicane and finally the two variantes at the end of the lap of this classic layout, host of many exciting races through the 80s and early 90s.

Reiza Roadmap 1.jpg

Imola 2001, with the post-1994 configuration which is similar to the modern track with chicanes at Tamburello and Villeneuve but still featuring Variante Bassa at the end of the lap, and higher curbs adding to the challenge - specially at the high speed Variante Alta where precision is crucial!

Reiza Roadmap 2.jpg

If you already own our release of Imola in rF2 or any of the packs that include it, these new versions arrived at no extra cost.

We have another update incoming soon featuring some minor improvements to other items in the Bundle, in terms of content however this update wraps things up.

It was great to have had the chance to dig deeper into rFactor 2 and work with S397 on this project - all things considered we find the Bundle turned out nicely, rFactor 2 itself has considerably improved even within the time we have been working on it, and still has a lot to offer. We very much enjoy racing our content there and hope you continue to do too - we´ll continue to keep an eye on it as rFactor 2 progresses.

If you are interested in checking out how our cars and tracks turned out in rFactor 2, now is a good time as with the Steam Summer Sale both rFactor 2 as well as the the Reiza Bundle are selling with substantial discounts.

AMS1 & its DLCs are also on sale with 50% off, so in the unlikely chance you´re reading this and don´t have it all, do check them out now :)

Donington & Snetterton are coming for AMS1 & 2!

As previously proposed and now confirmed, we have extended our agreement with Motorsport Vision to license both Donington Park and Snetterton race tracks. Both tracks will be released for Automobilista 1 as standalone DLCs and as part of the Season Pass (so free for those who already own that). They will also be part of Automobilista 2 base game along other MSV tracks released on AMS1 (Brands Hatch, Oulton Park, Cadwell Park).

As with Oulton and Brands, both Donington and Snetterton have been developed with the aid of LIDAR scan data which should ensure the same level of accuracy we achieved in those earlier releases.

Here are a few previews of the Donington mesh so far:

Reiza Roadmap 3.jpg

It looks very barebones but that´s actually most of the hard work done, as trackside objects are also in progress and will be plugged in soon. We are working hard to get these out for AMS1 ASAP, hopefully towards the end of next month.

Automobilista 2 Development - First Gameplay Video in VR!

After Automobilista 2 announcement there have been some questions about how the change of engine might affect it and whether the proposed December release is a realistic goal. We´ve been reinforcing that in terms of the core elements of the sim - physics, AI, audio and general feel and design of the game, we´ve spent the initial months of development bridging the gaps in tech so we could pretty much up pick up from where AMS1 left off - being able to do that that was in fact a large part of the decision to switch to Madness.

Understandably some lingering concerns seem to remain, and we thought that the best way to address those short of actually releasing the game itself was to offer a pure gameplay video showcasing where we are with it. So here it is:

The combo of AJRs at Imola may seem a bit of a low-key choice as it already features both in AMS1 as well as the rF2 Bundle, but that actually makes them the ideal subjects to showcase how things are coming along in terms of development within the engine itself, as the AJR was one of our last releases in Automobilista 1 and both it and Imola already received updates for the rF2 release.

This is a short 3-lap race alternating between VR gameplay (!!) and TV replay footage, running with 60x time scale and weather going from sunny to overcast and back, as the day progresses from mid afternoon to early evening. We wanted to do a dry-wet-dry demo but unfortunately our wiper / windshield animation isn´t quite there yet, so thats going to be for another dev update :)

The video is from a pre-alpha build so obviously all WIP disclaimers apply - quite a lot to be done still and the content itself will go under several passes by the time of release, but should in any case be hopefully still be a good glimpse at how things are coming together.

Road Shader Development
One thing we´ve been working on the last couple of weeks which might seem like a relatively minor development, but it´s actually a good showcase of what I referred above in terms of bridging the gaps in tech from AMS1 -> AMS2 both for effiency and better results.

Reiza Roadmap 4.jpg

The new shaders integrates Livetrack with AMS1-alike road variations and blending, for a larger variety of track skid marks and surface wear, and seamless transition between roads, pavements, puddles, retaining the native Madness system for 3D marbles. The results are more dynamic and realistic than either were originally, and also speeds up the conversion process of tracks from AMS1.

Reiza Roadmap 5.jpg

AMS2 Production Status
Starting next month, we´ll be updating a list of cars and tracks confirmed for AMS2 release in December. This will allow you to keep track of our monthly progress in terms of cars and tracks added to the build as we move towards release.

