Project Motor Racing (formerly GTR Revival/GTRevival) from Ian Bell & original GTR2/SimBin crew

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@Ian Bell are there plans for any VR support? Is PSVR2 considered to be supported or is it not possible?

I know that this is probably to soon to answer this questions but it would be nice to at least have hope for PSVR2 support :D
Not too early at all. We've set it as one of our main priorities. We all know that using Unreal as a graphical engine gives us a 'challenge' on VR but we're committed to getting a quality 120FPS mode done. If it's at all possible we'll do it. I know we have the best people, including those who advise first parties and Epic on runtime efficiency. If it's at all possible we'll do it. I think it is.
 
Not too early at all. We've set it as one of our main priorities. We all know that using Unreal as a graphical engine gives us a 'challenge' on VR but we're committed to getting a quality 120FPS mode done. If it's at all possible we'll do it. I know we have the best people, including those who advise first parties and Epic on runtime efficiency. If it's at all possible we'll do it. I think it is.
Great to hear that :) I really hope you will challenge Kaz with his GT7 in VR :D He can't be the only one who managed to make great VR mode on PS5 :D
 
@Ian Bell Are you using nanite and lumen? or are they just too intensive for current gen consoles and the most popular PC hardware?
So, as of now I feel it's too easy that Nanite can be used as a 'crutch', so no LOD work needed and the system will do the work for you. I don't subscribe to this ethos because any system doing 'anything' is a CPU overhead. Nothing is free, ever. Good old quality modelling and LOD work is always going to be the way forward. Lumen is an excellent scatter bounce GI system that works with reasonable overhead. But the second you increase the distance or the bounce count you run into computational overhead issues (understandably so). My feeling at the moment is that if we stick with Unreal for the render we'll make use of Lumen for close proximity GI and use dynamic 6 way emapping for more distant images. We'll use the back buffer for the flip trick on bonnet and roof cams (tiny overhead and great results). In fact, pretty much what Forza Motorsports are doing with their latest work. My hope is that we'll do it a little bit better/more efficiently.
 
It’s sounding great @Ian Bell , really exciting stuff. One of the newsletters I actually look forward to receiving.

Quick Q, will the WMD/early access be available for console players as well? I won access on one of your Twitter challenges but I don’t have a PC. 😅
 
Well then, since you and the team spoiled me with Shift, PC1 & PC2, on Playstation. What can we expect in terms of grid size this time around?
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Not too early at all. We've set it as one of our main priorities. We all know that using Unreal as a graphical engine gives us a 'challenge' on VR but we're committed to getting a quality 120FPS mode done. If it's at all possible we'll do it. I know we have the best people, including those who advise first parties and Epic on runtime efficiency. If it's at all possible we'll do it. I think it is.
Please make it happening. I think you could sell a good deal of copies to most of the PSVR community if you can do it. Its one of the genre PSVR2 owners is so very hungry for.
 
How did you able to get the Ferrari 550 GTS to be licensed.

I read somewhere that Ferrari rejects it as an official car because it was a project undertaken by Prodrive.

Some real good stuff im seeing.
Would be a bit weird given Jean Todt approved of the car & Ferrari beefed up the car's transmission per Prodrive's request. I think Ferrari likely also recognizes their success with the car as a testament to the brand's image.

I would assume what got in the way was that when the 575M was up next, Ferrari wanted a piece of the money pie & decided to build their own assuming they could replicate Prodrive's success.
 
Well then, since you and the team spoiled me with Shift, PC1 & PC2, on Playstation. What can we expect in terms of grid size this time around?
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This. The reason I played pc1 and 2 the most on ps4 was because of grid size and multiclass racing. Now I play on pc and for endurance and multiclass racing you need large grids. It adds to the immersion and if it's not possible on consoles at least make it possible for pc.
 
Would be a bit weird given Jean Todt approved of the car & Ferrari beefed up the car's transmission per Prodrive's request. I think Ferrari likely also recognizes their success with the car as a testament to the brand's image.

