Paul Jeffrey

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In part two of our exclusive ISI/Studio 397 interview we discuss the future licencing of the rF2 engine, how the studio feel the sim is perceived in sim racing, DX11 and what it will mean to players and find out more about an upcoming new rFactor film.


If you missed part one you can catch up here, otherwise read of for the conclusion of our interview...

R
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: How do you feel about the general perception of rFactor 2 in the sim racing marketplace?

TW: We've gone through stages with this software where we didn't feel the software was ready to push out to software reviews and things like that. We kind of waited and once it really got to that point it seemed to co-incide with a difficult sales period and that makes you wary of spending money on marketing. I think that's also kind of connected to when people in ISI started to think of the "not rf3" coming in. The biggest failure in rF2 was probably a combination of the initial release method and either bad timing/budgets for marketing that restricted it completely. I don’t blame people for having a perception we haven’t put an awful lot of money or time into correcting.

RD: With the partnership now in place, where does that leave you with regards to licensing out the current gMotor engine to other developers, should you wish to do so?

TW: Well rFactor 2 nobody from our side wants to licence that out yet. We want to keep rFactor 2 to ourselves (meaning both ISI and Studio 397). With rf1 Gjon and ISI still own that, and that is still a powerful head-start for any company (roughly six years of development). I don't think you would have Ian Bell and Project CARS around without the rF1 engine, you wouldn't have Reiza and you wouldn't have Sector3 either. The cool thing is with each generation Sector3 and Blimey Games have gradually moved away from the rF1 engine and basically rewritten this piece of code and that so its becoming less and less the rf1 engine, in fact Project Cars was almost wholly their engine. But the thing important to remember is they got an estimated six year head start before they even got going using the rf1 engine. It’s still that viable.

If you are marketing to the crowd that wants the pretty visuals you could basically take rf1, put the work into the graphics engine and people would not recognise it. If you have enough money to develop, it's actually fairly easy to make a decent profit in a short amount of time if you focus on specific areas. That’s something we need to think more about ourselves now…

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RD: In layman's terms, what are the new changes that you will see in DX11?

TW: The main thing will be increased performance as you can use a lot of the DX11 tricks and tweaks. You also have graphics cards and drivers coming out that now support DX9 less and less. It's getting to be counterproductive because the support for DX9 is actually becoming worse, so you might actually get a better graphics card and get worse framerates on drivers that barely support it. The technology is still valid, but it’s not supported as such and it's at a difficult point where this had to happen really, but it’s the right choice now to move forward.

DX11 allows a lot of the effects that people have become accustomed to in titles that they think are more pretty. There are certain limitations that I think you want to put on that when you are in the cockpit especially, but it does allow for post FX for replay modes and things like that that would of probably worked against us in DX9.

RD: So it's going to be a more visually attractive affair post upgrade do you think?

TW: Yeah, there are lots of different ways having an updated DX is going to help along with updates in other areas. If we don't keep up on the software side eventually you are going to get other titles that will come along with similar enough features that the rest of the product doesn't matter as much. Then it becomes about the visuals and it becomes about the framerate. In many ways, the update to DX11 isn't just about pushing rF2 forwards, its not allowing other people to push it back.

RD: With many leagues running rFactor 2 nowadays, does any particular league or type of racing show off the sim in a way you enjoy watching on the internet?

TW: Sadly I don't particularly get much time to watch race streams, but when I do it's really very enjoyable. Sometimes it's like watching a real race. I actually wish I could dvr them to skip the yellows like when I watch NASCAR! The main type of racing that obviously rFactor 2 is really suitable for is endurance type events, all of the features like the real road that obviously changes, the tyres and the fact the handling can change during a stint coupled with dynamic real time weather effects work perfectly in endurance racing.

I was watching a race from the Virtual Endurance Championship league last season where the first 45 minutes or so when it was raining I was literally tense watching it. Seeing these drivers having to tip toe around the racetrack and occasionally make mistakes that would put them in the pits for an astonishing amount of repair time, and it was the first 45 minutes of a 24 hour race. There is part of me that just felt horrible for these people, but then I just thought to myself that what's just happened to them could happen to everybody else, and that’s how endurance racing really is. It was just a fantastic event in what was really a simulation of real racing, I've been saying this tag line for years now that rf2 is the first racing simulation, everything before it was a physics simulation...

