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...

Closing the Gap - an rFactor 2 Film.jpg


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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GPL was demanding of PCs at the time too. There's a recent quote from I think the guy who made the 60 FPS patch:
"Grand Prix Legends physics are updated every 1/288th of a second which is amazing considering how old the sim is, but is the reason the sim was so hard to run on PCs when it was first released.
The 60 fps patch increases the physics engine speed to 300 Hz so the physics are updated every 1/300th of a second. As we know, that creates havoc with the AI."

Oh yeah, and let's not forget the game was a rushed release too on top of very little publicity. Maybe it was the Sega Dreamcast of sims, a lot of good ideas but in a transitional period. And I do recall the 1979 mod being absolute huge for rFactor.
And don't forget that GPL was one of, if not THE pioneer of proper online multiplayer racing, when there were no clubs and leagues in every corner of the internet. ;)
 
My recollection of 1998 was Grand Prix Legends had plenty of publicity. Previews and glowing multi-page reviews in the gaming magazines and adverts too.

http://www.thenostalgiashop.co.uk/photos/1.419979IMG_6282.jpg
http://www.computer-legacy.com/imag...e/sierra/grand-prix-legends-sierra-sports.jpg

Sierra was a major publisher and Papyrus was well established with a string of hits. No current racing sim developer has this kind of marketing muscle. And in those days even if you didn't read the gaming press, we went to gaming stores and looked at boxes of games on shelves. GPL was there and it was hard to miss.

The problem IMO was selling a simulation of the 1967 F1 season was a very hard sell. No one had previously tried to sell a historic racing sim and given the choice between a current NASCAR or F1 season, and a 20 year old season, most people will opt for the current one. And while there are probably lots of sim racers today who remember the 1995 F1 season, don't imagine that back in 1998 there were many sim racers who really knew anything about the 1967 season.

GPL was very demanding hardware wise - not that unusual for a racing sim - but the other issue was it didn't initially support D3D and 1998 was the time when D3D started to take over from Voodoo cards. It was released without its planned career mode which I'm sure was another issue. Also racing simmers were used to GP2 and Indycar Racing where you brake at the 100m board and corner at 3g or more. In GPL you brake a tthe 300m marker and corner at 1.3g. When you tried the demo you inevitably went off at the first corner. And the second and the third. Not much fun and not a big incentive to buy.

Just to throw some numbers into the discussion. GPL eventually sold 200,000 copies. Whatever your views on its marketing and whatever initial problems there were with hardware etc after 10 years news spread and hardware got faster, D3D support was added and I'm sure this figure must be a fair reflection of the market for this sim. This wasn't as good as Indycar Racing (300,000) but better than Indycar Racing II (180,000). The problem was Sierra could sell over 1 million copies of the original NASCAR racing and 800,000 copies of NASCAR Racing II. Sierra wouldn't authorize a GPL2 when they could churn out NASCAR sims on an annual basis and sell three rimes as many.

How do these numbers compare with current sims? According to Steam Spy, GPL sold about half the number of copies that pCARS and Assetto Corsa have sold. But about 10 times as many copies as AMS or rF2 on Steam (I'm sure there are rF2 buyers who haven't transferred to steam). So ISI and Reiza would presumably be overjoyed with sales of 200,000.
 
^ Interesting info - thanks for posting, David!
One feature I would like to see incorporated into more sims would be the ability to toggle whether you want uniform car performance, or if you want a spread of high/low performance cars.
This feature was present in Microprose's original "Formula One Grand Prix" and I think it would be a really nice way to satisfy both online and offline racers. Want to host an online race? Make all the cars perform the same. Want to experience what it would be like to race in sub-optimal car offline? Turn on the performance differential.
One thing that I suspect makes this a bit more difficult is that physics have become much, much more sophisticated since the days of "F1GP" but I'm sure that a clever dev team could figure out a way to pull this feature off.
 
  • Deleted member 130869

AC had sold 200,000 last December (I think) and was deemed a success. 200,000 for a PC racing title without Formula 1 in the name is special.

I wonder how many copies were sold under Sold Out Software. In the US there was no hope of finding the game.
 
AC had sold 200,000 last December (I think) and was deemed a success. 200,000 for a PC racing title without Formula 1 in the name is special.
.

Steam Spy says AC has sold 335.000 copies.