Automobilista 2 Early Backing Campaign
Reiza Roadmap 6.jpg

Following the Announcement of Automobilista 2, a number of people enquired about the possibility of either pre-ordering or upping their backing level from our 2015 crowdfunding campaign to include AMS2-related perks.

We´ve come up with something that will hopefully seamlessly complement & integrate both the crowdfunding campaign and membership packs from AMS1, as well as provide a sustainable growth to AMS Beta / Reiza51 development forum. We´re calling it the Automobilista 2 Early Backing Campaign.

Although this wasn´t originally in our plans, as an independent studio a funding boost is always welcome, and it seems to make more sense to open up for backing from those who like us are most interested in the product itself.

Please note this is not a crowdfunding campaign for Automobilista 2 development, which continues to be funded by our regular revenue sources - the game doesn´t rely on any level of success from this campaign to be completed.

It is also not a standard Early Access program - it will eventually grant backers an early Beta access to the game before its official release, but that will only take place towards the final weeks of AMS2 development.

Essentially this is a pre-order with extra perks, allowing those interested in the sim to buy in early, get a nice overall discount and become more closely engaged with Automobilista 2 development.

Funding from the AMS2 Early Backing Campaign will be completely directed to boost development of Automobilista 2, particularly towards allowing us to acquire some premium licenses at a quicker rate and hopefully in time for initial release.

More information on this program and how to participate here.

If you are looking forward to Automobilista 2 but would rather wait for release, you may opt to add the game to your Steam wishlist via the AMS Steam Store page - Steam will then let you know as soon as it´s released!

Reiza Roadmap 7.jpg

AMS 2 1.jpg

AMS 2 2.jpg


Automobilista 2 will release on PC December 2019.

For the latest Automobilista 2 news and discussions, head over to the AMS 2 sub forum here at RaceDepartment and get yourself involved in the conversation today!

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  • Deleted member 113561

I spent over 1300 hours in pCars 2 according to Steam and SMS trickled it down to a simcade-game with updates.
No, Project CARS 2 is and stays Sim. How realistic it is, is another hot debate - but the amount of simulated features and depth outshines any other sim out there (with maybe the exception of ACC, which frankly I don't know how much and what they simulate).
I'm sure this sim will be awesome.
Very clear that you are biased, how can you already know something which is not even released or you could even try? It is btw. the same tire model and physics, so if AM2 is a Sim, so is PC2, deal with it.
 
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Moving head to check mirrors, for sure OG Rift being used......

;)

Seriously though, I CANNOT WAIT for a VR version of Automobilista. Not only that, the time of day transition and overall presentation of Imola look absolutely stunning. December is indeed Christmas for sim racing fans, it seems.
 
What can i say except WOHOO!!!

In the video it looks like there is no windows in the car which is typical for most sims except AC where you can see glares and reflections of the inside. Does PCars2 have reflections/glare so it looks like you actually have a windscreen in front of you? I think AC overdid it in most cases where you could barely see anything at times, but at least it was there instead of looking like there is no glass.

EDIT: Later in the video when sun light hits the window it looks like there is a window. The lack of reflection when theres not sun light hitting it makes it look like there is no glass. Maybe they tweak that later on. :)
 
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No, Project CARS 2 is and stays Sim. How realistic it is, is another hot debate - but the amount of simulated features and depth outshines any other sim out there (with maybe the exception of ACC, which frankly I don't know how much and what they simulate).

Very clear that you are biased, how can you already know something which is not even released or you could even try? It is btw. the same tire model and physics, so if AM2 is a Sim, so is PC2, deal with it.
Of course we are biased. Do you even know Reiza?
 
What can i say except WOHOO!!!

In the video it looks like there is no windows in the car which is typical for most sims except AC where you can see glares and reflections of the inside. Does PCars2 have reflections/glare so it looks like you actually have a windscreen in front of you? I think AC overdid it in most cases where you could barely see anything at times, but at least it was there instead of looking like there is no glass.

EDIT: Later in the video when sun light hits the window it looks like there is a window. The lack of reflection when theres not sun light hitting it makes it look like there is no glass. Maybe they tweak that later on. :)

AMS (1) has clearly visible wind screens, so I suspect AMS 2 will also.
 
  • Deleted member 526227

Oha...not cheap, especially incl the DLC pack. Normally I don't care and I know we need win-win situations, but I'm hesitating now as I expect it will be not my gotosim. Just have to think a few days.

Beyond that, looks and sounds great.
 
I'm 50/50.

