Loved every minute of this video, a great behind-the-scenes look into the magnificent technology iRacing utilises. For your next 'tech' video you guys should show how the artists texture the trackside objects. Even it's just for a reskin / update for an already existing circuit.
Finally iRacing is publishing real video stuff that really dives deeper into what we all want to learn about. Sim racers not wwanting to pay for iRacing because it's "expensive" should watch this first, to really understand and appreciate the level of detail. Truly good work, PR and Art :)
This is 5 years old but its still fuckin stupid. They charge 11-15 dollars for tracks and cars while other games just make you pay 60 bucks and give you more content, most of it also laser scanned. Its expensive and always will be expensive, specially with cars that were released years ago but they still sell them at the same fuckin price.
@@R0ndras iRacing is more of a video game service than just a $60 dollar game. I don't know of any game that constantly gets a major update every 13 weeks and then some. So I'll take your logic and apply it to 60 bucks price point. iRacing v1- $60... 13 weeks later iRacing v2- $60... another 13 weeks later iRacing v3- $60, and yet again 13 weeks later and you'll be getting iRacing v4 for another $60. So for 4 releases of iRacing on the year will total you $240. You are right, that is expensive but at the end of the day iRacing is a business and businesses need to make money or else they would fail. There are incentives to racing in official series too, you can earn iRacing credits for use towards a purchase of a track, car or subscription to help your budget more.
I've been thinking about how you guys do this, and finally decided to see if there was a video... I was imagining a 4-wheeled cart with zero suspension, that you rolled over the track... I was close, but not quite lol
Congratulations to all iRacing developer team for bring this to all of us! I've been waiting for so many years the Nürburgring Nordschleife, the legendary german circuit. Deeply in my heart i hope someday, this come true.
Excellent video! Thank you for taking us behind the scenes and sharing all the hard work that goes into putting these tracks together. Please keep up the great work and looking forward to seeing more of these types of videos.
Awesome stuff! Good insight into the amount of work that needs to be done to get a car into the sim from scratch (without giving your IP to the world) ;-) It takes so much effort and specialization by different people to get things accomplished. Would love to see more of those videos!
Nice! Thanks for the show! :-) A question, with such accurate overlaping between visual surface and laser points, how could sometimes cars seems to be flying some centimeters above track?
That's very cool but don't forget to look at race day footage and pics because anyone who has actually been to race weekend knows you're missing several grandstands and special seating stands. Right off both ends of main grandstand area are missing stands, don't forget Helicopter that things were delayed for this last time sitting at inside of turn one. All kinds of things will be missing if you're scanning empty track with no F1 event.
When did you scan VIR, by the way? I'm curious of the whole process... did you go to them? Did they come to you? Who pays who? Do you have to pay for track time? Were they so grateful to have their track in your game and they just let you do it for free? lol ...HOW DOES THIS WORK AND HAPPEN??? Thanks guys, I don't even have your game yet, but next year I plan on building a simrig and PC and will be ALL OVER iRacing then!!
I love that you guys don't act like you're above us, your working for us .... the customer - not like Gran Turismo where everything they do is this huge top secret mystery... I swear 50 percent of the stories on GTplanet are leaked info or rumors on what Might be upcoming, true story .... thanks.
its great that the track is apparently captured very accurately. Shame the feeling of actually driving the cars in iRacing do not feel anything like as close to the real thing. And I'm not talking about the absence of G-forces. A track is a static object, no surprise it can be represented in the computer. A car is a hugely complex dynamic material and physics system, it needs to catch up to the track fidelity.
While I really do appreciate the hard work that you guys do, I can't for the life of me understand why iRacing is still stuck in the Stone Age with DX9. We need an updated iRacing running DX11! Cone on guys, with all your expertise, it should be an easy thing to make happen.
Enjoyable video and nice marketing... BUT they never showed us the road mesh in the video. I mean in the game you don't drive on the point cloud data but on the road mesh in 3D space. Unless the road mesh has super high resolution with - I don't know - millions of polygons per (in-game) meter the millimeter accuracy scan doesn't mean anything. My guess is they use tens of centimeters of accuracy (probably even higher) on the road mesh which is very high but nowhere near millimeter accuracy. That would be insane work for the GPU just to render the road and there are also the trackside objects, other cars, sky, etc.