On the subject of F1 in the title, Steam Spy figures for Codies F1 series are perhaps surprising.

F1 2015 - 110,000 steam owners
F1 2014 - 125,000 steam owners
F1 2013 - 250,000 steam owners
F1 2012 - 315,000 steam owners

I can only assume console sales are keeping the franchise going.
 
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Steam Spy says AC has sold 335.000 copies.

On the subject of F1 in the title, Steam Spy figures for Codies F1 series are perhaps surprising.

F1 2015 - 110,000 steam owners
F1 2014 - 125,000 steam owners
F1 2013 - 250,000 steam owners
F1 2012 - 315,000 steam owners

I can only assume console sales are keeping the franchise going.

I have to assume you are correct - those seem like relatively paltry numbers (and trending in the wrong direction) to keep the series afloat. I have to assume the licensing costs alone are astronomical.
 
  • Deleted member 130869

I was comparing the definition of success, and conveniently 10 months ago that was a celebration for AC - meaning it would have been quite the achievement for GPL. And 200,000 x $40 = $8mi. And the console market is the lead driver of Codies. Great to see the decrease in numbers as the games got worse and worse.
 
If GPL sold 200 000 copies under Sierra then it must have sold a lot lot more overall.
It was sold by sold-out software retail in the uk for well over a decade after release. This was a retail release, it cost them money to stock.
Bear in mind that they only kept selling relatively recent "old games" and would discontinue ones that weren't as current / high profile anymore.
The fact that they kept making more copies of GPL and selling it for so long shows that it must have been a pretty decent seller for them. And I could believe this because most people got into GPL well after release, due to its uniqueness, lack of compromise and enduring fan community. Tracks are still being made to this day, which tells you something.


nhill40, i disagree about forcing all cars to have the same physics for multiplayer. That was one of the great things about GPL, the different cars had different strengths. The Cooper had the weakest engine but was really good on the brakes and had good handling, where as something like the eagle was fast but fragile.
All the cars had personality. It was fun to try and beat people in weaker cars. Also different cars excelled at different circuits or were better at different sections of circuits. That added great depth to the game.

Also, to keep leagues interesting for both novice and more advanced drivers, the leagues would be run so that the faster drivers were given the slower cars and the slower ones were allowed the lotus or eagle for example.

Having cars with different performance isn't a downside but in fact a positive. It adds way more depth and keeps it interesting.
If you want the same performance then just get everyone to run the same car. But don't just make all the cars handle and perform the same for online, that's a superficial and shallow way of doing things - there's no point in even having a full grid if you're going to get rid off all the depth and interesting things that throws up.
 
I actually agree with you, oneWonders. In addition to agreeing with your justifications, I love seeing what a talented driver (i.e. someone other than me :) ) can do overachieving with a disadvantaged car.

That said, among the general sim racing public, I think you'd have a riot on your hands if you tried this. In my experience, the vast majority of sim racers prefer to be in a field of same-performance rides (even if it means a couple aliens finishing multiple laps ahead of the the tail end of the field).
 
Sierra was a major publisher and Papyrus was well established with a string of hits.
Its easy to forget how lush the PC gaming scene was for weird niche titles and how much marketing they'd get. The small world made it easier I guess.

It then saw a strange interregnum where they all almost died and now with crowdfunding its been a bit of a resurgence, but nothing like the old days. You can't replace big publisher advertizing.
 
  • Deleted member 130869

That said, among the general sim racing public, I think you'd have a riot on your hands if you tried this. In my experience, the vast majority of sim racers prefer to be in a field of same-performance rides (even if it means a couple aliens finishing multiple laps ahead of the the tail end of the field).

This is the tough part. I know some guys who are generally quick but only choose to run in leagues where they have a clear chance of winning races, or have an advantage over others. Quite a few midfielders and backmarkers that way too, but funny how I also know a couple of perennial backmarkers who could care less about the car and just want to be able to race, and hope to have a car around them to have fun. And it seems that is usually the case.
 
Quite a few midfielders and backmarkers that way too, but funny how I also know a couple of perennial backmarkers who could care less about the car and just want to be able to race, and hope to have a car around them to have fun.