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RD: On the topic of the Virtual Endurance Championship, you have debuted a sneak peak trailer at this years Sim Racing Expo for a new film following a team, Revolution Racing, competing in the VEC. Can you tell us a little more about this?

TW: I'll let Edmund Trevelyan-Johnson, the films director and presenter to explain that bit.

ETJ: It is basically at the core a bunch of people who live in different countries and are joined together in a sim racing team competing in an endurance championship. The first person from the team I met was Sam Macdonald and I met him on a league lobby during practice for a GT3 league. I was just looking for a teammate in this league and we got together, we won most of the races together and that was nice. This is pretty much the way I've met most people in the team. I met Miroslav Davidovic who is kind of the hub for the rest of the team. He started the team with Matej Lakota and then as more people came in there is a big forum of people who are constantly interacting with each other on a daily basis. I was interested in this idea from an artistic perspective in terms of you know these people incredibly well but the way you imagine them visually in your mind is your imagination, entirely fictional. I wanted to go and meet them all for the first time in the flesh and see what they were really like and also just the huge variety of lifestyles that they have. For example one of them is a Sargent in their countries military, one is a ski and hand gliding instructor, one is a government employee whilst being a sim racing journalist, it is really about the power of a common purpose regardless of background and desire to join together.

A big part of the film is how much we enjoy racing in rFactor2. There are no bells and whistles about it, it doesn't sort of hold your hand, there is no kind of story behind it, it's just a tool, and that's what I want. It's just the ultimate about what a person who wants to be a racing driver can do as an alternative. The film in terms of story, it follows Revolution Racing, who are a team that takes part in a league called the Virtual Endurance Championship, which is pretty much the pinnacle of virtual endurance racing across any sim title, as they prepare for the final round 24 hours of Le Mans race, a mirror of the WEC's Le Mans 24 Hour race.

I think you have, or at least definitely the way it's been in Revolution Racing, a complete feeling of equilibrium. The oldest member of the team is Matt Sentell who is almost into his 50's now and the youngest member of the team is Enzo who turned 18 last season and there is no sense of got to put these young guys in their place or anything like that, there is total sense of anyone can give anyone advice and anyone can, if it gets to it, tell anyone off for ruining a race or making a bad decision or something like that. Maybe it comes from not having the image, just having a voice. Can you necessarily tell what a persons age is or what they look like from just hearing them. That's one of the big reasons for what drove me to do the film.

TW: For me personally, I'm British, live in the USA, work from home and basically my social interaction is based over the internet most of the time. I have to say that the majority of my oldest friends have actually been people that I've raced against. Through every single point in my life, any difficulties that I've had, it's been the people that I've met through sim racing that have stuck around and are still there. There's people from school, very very few kind of friends that I've kept in contact with that I consider real friends, but the guys that I've met in sim racing, well I've got people on Facebook that I've known since 1996... it's crazy that that's how it is.

The kind of things I've been through in my life that these people have supported me through is something that I guess a lot of new sim racers probably don't know. I ran a fairly big sim racing site at one point, the Legends Central site (later Race Sim Central). There was one point in 2001 when I actually moved countries to take a new job and then the job went away. The guy was going bankrupt when he hired me. I'd spent everything getting over to this other country and I ended up being homeless living in a homeless hostel. I went to a library and posted what had happened and basically everyone that was a member of my site, and various other people that were members of other sim racing sites that heard about what happened and collected up enough to basically allow me to start saving towards getting myself out of the homeless hostel and into a rental place. There was even a guy who would call me, text me regularly to check in and see how I was doing. This guy knew me from sim racing, nothing else. His support was valuable to me, and that makes me grateful to be a part of the sim racing community and now to be working for it.

Just this total kind of giving attitude that these people had is totally amazing. When I really think back to all the people I've met in real life and online, the ones that really stick around are the ones that I've met online. It's weird but it's true!

When the film was proposed to me I didn't tell Edmund, who put this all together, I didn't tell him any of my history or why this would be an interesting story to me, but I can see in these people he met and has connected with the same thing I see in many of my sim racing friends. It struck a chord. I'm aware of the artistic side and didn't want to push him in any direction that I've experienced, I knew that he would have his own experiences which I why I didn't tell him a lot of the stuff I've just told you.

When I heard the pitch I contacted Gjon and sent over my usual kind of whiney emails about why I thought we should do it, and he said yes. Essentially I just kind of handed it over to Edmund and Gjon to debate through everything and ever since I've just sat and read the email back and forth while I wait for the film.