But, now if they only put this much time and effort to realism into the force feedback and physics of the cars, iracing then may perhaps hold up to their claim..."As close to being in a real race car without getting in one."
This is why iRacing's tracks probably look the best. As far as iRacing being the best sim, not so sure though. You guys need to work on some better force feed back and dynamic head movement simulation to compete with the raw feel and experience of Automobilsta. That's why a lot of people tend to say..."unfortunately" iracing is the only real multiplayer sim that offers the level of real human competition as anyone else. Your tracks are awesome, cars are great (but you need more variety), but your force feedback, frame rate glitches, and possibly even tire physics all need to be updated But I see what's going on with iracing lately. They are riding on their laurels because they have so much subscription income coming in, they can afford to, yet unfortunately at the cost of letting the above mentioned slide to one degree or another, in particular...the force feedback, which feels a lot like project cars at times. Putting 6 months of creation time into a track with a whole team of people is epic, and the results show. But how about a few weeks to improve a few core components of the simulation experience itself. I think you guys are headed in the right direction with very small incremental improvements, but still haven't dressed the lack luster force feedback, which is core to feeling what the car is doing when all you have is a wheel to go by. I'm not saying anything is "bad" about iracing, but just stating, as others have, they could be doing even more with our hard earned and payed money:)
***** No disrespect intended...but you sound a little bit like a fan boy. Your claims are all subhective and non specific. iRacing is by far perfect...as is ams and the others. Every one of them fudges a lot more of the physics than you think they do. The amount of calculations needed to fully simulate a racing car on a racing track is beyond mind boggling. Each sim very roughly approximates these calculations; some sims get it closer than others, but than again...how many of us would ever know the difference anyway. Computer gaming is a very subjective experience to each of us. That's why when people like you come on here and rant how one is so good an another so bad, serious game enthusiasts have nothing of substance to take seriously; hence the not so appealing term "fan boy". As far as laser scanning goes, yes iRacing is not the only one who does it, they are just the only ones who do it to the level of accuracy and attention to detail as they do, as you said, because they have the money and man power to do so. I think the ffb kind of suck in iRacing, but I also don't think they are amazing in Automobilista either, as they sacrificed a lot of feel at the higher forces in order to gain near the dead zone...but if I had to pick one for ffb it would probably be AMS and RaceRoom, as iRacing kinda sucks and AC has almost no feel near the middle. While you're comparing crash physics I think you're confusing iRacing with Assetto Corsa because crashing in AC really is like bumber cars. Hot lapping is fun, but for real racing the most important realism element is the other drivers, of which Ai will never fully match because Ai doesn't have an ego that gets bruised when it loses, and that's the real drive behind why racer's race. Fan boys will always be around though, as their's is the best and the world needs to know about it because perhaps they weren't properly breast fed by their mothers as a child...who knows.
AC needs to work on their sounds, especially the tire squealing, as well as the ffb near the dead zone, which sucks. I've played RaceRoom, rFactor, AC, Project Cars, iRacing, Automobilista myself...in a pursuit to find that one that does it all right, and none of them do...which I already said in summary previously btw. Debating on which is the best is a waste of time really. There are pros and cons to each. iRacing is way too expensive as it's kind of a "click" to be in the "club" kind of thing, but its currently the only one with true multiplayer the way it should be, so you pay a premium for that. I personally think iRacing has the best tracks out of any of them, and AC has the best looking cars; AC physics, good but not as good as AMS. So I guess it depends what you're looking for out of a sim on any particular day. I really like RaceRoom but it has random stability issues on my system which isn't worth the pain in the neck so I dropped it. I find myself wanting a little something more or different from them all, and they are all just games anyway, with more of a marketing ploy that makes people believe they are simulations of the real thing. They got a ways to go for that.
Very cool and interesting. However, while I understand the reasons for it (creating and upkeep both cost) I think iRacing's payment model is inherently flawed in today's gaming market and puts a lot of people off it. The content is too expensive if you factor in that you're also paying for time you can use it. So you're paying for something, and then you pay more to actually use that over time. It should be either-or. VRC (Virtual RC-Racing) recently switched from the same model to free-to-play (time is free, content still costs) and they've had a massive boost in memberships. Basically every RC racer now plays it.
