It's been two weeks already, but ICYMI and do not plan to watch 1h30 of video, here is a summarized breakdown of the key topics covered:
1. Open World Features
3. Multiplayer and AI Enhancements
5. Modding and Customization
Although it has been discussed, more concise details came a few days later with the Steam Trailer:
Early Access Launch:
Enhanced Realism:
1. Open World Features
- The open-world map focuses on the Nürburgring area and surroundings, featuring landmarks, villages, and interactive locations.
- Developed using lidar, photogrammetry, and proprietary terrain technology for high accuracy.
- Businesses related to automotive and motorsport will be prioritized for integration, though the area will expand over time and could include more.
- Realism is emphasized with features like free-roam traffic, refueling, and car recharging for electric vehicles. However, frustrating elements like penalties for speeding are avoided.
- Off-road driving is confirmed, with support for progressive map expansion to include off-road parks and trails. However, specific off-road physics (i.e. rally) TbD in the far future.
- The initial map will cover up to 1,600 square kilometers, but only part of this will be playable at launch, with expansions planned later.
- Players can experience both track and open-world driving. Open world is a "plus," not required for core racing experiences.
- Cars range from entry-level vehicles to high-performance models, including vintage, street, and race cars.
- A progression system involves earning credits and licenses, though players can bypass open-world elements if they prefer circuit-based racing.
3. Multiplayer and AI Enhancements
- Improved rating systems for ranked multiplayer and server filtering.
- Plans for anti-cheat mechanisms.
- Enhanced AI with personality traits and unscripted behaviors, simulating more natural and challenging race conditions.
- Completely revamped tire, suspension, and aerodynamic models, leveraging modern hardware capabilities.
- Enhanced mechanical damage realism while balancing licensing constraints on visual damage.
- Integration of dynamic weather (day-night cycles, rain, but no snow) for track racing, though with limitations for open-world areas. TbD if it will be implemented for A-to-B tracks.
5. Modding and Customization
- Post-release support for modding tools to enable user-generated content, including maps.
- Extensive car customization options, from paint and rims to interior details.
- Support for dealership-style gameplay with potential future integration of activities like karting.
Although it has been discussed, more concise details came a few days later with the Steam Trailer:
- Starts January 16, 2025, on Steam at a discounted price reflecting ongoing development.
- Early Access includes 20 cars and 5 circuits spanning 4 continents (e.g., Laguna Seca, Suzuka, and Mount Panorama).
- Feedback from players will shape gameplay, performance, and final polish.
- Full version expected in Fall 2025.
- Planned content for 1.0 includes:
- 100 cars.
- 15 licensed circuits.
- Open-world integration.
Enhanced Realism:
- Improvements in tire modeling, suspension dynamics, and multibody dynamic simulation for realistic vehicle behavior.
- Dynamic track conditions, including rubber buildup and wet surfaces, evolving in real time.
- Includes practice sessions, quick races, and the Driving Academy:
- Step-by-step track tutorials and challenges.
- A new A-to-B time attack game mode.
- Progression through an in-game economy to unlock driving licenses and vehicles.
- Built on a proprietary DirectX 12 graphics engine.
- Features include:
- Dynamic weather (e.g., storms, fog, localized rain).
- Advanced rendering with global illumination and detailed reflections.