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Reiza Studios presenta il suo nuovo Automobilista 2


Walker™

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E allora spiegaci come Kunos ha portato la fisica di AC sull'engine grafico UR4? 😅

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Renato Simioni sul forum Reiza

"I’ll say one thing that pretty much applies equally to AI, physics, audio which I think most agree were some of the strongest points of AMS1... Nothing can be ported over like a copy&paste flick of a switch - some fronts will demand a lot of work, others less. At the same time we would not have made the move if it meant starting any of those fronts from scratch. Most things are in good shape already and it will only get better."

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Infatti, hanno appreso da rF1, poi da rF2, e adesso, fatto proprio, lo fondono con il Madness (anche Kunos non ha fatto copia/incolla ...): ma poi abbiamo il laser scan, la VR, il triple, il matchmaking .... lavoro non manca! ma è la soluzione, oggi fondersi, diventare più grandi e crescere, non è più tempo di piccoli!

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Dopo l'annuncio di sabato scorso con il primo trailer di lancio, arrivano oggi le prime immagini in game del nuovo Automobilista 2 targato Reiza Studios. Le immagini accompagnano la prima parte di una interessante intervista fatta da Racedepartment a Renato Simioni del team Reiza. Eccovene un estratto:

Quote

If you compare MADNESS to the gMotor engine of AMS and also the rF2 engine you know from the recent ‘Reiza Pack’ DLC, what advantages do you think MADNESS offers over these solutions?
RS: To use the tired cliché, they each have their pros and cons... Obviously we can´t comment in-depth about actual differences in code, not least because we didn´t actually have access to the rF2 code beyond information that S397 would supply to us on a need-to-know basis to get our content to work in their engine.
With MADNESS, obviously the graphics engine is one of the strong points, and it generally runs smooth as butter no matter what you throw at it in terms of weather, time of day, number of cars so for us that´s a welcome change of pace!
Moreover the physics, Audio and AI fronts are for the most part an evolution of what we were already used to, so that has allowed us to continue progressing from the solid base we already had on those fronts; The SETA tyre model is a bigger departure to our old tyre model, which is always a tricky move considering how much of good racing simulation physics rely on not only an advanced tyre model but one that´s manageable to work with - luckily SETA has proved surprisingly accessible, very versatile and we´ve been achieving good results with it pretty much from the get-go.
The engine features models for a large range of drivetrain and aero systems, and a variety of rule sets, all of which suits us very well as Automobilista 2 is also due to feature many different motorports types.
Last but not least, Livetrack 3.0 is arguably the most advanced technology for dynamic track conditions in consumer level simulators, and that is a crucial feature for a truly realistic racing experience.
Naturally there are some things we´ll be adding or tweaking to our own preferences and requirements, but all in all we couldn´t ask for a better platform for the racing sim we aim to create.

 

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Beh almeno graficamente sembra un bel passo in avanti, non cge ci volesse molto dopotutto.

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Speriamo verrà davvero rilasciato a dicembre, avendo dato una data di rilascio che è relativamente vicina dovrebbero in teoria già essere a buon punto. Si parla anche di early access

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Dopo l'annuncio ufficiale con il primo trailer di lancio, arrivano oggi nuove immagini in game del prossimo Automobilista 2 targato Reiza Studios. Le immagini accompagnano la seconda parte di una interessante intervista fatta da Racedepartment a Renato Simioni del team Reiza (la prima parte qui). Eccovene un estratto:

Quote

Have you any plans to look at Laserscanning for future tracks, despite the obviously high quality of the circuits already released for AMS1?

RS: We will if we can and when it makes sense – we have already used laser scan data for some tracks in AMS1, but we´re not adopting it as development criteria. For one thing we do a lot of historical tracks, and there is no way to scan those; for another we have good modellers capable of creating highly accurate models even without laser scan data.
We find the sims that do adopt that criteria tend to only have the more accurate tracks for a limited period if at all, not least because race tracks are alive things often going through constant reforms and laser scan is just a snapshot of it at a certain time. As an example I´d cite Imola, of which there are 2 laser scanned versions in other sims but ours is overall more accurate because it´s constantly brought up to the latest modifications.

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