This is one of the most accurate statements anyone has ever made about multiplayer use in simracing.
Most guys just want the chance to get on track. They need to start there.
In the original RF game, it was quite a few years before car and track mods, version numbers etc....started influencing mismatches.
In RF2 it was almost immediate... which is the source for a lot of the frustration.
It just got progressively worst as guys walked away to join leagues...leaving servers almost empty.
That... coupled with the requirements that a session file be loaded with all kinds of non-used tracks and cars only added to the outright multiplayer failure for casual users.
Guys can 'sugar-coat' it as much as they'd like, but the fact remains that the multiplayer aspect is all but broken unless you run in a league.
 
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but funny how I also know a couple of perennial backmarkers who could care less about the car and just want to be able to race, and hope to have a car around them to have fun. And it seems that is usually the case.
And these are the best online racers, they don't do drama, won't complain on little things, usually race till the end. I wish everyone was like that
 
  • ronniej

That logo gives me a headache.

I've enjoyed driving in rf2 but it's just a little too old to enjoy properly.
It's weird to read this (not the logo part, I agree on that) as I just started to really enjoy rF2 for what it is...I've come come to realize the FFB and tyre model with the right car and track and wheel settings is actually taking priority over everything else and quickly changing my mind over what is important to me at least. In fact, I have recently mentioned elsewhere that it was actually F1-2013 and Assetto Corsa that made me decide to purchase high-end PC hardware and a G27 wheel, and now I'm about to pull the trigger on a Fanatec V2 and Accuforce set-up because of rF2.........So, it really depends on where someone has come from and what they are looking for in a game. It feels like a brand new experience to me, but the graphics do make it feel dated unfortunately. (which is why this DX11 idea is fantastic and overdue)

Another example of personal preferences, is I realize that VR is a cool idea, and I look forward to when I can comfortably use this technology and all the "planets align" but for me personally, I'm still too aware that I'm still playing a game, and until there is enough room for all the hardware and enough electricity to run a set-up where I feel that it comes close enough to fool me into thinking I'm on a real track in a real car, I can wait.... Not to mention, that anyone could come and rob me blind and murder my entire family without me noticing lol.

So for 2016/17 I would rather see developers make better use of already existing technologies such as SLI, DX11, Vulkan, etc.

Notice I didn't mention DX12?..Ya that's right, as long as M$ has control of it, it can F off.
 
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  • Deleted member 130869

After six weeks of not being able to play anything, I fired up the game tonight trying a variety of content. Boy, oh boy, what a shock. Proactive positive impact from new ownership can't come soon enough.
 
Funnily enough, it was Assetto Corsa that made me buy a wheel (g27) then try IRacing, rfactor, gtr2, Ams, and raceroom. Iracing persuaded me to upgrade to a t300, tripples, an aluminium rig with jaguar seat, a new processor and card, it's been an absolute money pit and I've enjoyed every minute of it.

Coming from any of the newer titles and going to back to rfactor2 really shows how dated it is, the menu's and the gfx. An upgrade of any kind would certainly bring this title back on my radar. There is an insane amount of detail that the other sims lack that would put this right back up there with them.

I've not tried VR yet, and despite investing; read blowing, quite a bit on racing equipment I don't think it's a technology that's ready for me yet. Partly because I'm not sure that having screens that close to your eyeballs will be good for your long term eyesight and partly because I'm scared that I'll like it too much, and won't leave my room.
 
I think all users would be very happy if this happened, even happier if they kept the % of active players in last 2 weeks x owners considering both rF2 and AMS have higher % than AC
When talking about low numbers having a higher % of active players against total buyers doesn't help vs other games that have a lower % of active against total buyers, because in reality what matters is having more active players so that players themselves have more chances of having opponents to race against.

For example you have game A with 100 active players out of 400 buyers. Then game B with 1000 active players out of 8000 buyers. The percentage of players out of buyers is higher for game A (100/400=0.25) than game B (=0.125), but 1000 is still better than 100 for those playing the game and for possible dlc sales.
 
You deserve a nobel in the form of "What if means" :rolleyes:
I was talking more about "considering both rF2 and AMS have higher % than AC" rather than your if, as that was just your wish and not really a prediction through analysis. Because having a higher percentage of active players in last two weeks out of total owners is a fake attribute for a game's multiplayer when that number of active players is much lower than another sim with lower percentage but with much more active players.
But whatever man, keep up with your sarcastic comments.
 

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