Sim racing

From Simple English Wikipedia, the free encyclopedia

Sim Racing, short for simulated racing, is a popular genre of video gaming that seeks to replicate the experience of real-world auto racing within a virtual environment. This immersive form of entertainment has gained a substantial following among motorsport enthusiasts and gaming communities worldwide.[1][2][3][4][5]

Jann Mardenborough, a sim racer became a professional Nissan racing driver by playing Gran Turismo.[6][7][8]

Overview[change | change source]

Sim racing involves the use of specialized racing simulation software and hardware peripherals to create a realistic racing experience. Unlike conventional racing video games, sim racing places a strong emphasis on accuracy, striving to recreate the intricacies of real-world racing, including factors such as:

  • Physics Simulation: Sim racing games employ advanced physics engines to emulate how vehicles respond to various conditions. This includes factors like acceleration, braking, suspension, and tire dynamics.
  • Realistic Environments: Simulators recreate iconic racetracks from around the world with meticulous attention to detail, providing players with the opportunity to virtually race on tracks like the Nürburgring or Indianapolis Motor Speedway.
  • Vehicle Dynamics: Sim racing titles model the behavior of different types of vehicles, from Formula 1 cars to stock cars and off-road vehicles, each with unique handling characteristics.
  • Weather and Environmental Effects: Some simulators incorporate changing weather conditions and time-of-day effects, further enhancing the realism of the racing experience.

[9][10][11][12][13][14]

History[change | change source]

Arcade simulator era (1982–1989)[change | change source]

Before arcade-style and sim racing split, there were early driving simulation games, like Namco's 1982 game Pole Position. Atari promoted it as very realistic Formula 1 racing at the time.[15]

Emergence of sim racing genre (1989–1997)[change | change source]

Sim racing really started to grow in 1989 when Papyrus Design Group made Indianapolis 500: The Simulation. This game, created by David Kaemmer and Omar Khudari on 16-bit computers, is often seen as the first true racing simulation for personal computers.[16]

Graphics accelerator era (1997–2002)[change | change source]

F1 Racing Simulation by Ubisoft was one of the first to use this tech in 1997.

Later, Microprose released Grand Prix 3 with a better graphics engine, but it lacked full online multiplayer. Modders liked it because they could use stuff from the older game, GP2.

In 1998, Papyrus released Grand Prix Legends, praised for its physics and sound. It became a hit and led to online racing with VROC.

Even though it's old, GPL is still important in sim racing. They improved the physics and made expansions for later seasons, like 1969.

In 1997, Wired magazine had an article about racing sims called "Hard Drive."[17]

Further developments (2003–present)[change | change source]

[18][19][20][21]

References[change | change source]

  1. Richards, Giles (2014-04-07). "How Jann Mardenborough went from Gran Turismo on a PlayStation to being a racing driver". The Guardian. ISSN 0261-3077. Retrieved 2023-09-05.
  2. "Meet the Gran Turismo Player Now Driving Race Cars for Real". GameSpot. Retrieved 2023-09-05.
  3. "Gran Turismo movie tells story of gamer-turned-racer Mardenborough". Motor Authority. 2022-11-19. Retrieved 2023-09-05.
  4. Baxter, Richard. "Your first Sim Racing Setup: Our Ultimate Beginner's guide". SIMRACINGCOCKPIT.com. Retrieved 2023-09-05.
  5. Bates, Bob (2005). Game design (2. ed., [Nachdr.] ed.). Boston, Mass: Thomson, Course Technology. ISBN 978-1-59200-493-5.
  6. Richards, Giles (2014-04-07). "How Jann Mardenborough went from Gran Turismo on a PlayStation to being a racing driver". The Guardian. ISSN 0261-3077. Retrieved 2023-03-04.
  7. "Meet the Gran Turismo Player Now Driving Race Cars for Real". GameSpot. Retrieved 2023-03-04.
  8. "Gran Turismo movie tells story of gamer-turned-racer Mardenborough". Motor Authority. Retrieved 2023-03-04.
  9. "A racing wheel makes driving sims — and learning to drive — much more realistic". VentureBeat. 2015-08-08. Retrieved 2023-09-05.
  10. "Best sim racing games on console". RacingGames. 2022-12-14. Retrieved 2023-09-05.
  11. McEachern, Sam (2020-03-24). "Top 5 Best Racing Simulator Games". Autoguide.com. Retrieved 2023-09-05.
  12. "Use Sim Racing to Improve on a Real-Life Racetrack | Blayze". blayze.io. Retrieved 2023-09-05.
  13. Holland, Robb (2020-08-20). "Here's How Sim Racing Can Make You Faster In the Real World". The Drive. Retrieved 2023-09-05.
  14. "Review - NASCAR 4". web.archive.org. 2001-11-01. Archived from the original on 2001-11-01. Retrieved 2023-09-05.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  15. Institute of Electrical and Electronics Engineers, ed. (2000). 2000 intelligent transportation systems proceedings: October 1 - 3, 2000, the Ritz Carlton Hotel, Dearborn, (MI), USA. Piscataway, NJ: IEEE. ISBN 978-0-7803-5971-0.
  16. "History of Papyrus Racing Games". GameSpot. Retrieved 2023-09-05.
  17. "Archived copy". web.archive.org. Archived from the original on 1999-10-09. Retrieved 2023-09-05.{{cite web}}: CS1 maint: archived copy as title (link) CS1 maint: bot: original URL status unknown (link)
  18. Speed, Live for. "LFS - Rockingham, recreated in Live for Speed". Online Racing Simulator - Live for Speed. Retrieved 2023-09-05.
  19. McGregor, Ross (2021-06-05). "Is Richard Burns Rally still the king of rally sims?". Traxion.GG. Retrieved 2023-09-05.
  20. "History of Papyrus Racing Games". GameSpot. Retrieved 2023-09-05.
  21. "AutoSimSport Media LLC". web.archive.org. 2007-03-10. Archived from the original on 2007-03-10. Retrieved 2023-09-05.{{cite web}}: CS1 maint: bot: original URL status unknown (link)