ETJ: You know, ISI have been supportive as you can possibly want in this kind of situation. Obviously without them it would never have been possible. Tim and Gjon have just kind of escorted me through the whole thing which has been really nice.

RD: Have you been surprised to see how much passion and emotion a game such as rf2 can inspire in such very different people from such diverse backgrounds and cultures within this film?

TW: I think it's almost the same as a kind of 9-5 job in an office. I feel like I am quoting a Ricky Gervais workplace comedy here, but the person that sits across the desk from you, you actually spend more time awake and alert talking to them than you do with your partner at home. It’s understandable that in sim racing you form a similar relationship.

RD: So when can we expect to see the film for ourselves?

ETJ: The film is most likely to be released towards the end of 2016 or Q1 2017.

We hope you have enjoyed our interview with both Tim Wheatley from ISI/Studio 397 and Edmund Trevelyn-Johnson. Big thanks to both of you for taking the time out of your schedules to sit down with us and conduct this interview.

Stay tuned to RaceDepartment for more rFactor 2 news and announcements in the coming days. In addition to the interview with Tim Wheatley, we are due to sit down with Studio 397's Marcel Offermans in the coming days to discuss his plans for the sim. Keep an eye out on the front page for more details in the next few days...

RaceDepartment have one of the most vibrant rFactor 2 communities on the internet. Head over to our sub forum to discuss all things rF2 with your fellow fans. Catch up on the latest news, browse our downloads section, or simply take part in one of our epic club and league events. The choice is yours!

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Have you enjoyed our interview with Tim and Edmund? Looking forward to more details emerging about the new partnership? What excites you most about the future of rF2? Let us know in the comments section below!
 
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If you follow the isiforums modding section you might have seen this: :)

...ahem...
...I was more happy before this...
...now...
...well...

Btw, on May of this year we were near to this...
They have to change their plans...
They should take all their old content, all the fantasy cars and tracks, update them and put them in rF2 as modder base, after that they should license monomarca series (like Clio and Megane and add other ones like Audi TT cup etc), they need only 1 car model license, liveries and other stuff will come by modders, etc...and maybe they should search a partnership with some other dev team too..
 
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It would be awesome if the new title was a Racing Career game based on the Mazda Road To Indy. Working your way through USF2000 to Star Mazda to Indy Lights then Indycar... Well i can dream can't I :)

That dream isn't so far fetched :) I bug Tim about it all the time :)

As soon as we take delivery of the USF-17 we'll hopefully put Michael and Laurent and the rest of the team back to work!
 
I feel sorry for those rF2 die heart fanboys from the good old ISI forums with their anti-Steam, anti-DX11 and anti-DLC claims because they were just too mainstream for they beloved simulator.
Well, No Steam required and no DLC payments was what was promised from the "Beta" stage on when I bough the game.

Now obviously ISI realized they would die a slow death sticking to their promises and turned the wheel around. I can understand that from a business POV, doesn't mean I have to like the fact they change the plans after they sold me the goods. Gui Cramer pretty much said everything else.

It will be interesting to see if RF2 will sooner get the DX11 look/newUI etc. or AC will soon get the racing features it is missing. Both sims are coming to the same place from opposite directions. pCARS somehow never seemed to make that cut, IceRacing is expensive and online only, so the only other dog in the fight would be AMS... which as I understand isn't modabble.
 
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It will be interesting to see if RF2 will sooner get the DX11 look/newUI etc. or AC will soon get the racing features it is missing. Both sims are coming to the same place from opposite directions. pCARS somehow never seemed to make that cut, IceRacing is expensive and online only, so the only other dog in the fight would be AMS... which as I understand isn't modabble.

Reiza are not allowed to produce modding tools for AMS but it is very much moddable, just check the downloads section.
 
Oh wow, you guys might want stop poilishing that halo there bc I can't see crap anymore besides of it.

Some sort of good organised trolling attempt at it's best, and yes you got me biting for it now. I hope that this is enough said and people wont jump any more on it.