The beginning at 4 or 5 seconds with the blue car on the left getting a nice angle off the start while not acting all digital and snappy looks like an improvement to the physics. Also, once the rear is caught and the oversteer angle stops increasing, the oversteer doesn't suddenly snap-finish but rather the front of the car rotates back to where it was (or thereabout) before the oversteer occurred. This looks like a marked improvement over anything I've seen in the RF1 and RF2 engine (however it's just a TV view so I can't be 100% sure but I'm confident). So that's awesome!

On the other hand, the general driving has that sense of driving, or almost floating, on a very smooth, low friction/grip surface - like glass or something. Watch throughout corners (entry, mid, or exit) whenever the car gets around the limit of grip - regardless whether it's front, rear, or both - the sliding occurs in a very slow, glassy / low-friction way. It's like the track surface is insanely smooth and glassy or some thing.

Also, notice once the car is turned in, it often keeps turning in and when it's time to exit the corner, the driver often returns the wheel to center quite early as if there's no inertia wanting to carry the car to the outside of the track at the exit of the corner. The car's nose just does like an over-turn-in effect from turn-in to apex (especially closer to the apex).

When you hit the apex, it's like the inertia disappears and the car too easily points straight down the track instead of inertia/momentum wanting to keep the car heading to the outside of the track as you're exiting the corner further and further. This is behaviour that's been in the ISI engine (regardless of game from F1 Challenge 99-02 to RF1 to RF2) forever. It's like this over-turn-in / rotation in combination with a sudden decrease of inertia or something.


reiza-roadmap-5-jpg.312744

Question:
Are all the different depths of water in that picture truly modeled and reflected in terms of physics or are they just graphical effects? There is a beautifully large variation of wetness/dryness and puddle-depths in that picture. I'm therefore wondering how close the physics will match such complex and varied track-surface graphics.
 
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I yet have to meet a man who doesn't love Automobilista. And all it's predecessors.
Guess I should go out more. :D
This will be great, have no doubt about that, no matter what this neuer dude said. :)
If SMS doesn't crew it up ...somehow.
PCars 2 is currently the best optimized sim on the market (for modern hardware at least), so it'd make sense to expect AMS2 to be very similar in this regard.
Do you have some ...official data or was it just your opinion ?
In my opinion, and experience, AC (original) is better optimized, I can crank it all the way and have great fps. And I can't do it in PC. Truth be told, PC looks better. And also have rain and night transition so...
I'm sure this sim will be awesome. I spent over 1300 hours in pCars 2 according to Steam and SMS trickled it down to a simcade-game with updates. For example the Formula Renault was a skittish tail-happy torque-monster on release and is a tame fluffy simcade-car today. Driving in the rain was once a challenging awesome experience and driving on the edge of traction, while it is now a bit more understeer. But even GT3-cars were once a challenge to drive and you needed to save the tyres. Nowadays you can drift around corners without consequences. The engine is capable of delivering rF2-like physics if not better, like in the rain, just SMS sucked again trying to be the jack of all trades.
Agree. And what's even worse... seems like they haven't learned much, they already announced PC3 will lean more toward arcade than sim. =/

Btw guys - light up - this is only PRE-ALPHA build !!! C'mon...
 
Do you have some ...official data or was it just your opinion ?
In my opinion, and experience, AC (original) is better optimized, I can crank it all the way and have great fps. And I can't do it in PC. Truth be told, PC looks better. And also have rain and night transition so...
I have done quite a few benchmark comparisons between various sims on various hardware and also analyzed thread usage between sims, if that counts as "official data" (not that I said it is official, it's still just my opinion, I just think I've seen enough reasonable evidence to have that opinion). From what I've seen, PCars 2 has consistently been the best multithreaded sim (which is very important with current CPUs) and as a result has more CPU headroom than any other sim I've tested (in other words, is noticeably less CPU limited than other sims).

Bear in mind that "the best optimized" and "I can crank up the settings to the max and have great fps" is necessarily not the same thing. As you yourself have noted, there's more to it, and the overall performance depends on many things. In AC, it's fairly easy to reach the limit of your CPU and have your GPU under-utilized as a result. With PCars 2, you're way more likely to reach the GPU limit before you reach the CPU limit (as mentioned above).
 
I was never drawn to AMS1, but this looks very promising. Unlike a certain other developer, Reiza fixed the "no VR no buy bug" by actually choosing an engine that can deliver on functionality and visual fidelity that should perform fairly well. Where ACC will probably (and disappointingly) go down in simracing history as what happens when the wrong choice is made in this regard. I will most certainly support Reiza when it comes to AMS2.
 
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