As long as people are buying content and re subscribing your point holds no water or relevance to iracing themselves does it? So the flaw is rather in people's perceptions of iracing being "real" racing. They got an angle on the marketing of the whole iracing concept which is why they are now making so much money at it. If you ask me it's a mix of genius and pure greed, but hey; that's any big company for you these days so par for the course as they say. I personally am about to drop iracing now that I am gradually awakening to the sleight of mind they do so well. It's almost as if paying such a high cost for all the cars and tracks gives the perception that they somehow hold more value, almost as if you're actually paying to rent a real car and go out onto a real track..hence their catch phrase "as close to a real race car as you can get without actually getting in one". Who says, iracing? lol I think what they really mean to say is that it's as close as you can get to being on the real track, and perhaps (visually) being in the real car, but when it comes down to the rest of it (physics, sound, effects) of the cars themselves, not so much I don't think.
Loved every minute of this video, a great behind-the-scenes look into the magnificent technology iRacing utilises. For your next 'tech' video you guys should show how the artists texture the trackside objects. Even it's just for a reskin / update for an already existing circuit.
This was pretty darn cool! Please do more like this!
Finally iRacing is publishing real video stuff that really dives deeper into what we all want to learn about. Sim racers not wwanting to pay for iRacing because it's "expensive" should watch this first, to really understand and appreciate the level of detail. Truly good work, PR and Art :)
This is 5 years old but its still fuckin stupid. They charge 11-15 dollars for tracks and cars while other games just make you pay 60 bucks and give you more content, most of it also laser scanned. Its expensive and always will be expensive, specially with cars that were released years ago but they still sell them at the same fuckin price.
@@R0ndras iRacing is more of a video game service than just a $60 dollar game. I don't know of any game that constantly gets a major update every 13 weeks and then some. So I'll take your logic and apply it to 60 bucks price point. iRacing v1- $60... 13 weeks later iRacing v2- $60... another 13 weeks later iRacing v3- $60, and yet again 13 weeks later and you'll be getting iRacing v4 for another $60. So for 4 releases of iRacing on the year will total you $240. You are right, that is expensive but at the end of the day iRacing is a business and businesses need to make money or else they would fail. There are incentives to racing in official series too, you can earn iRacing credits for use towards a purchase of a track, car or subscription to help your budget more.
This has given me a new and deep appreciation of what goes into to building your tracks. Every iRacer should watch this. Brilliant! :)
I've been thinking about how you guys do this, and finally decided to see if there was a video... I was imagining a 4-wheeled cart with zero suspension, that you rolled over the track... I was close, but not quite lol
really enjoy these videos with Greg Hill going over the upcoming tracks. Very informative and interesting.
Congratulations to all iRacing developer team for bring this to all of us!
I've been waiting for so many years the Nürburgring Nordschleife, the legendary german circuit. Deeply in my heart i hope someday, this come true.
Dear iRacing, you keep doing that and you can be sure you'll be taking my money for life!!
Excellent video! Thank you for taking us behind the scenes and sharing all the hard work that goes into putting these tracks together. Please keep up the great work and looking forward to seeing more of these types of videos.
nice work!
Wow! Love the tech going into this!
Wow, I'm really impressed, this is why iRacing is so amazing
This track looks amazing! Great work!
Please give this track night lighting update!!
i hope you include that rainbow shot in the out laying pictures for the track, keep up the good work , enjoy your product very much
Awesome stuff! Good insight into the amount of work that needs to be done to get a car into the sim from scratch (without giving your IP to the world) ;-) It takes so much effort and specialization by different people to get things accomplished. Would love to see more of those videos!
aww yeah, can't wait :D Turn one will be a beauty
This is going to be awesome in the gt3 challenge!
soon as this track is available..I'm on it
Cant wait for COTA! Should be some fun racing.
cant wait. love this track
Top stuff can't wait for COTA!
Good work!
Nice! Thanks for the show! :-)
A question, with such accurate overlaping between visual surface and laser points, how could sometimes cars seems to be flying some centimeters above track?
How long were the two tech tracks out for? Won't the team finish those tracks too?
