Following the first Q&A with Diego Sartori, Simbin has released another article, revealing some new details on their upcoming RaceRoom Racing Experience title.
In the new article, Diego talks about Simbin’s RendR graphics engine, reveals that the title’s base version will come without rain which will be added later among other features.
The Q&A also touches on the subject of sounds again, a matter often discussed since the first trailer of RaceRoom Racing Experience was released.
Furthermore, Simbin has released new previews, showing off what they call Driving Moods, different lighting and time of day settings.
What graphics engine is RaceRoom Racing Experience using and which visual improvements does it come with?
RaceRoom Racing Experience is using our new RendR™ graphics engine.
RendR™ has been developed for this project, and future projects of course. The premise given to the team was that we wanted a graphics engine that was able to deliver a game with looks worthy of a 2012 release.
In addition to providing the game with its good looks, RendR™ also had to improve on the games scalability. We wanted RaceRoom Racing Experience to play on as broad a range of differently spec computers as possible, this we have achieved.
RendR™ supports and features all the commonly used post effects and tech advances you would expect to see in a game release anno 2012. How we use them or to what extend we use them is where RaceRoom Racing Experience might differ from other racing games currently on the market.
The one crucial aspect of a games appearance is the light settings the game ship with. In SimBin we have always gone for a natural look and feel, this we know, is not always the preferred light setting by the fans, and even internally.
The way we have decided to deal with this is through a feature we call Driving Moods, this feature makes it possible for the user to toggle between a wide range of different light settings, different times of day, different styles of light setting, super bloom, overly saturated and anything in between.
Driving Moods can be toggled at any time during any game-mode, it is a local setting so one player can play the game with one Mood and another play the game with a completely different Mood, even in multiplayer.
Do you support different times of day? Weather?
The game engine does support different times of day and it has native support for rain.
For RaceRoom Racing Experience we start off with races during daylight hours and no rain.
The game has a feature we call Driving Moods and what this does is provide the player the option of changing the light settings of the game on the fly, in any game mode.
A Driving Mood can be a change in time of day, between morning and late afternoon, but it can also be a change between an overly saturated look and a more natural look, it can be a super bloom look or even a black and white theme.
So the player has great control over the look of the game, but not the weather – for now we stick to a dry setting and no night racing.
It is important to note though that we start off like this – what is in store for later we will communicate at a later date.
Are the sounds we heard in the trailer really in-game?
Yes they are, that is the simple answer to the above question.
The sounds and visuals you have seen in the trailer is nothing more than replay files captured with Fraps and then put in sequence using standard video editing software.
How we create the sounds for the game and how we use them is based on experience from all the other games we have done prior to RaceRoom Racing Experience, for each release we have made small changes, both in how we create the sounds but also in how we use them.
With RaceRoom Racing Experience we wanted to have the best sounding racing game while in control of the car, but we also wanted the game to shine and deliver stunning audio during replays.
So first we had to figure out what we wanted to improve, now as a developer you want it all and if possible you wanted it yesterday, in the real world however there are many things to consider before work on such a big game component can begin.
We needed a sound system that would work and be able to deliver credible sounds even if recording sound of a given car was not an option and we needed a sound system that would support our new camera system for replays, especially replays we knew was lacking in terms of sounds and dynamics.
So for RaceRoom Racing Experience a brand new sounds system has been developed, this new system provides more triggers and is able to play more simultaneous sounds and with these new additions it has been possible to lift the audible qualities of the game to new standards.
One of the most rewarding aspects of the new sound system is to drive an all-out attack lap in a cool sounding car and then view and listen to the replay of that lap. Not only was I 100% immersed while driving the lap, now I can place a camera wherever I want it and listen to the car as it is all the way over on the other side of the track, just hear it going up and down the gears, back-fires, a lockup of a tire there, a short-shift here and then be blown away as it eventually comes screaming past my camera position, that experience makes watching replays the extension of the game it should have been many releases ago.