I would assume what got in the way was that when the 575M was up next, Ferrari wanted a piece of the money pie & decided to build their own assuming they could replicate Prodrive's success.
Honestly Ferrari is just weird at times. Sometimes I even dont understand what they do.
 
please, please, please include PSVR for the PlayStation 5

I will pay double, even triple, for the game if you do.
But not quadruple through? 😉

I've held out on buying the PSVR2 but GTRevival in VR would surely push me in that direction. Although I'm beginning to ponder on wether to jump back into PC gaming again, I said I never would but the thought of this game is tempting me!
 
I don't want to promise too much
Wait, what? Is this the real Ian? Blink twice if you're being held hostage! :P

All jokes aside, it looks like this is not just going to be a successor to GTR, but in a way also the true, spiritiual, successor to PC2? I really hope you and your team are going to pull this off. 👍
 
I don't want to promise too much but I think we've reached the point where we've nailed controller input now. The same guys that worked PC2 to PC3 are running tech so it should be as good or better.

Well in that case I'm hoping everything will be fine. Up until FM released I'd been playing PC3 almost every day due to the magnificent controller implementation, (including the use of the Xbox impulse triggers). Just ask your guys to replicate please 🙂
 
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@Ian Bell Great stuff so far Ian and those gorgeous V12 machines bring back so many great memories. Happy can drive them in modern gaming 🤟

One question though is burning on my lips: Will your new game finally bring the Peugeot brand in? It has been so long since we have seen their superb 406 from Aiello, the 405 from Watts or a 905 (not the Evo 1 Bis). Can you say or share anything at all 🙏
 
But not quadruple through? 😉

I've held out on buying the PSVR2 but GTRevival in VR would surely push me in that direction. Although I'm beginning to ponder on wether to jump back into PC gaming again, I said I never would but the thought of this game is tempting me!
Lol. Yes, I would pay quadruple!

If you go PC I'll never see you again or I'll be forced to get a PC to join you.

What are you mainly playing now?
 
What are you mainly playing now?
Mainly? Well it's varied. Still some PC2, and yes, some PC3. Outside of that ACC works really well with my wheel* on PS5, so quite a bit of that. DR2 and Wreckfest also get a look in.

The WMDR(evival) is what's partially making me think of PCs. It'll be tricky to do via console I expect. Plus setting up a permanent racing rig would be easier than on my PS5. We'll see.


* @Ian Bell - support for Logitech G Pro Trueforce wheels would be appreciated. 👍
 
In the newsletter this month, Lime Rock Park announced as the first official track that was revealed already, a good discussion with Doug Arnao , and we find out who really keeps things in line over there. Because I'm pretty sure we all knew it wasn't Ian!


Oh, speaking of GTR and BTCC, Ian was asking on his Twitter feed this AM about whether people would be interested in the series as a DLC pack with the tracks, cars, and drivers. Me, don't reaaly know much about the series but would probably be in for the tracks alone. Plus touring cars are pretty fun to drive.
 
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whether people would be interested in the (BTCC) series as a DLC pack with the tracks, cars, and drivers.
Hmm, including some BTCC elements in the game and then expanding on it with a complete BTCC add-on pack might be a good thing.

While I'd like the game to be complete with all the various race classes it's going to include, I know that's impossible because there's too much ground to cover, there'd be something missing. So having some representation of each class (cars and tracks) included in the base game and then expanding on them with individual DLC packs would allow everyone to buy things they personally like. BTCC, Trans-am, GT etc. Motorsports enthusiasts would probably buy them all anyway.
 
Hmm, including some BTCC elements in the game and then expanding on it with a complete BTCC add-on pack might be a good thing.

While I'd like the game to be complete with all the various race classes it's going to include, I know that's impossible because there's too much ground to cover, there'd be something missing. So having some representation of each class (cars and tracks) included in the base game and then expanding on them with individual DLC packs would allow everyone to buy things they personally like. BTCC, Trans-am, GT etc. Motorsports enthusiasts would probably buy them all anyway.


Honestly, it would be great if they did them that way. And, yeah, who am I kidding, I'd buy them all...
 
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