Amazing stuff
Please Scan nordschleife Nurburgring PLEASE!
no
ajsg09 Why not?
That's very cool but don't forget to look at race day footage and pics because anyone who has actually been to race weekend knows you're missing several grandstands and special seating stands. Right off both ends of main grandstand area are missing stands, don't forget Helicopter that things were delayed for this last time sitting at inside of turn one. All kinds of things will be missing if you're scanning empty track with no F1 event.
super informative. thank you.
How do I get that much detail on my system? 8:02
Very cool! About 6 months o wow...
so that's why you have to pay more money to own those tracks...they are awesome.
I hope you have an Observation Tower camera in the game!
AWESOME!!!!!!
When did you scan VIR, by the way? I'm curious of the whole process... did you go to them? Did they come to you? Who pays who? Do you have to pay for track time? Were they so grateful to have their track in your game and they just let you do it for free? lol ...HOW DOES THIS WORK AND HAPPEN???
Thanks guys, I don't even have your game yet, but next year I plan on building a simrig and PC and will be ALL OVER iRacing then!!
Monaco when?
I love that you guys don't act like you're above us, your working for us .... the customer - not like Gran Turismo where everything they do is this huge top secret mystery... I swear 50 percent of the stories on GTplanet are leaked info or rumors on what Might be upcoming, true story .... thanks.
Does anyone know which software he used for building the track?
Sandbox? That's a familiar name *COUGH* NR03 COUGH* haha
its great that the track is apparently captured very accurately. Shame the feeling of actually driving the cars in iRacing do not feel anything like as close to the real thing. And I'm not talking about the absence of G-forces. A track is a static object, no surprise it can be represented in the computer. A car is a hugely complex dynamic material and physics system, it needs to catch up to the track fidelity.
Hey! Do louisiana especially new orleans, east,michou, Almonaster nolasport track metairie general. Whole usa area
Plz scan F1 Sepang international circuit...
Did he say “grumble strip”?
How long for y'all do world!
While I really do appreciate the hard work that you guys do, I can't for the life of me understand why iRacing is still stuck in the Stone Age with DX9. We need an updated iRacing running DX11! Cone on guys, with all your expertise, it should be an easy thing to make happen.
Enjoyable video and nice marketing...
BUT they never showed us the road mesh in the video. I mean in the game you don't drive on the point cloud data but on the road mesh in 3D space. Unless the road mesh has super high resolution with - I don't know - millions of polygons per (in-game) meter the millimeter accuracy scan doesn't mean anything.
My guess is they use tens of centimeters of accuracy (probably even higher) on the road mesh which is very high but nowhere near millimeter accuracy. That would be insane work for the GPU just to render the road and there are also the trackside objects, other cars, sky, etc.
They always doing construction around here,
Yo Freedom Factory Drift track
can i be an iracing track tester? thatd be cool
West bank, huey p long general area
t1 = RIP sweet prince.
I'm getting an error with this video, and only this video.
Oh yeah kenner airport across twinspan to slidell
But, now if they only put this much time and effort to realism into the force feedback and physics of the cars, iracing then may perhaps hold up to their claim..."As close to being in a real race car without getting in one."
Green mountain
The only thing iRacing needs now is better graphics :D
and maybe to make the grass feel on the tires more realistic. its always been like butter
I wish codemasters would do the same smh
Little rock arkansas Pulaski Mountains timberlands west markham
please, give me this and take my money
This is why iRacing's tracks probably look the best. As far as iRacing being the best sim, not so sure though. You guys need to work on some better force feed back and dynamic head movement simulation to compete with the raw feel and experience of Automobilsta. That's why a lot of people tend to say..."unfortunately" iracing is the only real multiplayer sim that offers the level of real human competition as anyone else. Your tracks are awesome, cars are great (but you need more variety), but your force feedback, frame rate glitches, and possibly even tire physics all need to be updated
But I see what's going on with iracing lately. They are riding on their laurels because they have so much subscription income coming in, they can afford to, yet unfortunately at the cost of letting the above mentioned slide to one degree or another, in particular...the force feedback, which feels a lot like project cars at times.
