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Review

rFactor - Part 1

by Jens "McGonigle" Lindblad, Chunx
and Doug "guod" Atkinson

infight

Introduction

rFactor from Image Space Incorporated (ISI) is a groundbreaking simulation not only because it is only available through the rFactor web site, but also because it is the first "framework" racing simulation — a simulation which from the start was intended to be primarily a platform for modders. Not unlike X-Plane and Microsoft's Combat- and Flight Simulator series, after-market add-ons are encouraged by the developers.

As a note, the screenshots in this review were taken on the reviewers computers in DX8 and DX9 settings, with and without FSAA and Anisotropic Filtering.

Howston

Background

ISI is well known as the creator of EA's Formula 1 and NASCAR Thunder series, but also for a lesser known but highly innovative sim called Sports Car GT (SCGT). Back in the late 1990s, SCGT was the first decent racing sports car sim. Two of the innovations that were first realized in SCGT reappear in rFactor: the race progress "line" and upgrading your car for points. Both were innovative at the time and it makes us nostalgic to see them reappear in rFactor. Fans of rFactor would feel right at home tossing SCGT's 320 Bimmer through the esses at Road Atlanta. One other notable point about SCGT: Many of the add-on and mod tracks for the EA F1-series were first developed for SCGT (or ported to SCGT from GPL). Notable in these are Le Mans (Sarthe), Road Atlanta, Laguna Seca and Sebring. We can expect to see track mods in rFactor that have their origins dating back several years to SCGT. File formats "svm", "mas" and other familiar file structures from the F1 series and shared with rFactor were first realized in SCGT. Even the name "Sardian" is used as a fictitious track in SCGT. Below are some screenshots taken from the SCGT demo (which should be run in Win98 compatibility mode).

Pick your car... then the track... and configure the settings.
Pick your car...
then the track...
and configure the settings. Note the "Difficulty Level"
slider that was a forerunner
of ISI's current sliders.
SCGT had great graphics for it's it's time. Headlights! Early 3D models and video sometimes had problems
SCGT had great graphics
for it's time. Note the race
progress line at the bottom
of the screen.
Headlights!
As was the problem
with early 3D models
and video, sometimes
there would be gaps.

Following the demise of EA's Formula 1 series for PC — due to Sony's purchase of the FIA F1 license for their PS2 console products — ISI for the first time in many years found themselves with some "spare" time on their hands to update and reinvent their entire code-base; graphics, physics and multiplayer.

This rejuvenation of the game engine — which was at the core of both Sports Car GT and the F1 series — has resulted in what in many ways is a milestone title. rFactor is a robust piece of racing simulation software that will continue to grow with each new quality add-on mod that we see from modding teams who have made mods for previous ISI-based simulations. Not all teams have publicly committed to make mods for rFactor, recently we have read from Virtua_LM that they are currently "watching" the rFactor scene.

The time ISI spent in updating the entire engine has certainly been well spent and compared with the F1 series, the improvement is truly astonishing.

Arguably as good-looking as NASCAR Sim Racing and the GT Legends Demo (if not better) rFactor also adds physics modeling which quite simply is extremely good and engaging.

The multiplayer code has also been vastly improved over all previous efforts, and this should come as very good tidings for fans of online racing. Is it good enough? Keep reading, race fans.

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