World Super GT 2 – Corvette Cockpit Preview

Posted on September 14th, 2009 in

Team RMT has released a first render of the Corvette C6.R’s cockpit modelled by Arnold Wong, showing of the very detailed inside of the American GT1 car.

RMT’s Wix will now take over getting the cockpit model equipped with a set of textures.

Successor to World Super GT for GTR 2, World Super GT 2 will bring some of of the most legendary GT cars of the 90s as well as Super GT GT500 class machinery to rFactor 2.

Via BSR


Related posts

17 Comments For This Post


  1. kill4f00d


    O_O


  2. Sommergemüse


    Sweeeeeeet


  3. Howie47


    How do they know that much detail will work in rFactor2? Some one has alot of confidence in ISI!


  4. F1Racer


    Any amount of details will work. How it plays is down to your CPU and GPU(s).


  5. UncleChuckle


    The detail of the model is irrelevant. If you let a 3 year old texture it, it’s going to look crap.

    I’d laugh after all this if there is something fundamentally different with RF that renders all this work unusable. It’s always struck me as somewhat arrogant to say your mod is for RF2 when the sim isn’t even finished.

    You may as well say it’s for RF 10.


  6. scca1981


    Howie47:
    How do they know that much detail will work in rFactor2? Some one has alot of confidence in ISI!

    I have 100k poly models i’ve tested in rfactor and GTR2 and they work. You just can’t run more than a few cars :)

    I don’t know if there is a poly limit.


  7. scca1981


    UncleChuckle:
    The detail of the model is irrelevant. If you let a 3 year old texture it, it’s going to look crap.
    I’d laugh after all this if there is something fundamentally different with RF that renders all this work unusable. It’s always struck me as somewhat arrogant to say your mod is for RF2 when the sim isn’t even finished.
    You may as well say it’s for RF 10.

    Highly un-likely. A model is just a model and can be converted to any format needed. Textures are the same way… just convert to the needed format. Only major changes you’d probably see is material set-up/reflections, gauges/motec maybe lights, coll/shad models might be different and a few other little things. Nothing that can’t be updated. If rf1 was any indication the proper tools needed will be available.


  8. Shum94


    Love is growing inside me for you guys lool :wink:


  9. DeDios


    thanks for this shot. IMO cockpits are really importants..and i’m happy to see this level of detail. Keep it up, and thanks again for this update.


  10. BSR-WiX


    As far as framerate is concerned, i would not worry. On my AMD940 – Geforce G285GTX we get up to +200 FPS in 1920/1200 using a 30 car field. Further more we put time and effort in the LOD´s. You would be amazed what can be acomplished with some smart hard work . Take in account that by the tme of release, the average serious game PC, will have even more power for a lower price. It is a fact that we dont spend all this time and work on it , to support your average Office PC. its simple , You dont buy a Fiat punto to pull your double axle trailer isnt it.

    we do count on a good framerate using 1920/1200 AA 2x with a 24 car field. Thats our aim, and at his moment we even have FPS to spare.


  11. Howie47


    One of rFactors biggest draws for me, is it’s ability to run a big grid of cars.
    I like to run as many as a track will allow, with 40 showing, 2560X1024, high every thing. It works for me. Even with HistoryX. I still get 100+ frames after the first couple turns. How many cars can be run with “Shift’s” high res. cockpits? Hope they are aiming at pretty big field of cars. Hope rFactor2 will run them.


  12. Arnold Carter Wong


    Well, I would say it’s pointless to run with 40 almost boxy things at 2560×1024. Those models are basically craps when you use a screen bigger than 24 inch. (sorry guys, but I really have to say that, even for the WSGT2 cars, I still think it would be better to have more 3D details on the body, but we have to optimize them for slower PCs)

    At first I was even aim to build the exteriors at the level of GT5, but due to the needs to have 30 cars on the track, I cut 3/4 of the polys. BTW, We aim to have 60FPS with 30 cars at 16xQ AA on the average game PCs with a GeForce 9800GTX this time.

    Sometimes I really don’t like the ideas around the community about non-detailed models to gain so-called better performance on the super old PCs. It’s just fooling yourself at all. People with slow PCs should just low down the details, but not to set all of them to full and say “oh, it’s FPS monster”. I would just switch off my PC if I still need to face a simple cockpit on my screen with simple textures and rollcage. 2010 is coming, so there is no way to use the low-end display cards in 2007 to play with full details.


  13. JGoenR


    Looks great. :grin:


  14. GeraArg


    :eek: :eek: :eek: :eek:

    Arnold I hope the mod comes with a discount coupon for a new PC. :lol: :sd: :sd:


  15. BSR-WiX


    UncleChuckle:
    The detail of the model is irrelevant. If you let a 3 year old texture it, it’s going to look crap.
    I’d laugh after all this if there is something fundamentally different with RF that renders all this work unusable. It’s always struck me as somewhat arrogant to say your mod is for RF2 when the sim isn’t even finished.
    You may as well say it’s for RF 10.

    Unlucky Chucke: I would not worry. all the people i have in my simracing social club,beg for details. As for the age thing…. mmm i am 43… not 3. :-)
    about the ” I’d laugh after all this …” as SCCA1981 allready said, we can pump it into any sim or game just as easy. the reason why we picked rFactor 2 is because of its features, and because its the only system that officially supports mods.

    PS: Here is a question for you… whats the best.. to start creating a mod for a sim that is not out yet…… or start to nag about a sim that is not out yet?
    ” I’d laugh after … you beg for a link.
    Brigthen up my friend.. you are a very pessimistic person. it will only have an impact on you, not us.


  16. EmptyBox


    Hehehe. Best. Line. Ever. Wix. Can I have a link? For rF2 perhaps? :lol:

    While I’m thinking the same thing (I fully understand it, it does make sense to model now and worry about meeting the requirements when needed), it is sorta goofy to be all “Nom nom nom its for rF2 nomoonomnomonomnonmnomnom.”

    But still, I’ll disagree with Arnold. While I’ve never had a problem running the WSGT1 for GTR2 or even any problems with turning settings down, it is sorta crazy to blame people for saying it’s a FPS Monster when, compared to other mods, it likely could be. But then again, multi car mods will always be heavier (Heck, look at CART Factor – great details, yet runs faster than almost anything out there?), but – optimization is key. I have faith that you guys can carry that out with the same amount of quality. :cool:


  17. klaasvh


    You’re right Empty box. Optimizing is the key. While the main models are high poly compared to other mods, we intend to have optimized lod’s for all the models, including the cockpit. So if you turn your settings down, the mod will look (and run) like any other mod on a medium pc, like mine. Once the lod for this cockpit is done we’ll post a screenshot of it.

Leave a Reply

Please log in to post a comment.

Don't have an account yet? Sign-up takes only 10 seconds!


Sponsors


Copyright 2007-2009 VirtualR.net
TopOfBlogsTop Blogs Video Games Top Video Games blogs Computer and Video Game Blogs - Blog Catalog Blog Directory Directory of Video Games BlogsSim Racing Links