Putting 6 months of creation time into a track with a whole team of people is epic, and the results show. But how about a few weeks to improve a few core components of the simulation experience itself. I think you guys are headed in the right direction with very small incremental improvements, but still haven't dressed the lack luster force feedback, which is core to feeling what the car is doing when all you have is a wheel to go by. I'm not saying anything is "bad" about iracing, but just stating, as others have, they could be doing even more with our hard earned and payed money:)
***** No disrespect intended...but you sound a little bit like a fan boy. Your claims are all subhective and non specific. iRacing is by far perfect...as is ams and the others.
Every one of them fudges a lot more of the physics than you think they do. The amount of calculations needed to fully simulate a racing car on a racing track is beyond mind boggling. Each sim very roughly approximates these calculations; some sims get it closer than others, but than again...how many of us would ever know the difference anyway.
Computer gaming is a very subjective experience to each of us. That's why when people like you come on here and rant how one is so good an another so bad, serious game enthusiasts have nothing of substance to take seriously; hence the not so appealing term "fan boy".
As far as laser scanning goes, yes iRacing is not the only one who does it, they are just the only ones who do it to the level of accuracy and attention to detail as they do, as you said, because they have the money and man power to do so.
I think the ffb kind of suck in iRacing, but I also don't think they are amazing in Automobilista either, as they sacrificed a lot of feel at the higher forces in order to gain near the dead zone...but if I had to pick one for ffb it would probably be AMS and RaceRoom, as iRacing kinda sucks and AC has almost no feel near the middle.
While you're comparing crash physics I think you're confusing iRacing with Assetto Corsa because crashing in AC really is like bumber cars.
Hot lapping is fun, but for real racing the most important realism element is the other drivers, of which Ai will never fully match because Ai doesn't have an ego that gets bruised when it loses, and that's the real drive behind why racer's race.
Fan boys will always be around though, as their's is the best and the world needs to know about it because perhaps they weren't properly breast fed by their mothers as a child...who knows.
AC needs to work on their sounds, especially the tire squealing, as well as the ffb near the dead zone, which sucks.
I've played RaceRoom, rFactor, AC, Project Cars, iRacing, Automobilista myself...in a pursuit to find that one that does it all right, and none of them do...which I already said in summary previously btw.
Debating on which is the best is a waste of time really. There are pros and cons to each. iRacing is way too expensive as it's kind of a "click" to be in the "club" kind of thing, but its currently the only one with true multiplayer the way it should be, so you pay a premium for that. I personally think iRacing has the best tracks out of any of them, and AC has the best looking cars; AC physics, good but not as good as AMS.
So I guess it depends what you're looking for out of a sim on any particular day. I really like RaceRoom but it has random stability issues on my system which isn't worth the pain in the neck so I dropped it.
I find myself wanting a little something more or different from them all, and they are all just games anyway, with more of a marketing ploy that makes people believe they are simulations of the real thing. They got a ways to go for that.
Very cool and interesting.
However, while I understand the reasons for it (creating and upkeep both cost) I think iRacing's payment model is inherently flawed in today's gaming market and puts a lot of people off it. The content is too expensive if you factor in that you're also paying for time you can use it. So you're paying for something, and then you pay more to actually use that over time. It should be either-or.
VRC (Virtual RC-Racing) recently switched from the same model to free-to-play (time is free, content still costs) and they've had a massive boost in memberships. Basically every RC racer now plays it.
As long as people are buying content and re subscribing your point holds no water or relevance to iracing themselves does it? So the flaw is rather in people's perceptions of iracing being "real" racing. They got an angle on the marketing of the whole iracing concept which is why they are now making so much money at it. If you ask me it's a mix of genius and pure greed, but hey; that's any big company for you these days so par for the course as they say.
I personally am about to drop iracing now that I am gradually awakening to the sleight of mind they do so well. It's almost as if paying such a high cost for all the cars and tracks gives the perception that they somehow hold more value, almost as if you're actually paying to rent a real car and go out onto a real track..hence their catch phrase "as close to a real race car as you can get without actually getting in one". Who says, iracing? lol
I think what they really mean to say is that it's as close as you can get to being on the real track, and perhaps (visually) being in the real car, but when it comes down to the rest of it (physics, sound, effects) of the cars themselves, not so much I don't think.
cant wait
First!!!!