Let me just loose a few words on this.
You are the perfect bully or what?
Is there anyhting else besides your repetietive song that you have to say or is it just that you want to drop in and tell us how crap we are every now and then? I mean since when is telling people how horrible they are considered as a fine manner? What makes you so better then bc I can not see any signes of your goodness here?
This goes for quite a while now repeating it here and there but allways on point when needed, would you just mind your own perfect community then. Go hunt the people at nogrip who dare to say they like rF2.
Spread some nonsense in your favourite loved forums, I don't care where but stop telling people how terrible they are not knowing anybody of them. That is your typical cliche thinking that leads to the most ridiculous storries in history mr perfect. Should I now based on your behaviour claim that the whole AC community sucks or what? No I want! It is so dumb that I actually have to really comment on it. Ridiculous dude, seriously ridiculous.
 
rF2 is by far the best sim out there. The physics are rocksolid. The FFB is supersharp. With miles ahead it has the best AI. I like my other racegames but i always end up serious rF2 racing.
I really hope the company merge will not take these solid key features away.
 
I wish they would go for Vulkan instead of DX11, a technology that is already out of date and that current gpus are no longer being optimised for.

At least with Vulkan you aren't tied to Windows 10 or even the Windows platform either (although unless something can do something about FFB on linux then i suppose that doesn't help - unless they already did and i just don't know).

Seriously though, Vulkan is way better than DX12.

In fact, with a lot of things, MS are trying to basically push developers away from DirectInput support in favour of XInput which is a far worse input library and would basically be disastrous for wheels. They already did this with gamepads, to pc gaming's detriment and now they are trying with wheels - look at how Forza on pc has a specific hardcoded list of wheels it supports, rather than just any DirectInput device.



I really hope that the 60s GP content is developed to completion with all the other teams, as Tim spoke about in the interview. I know he was just using it as an example, but it's something i've been on about for ages. Different cars in a field really add great depth and interest. There is a reason people still play GPL.
And they need to finish off a season's worth of tracks too, then I can start telling people over in GPL land that there is something they can finally gravitate towards. I mean they have 3 already, it is a good start, however a full season's worth is necessary as well as all the other little things that complete the experience.

None of the sims out there really focus on historical content (especially circuits) and this is where RF2 could really shine and differentiate itself from the competition. If it did one series of 60s racing with tracks to go along with it and all the little details necessary for a polished product, then it could really be something i could see people getting on board with.

Look at it this way - i knew nothing about historical racing before i played GPL, and since i played it it made me realise just how much circuits have been desecrated. It really showed me how much more enjoyable racing can be.
And there are many other people who could experience this given the chance. It just needs the commitment and enthusiasm behind it, and then people to evangelise it and get the mainstream press talking about it etc.

I mean a large part of pCars and AC's success is that they have touted themselves to the mainstream gaming media. In fact, especially pCars.
If RFactor 2 built something like this and built up enough interest in this way then they could get a lot more interest. Most people won't even know of it as it has been completely ignored by mainstream gaming media, unlike other sims.

Sorry for the long post, but I really feel there is an untapped part of our market for a polished historic sim and that with the right advertisement and support from the community and press it could do a lot better than people might dismiss it as. Of course it doesn't have the fashion of an F1 / GT3 game, but it has the soul and interesting content that those don't, and something like that would slowly spread through word of mouth.
 
which as I understand isn't modabble.
Far from it. You should check out the mod section for the game. The URD C7.R just made its debut today. The statement made by Reiza was that they are not going to make the game mod oriented per the licensing agreement, so I think that means no community modding tools. For whats open and available to be edited there's nothing much different than it was before in rFactor. Plenty of rfactor content has been converted and new mods are not the least bit limited. The CART mod is now actually featuring throttle maps thanks to the latest update to the engine by Reiza.
 
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Like many endeavors, racing sim development demands strategic vision, an ability to chart a realistic path toward that vision and, most importantly, the ability to recognize when tough choices are needed and accept the necessary trade-offs.

Sim racing is full of trade-offs such as make a mod platform or not. If not mod platform then what content to make. What features to include. Etc.

To my knowledge, ISI has never admitted to anything that they were no longer able to do that was in the original scope. Instead you hear Tim Wheately in this interview discussing the scope of the project as if they had never committed to anything. It's simply delusional or disingenuous. Period.

The new company will have some hard choices to make or they will fail. And they will also need to make the right choices or they will fail. In my mind, they've already failed twice (1) if they open up to rF1 engine and (2) by allowing Tim Whealey to speak for the new company. That is the single best way I can think of to cement in everyone's mind that indeed nothing is going to change.
 

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