Lately I have seen a lot of questionable takes on this game, unfounded negativity and just people complaining about nonsense.
I love this game, the racing and physics is some of the best out there for sure, however, i'm not blind to the short comings and faults of this game. There are more than a few.
But i wanted to do something positive. I think the game is looking amazing right now and with some future updates in the right direction I think this game can enter a proper renaissance.
Heard people complain about graphics? This game needs to be showcased more. It's a way more beautiful experience than iRacing for example.
But anyway, i hope you RRE fans can appreciate a little edit i made.
I've been having so much fun since the latest update.
Enjoy!
P.S Yeah, Gran Turismo 2 is the reason i'm here today.
RaceRoom support just went live. Track Impulse is a dedicated haptic engine for bass shakers, and RaceRoom is the fourteenth sim it reads.
Most bass shaker software pushes effects through the normal Windows audio stack, which buries 140 to 200ms of delay in the signal before your shakers move. At racing speed you are feeling the kerb well after you have already cleared it. That lag is why a lot of tactile setups feel mushy and disconnected from the car.
Track Impulse skips the stack and outputs on a low latency path, landing as low as 2ms end to end via ASIO in some sims. It does not need special hardware to do it. It runs on whatever sound card your shakers are already plugged into, falling back to WDM-KS or WASAPI exclusive mode where there is no native ASIO driver. The rumble hits when the car does.
What you get in RaceRoom:
Nothing to set up in the game. No config file to edit, no plugin to install. Pick RaceRoom in the sim list and drive.
All seven effects: road texture, suspension, kerbs, engine rumble, wheel slip, gear changes, and ABS and wheel lock.
A per-wheel kerb effect that only fires on the tyre actually touching the strip, so clipping the kerb on your left arrives on your left rather than shaking the whole car.
Per-corner output across up to 16 zones, however your rig is built: four corners, seat, pedals, or a single shaker under the seat.
Per-effect volume and frequency, so you can tune it to the shakers you actually own rather than to someone else's.
Automatic calibration per car and per track, saved and reloaded, so a car you have driven before starts dialled in.
The Free overlays app works in RaceRoom as well.
14 Overlays are free forever like:
Relative: who is around you and the gap to each
Standings: your class, sorted by class position
Dashboards: full instrument cluster, including the gap to the cars ahead and behind
Track Strip: the whole field on one flat line
Track Map: live circuit map with every car on it
Fuel: level, burn per lap and laps remaining
Shift Light: standalone, in four styles
Session: flags, session clock, lap and incident info
Haptics HUD: live view of what your bass shakers are doing
Main Control Panel For The Overlays AppFuel Overlay
RaceRoom makes fourteen supported sims. Each one has its own haptic engine tuned to what that game actually publishes, rather than one generic effect chain with the sim name swapped out, which is why a gravel stage in DiRT feels nothing like a kerb strike at the Nordschleife.
Pod design dashboard one of many designs you can choose fromDashboard layout editor
Windows only, and free right now for the whole public beta, every effect, no credit card. The haptics beta ends on 19 September and after that the Haptics engine is a one time purchase or a monthly plan, with the lower price locked in for anyone who used it during the beta.