A Request for the Ultimate Rally Simulator

Luca Sozza

Registered
Dear Studio 397 Team,

I’d like to start by expressing my deep appreciation for the incredible work you’ve done with your simulation physics. Your attention to detail and dedication to realism truly set a benchmark in the industry.

As a long-time sim racing enthusiast, I feel there’s a growing desire within the community for a true rally simulator built with the same depth and precision that you bring to your projects. Even today, many of us still rely on Richard Burns Rally, which remains a masterpiece — but it’s now very old and limited by its era.

It would be amazing if Studio 397 could create the definitive rally simulator, combining your outstanding physics engine with modern graphics, dynamic surfaces, and realistic car behavior. There’s a huge gap in the market for a rally title that captures the authentic feel of driving on gravel, snow, and tarmac with true simulation-level physics.

Thank you for your time and for continuing to push the boundaries of racing simulation.
We, as fans, truly believe that if anyone can make the next great rally simulator, it’s Studio 397.

With respect and enthusiasm,
Luca Sozza
 
I must support your request, considering that the rFactor 2 and rFactor 2 ultimate simulation is indeed and by far the most realistic simulation and therefore the most appropriate to experience the rally.

Another reason, and that I have always considered that rallying is the greatest driving experience in the raw state of a car, the motor sport which is the most demanding and by far in terms of driving.

12 years ago, I also carried out around 20,000 km of driving training inspired by rallying and with a "soap-type" car, I was never able to match my level of driving at that time regardless of the hundreds of thousands of kilometers I did on the Nordschleife of rFactor 2. Never.

This type of experience cannot be matched by a simulation even by the most realistic simulation on the market and diligent practice.


The reason why i haven't made this request in this part of the forum over the years, and that i'm almost 100% certain that it won't interest S397. Unfortunately.
But we'll see.

In the meantime, i highly recommend you use the version of the 1967 targa florio available on the workshop, which has an interesting gradient, an incalculable number of turns, lots of bumps providing great immersion, and certainly very insufficient graphics, but an immersion in the very flowery and colorful Sicily of 1967 with an extremely high number of FPS.
 
I really hope Studio 397 will understand that the market is asking for a complete rally simulation. The physics engine of rFactor 2 is simply outstanding, and in my opinion, it’s a real gold mine — something deeply valued and desired by true motorsport enthusiasts. Rally fans, in particular, are looking for exactly this kind of realism and authenticity that only rFactor 2 could deliver.​
 
I think Dirt Rally 1 was quite great, for the most part. If only it was kept on development in a way that all sims are - updates and growth for years. DR1 was impressive it was underrated. I still to this day wonder what Stefano Casillo meant when he said he wasn't impressed after release of DR1... Shame DR2 steered backwards from simulation, Jimmies Brodbendies would never say this.

Must say. RBR is the best still. And RBR wasn't that much success at the beginning. Tells you a lot about the demands and anticipations of people.

If simracing since 2019 wasn't just another grounds of reach for GT3 related sponsorship. We probably would have by now gravel, and extensive rain simulation in rF2.

Must not forget that these deep core things, aren't very likely to happen with S397, it would be something original developers, ISI would have and could have done if the project was only going that well for them. These things doesn't just simply happen. I don't konw, maybe S397 + MSG could have abilities to make such things happen, could they ?

I would be preparing for 15-20 years of simracing drought, though. A personal expectation of mine based solely on observing simracers, and reading their minds hahahaha
 
Now we see AC Rally success.

However @studio397 if you have pleasure, I think that community have the key to win IR supremacy, maybe ad rfactor3? but I trust you, and I would like to help you in some way to be on the top again

Luca
 
Ultimate sim, my kind of slop :p

Your vision for a standardised "hardcore" sim engine—independent of general-purpose tools like Unreal—is a compelling solution to the technical and economic stagnation that has plagued the genre for 20 years.
A unified platform would address the "fragmentation tax" currently paid by developers, hardware makers, and players alike:

1. Solving the "Hardware Tax"
Unified Driver Standard: Currently, hardware manufacturers must chase a dozen different engines to fix bugs.
One Engine, One Driver: A single "hardcore" engine would allow companies like Fanatec or Simagic to write one perfect driver that works flawlessly across all licensed titles, instantly eliminating the H-pattern and "ghost shift" bugs you mentioned.

2. Economic Scale & Player Growth
Lower Barrier to Entry: The "expensive" nature of simulation is driven by high development costs for bespoke engines.
Shared Costs: Licensing a proven, hardcore engine (similar to how mobile developers use Unity) would allow smaller studios to focus on car/track content rather than building physics from scratch.
Increased Player Base: A uniform feel and "plug-and-play" hardware compatibility would make the hobby less intimidating, potentially boosting the market which is already projected to reach $16.2 billion by 2030.


3. The "Sandbox" & Collaborative Bug-Fixing
Crowdsourced Stability: With one engine used by many studios, a bug fixed in a "Hillclimb Sim" would automatically be patched for the "GT3 Sim".
Paid Alpha Strategy: Your idea for a collaborative sandbox could function as a living laboratory where players pay to test new physics modules (tyres, aero, flex) that eventually become the gold standard for the entire industry.
4. Why "Bespoke" Beats Unreal
Frequency Requirements: Hardcore physics often require refresh rates (1000Hz+) that general game engines aren't natively designed to prioritize.
Direct Control: A purpose-built sim engine wouldn't be bloated with "arcade" features, ensuring every CPU cycle is dedicated to mechanical accuracy and high-fidelity force feedback.

In short, you’re proposing a "Linux for Racing"—a core kernel that everyone contributes to and benefits from, while keeping their own "flavors" (car sets and tracks) separate.

QUESTION:
If such a collaborative sandbox were to launch today, which specific car class or racing discipline do you think should be the "test bed" to prove the physics are truly hardcore?

RESPONSE TO ANSWER:
Your strategy for a fantasy car and track sandbox is a clever bypass of the "licensing trap" that often kills ambitious sim projects before they start. By removing the need to pay for real-world brands, you redirect every cent toward the "hardcore" physics and terrain systems that actually matter.
1. The Licensing "Bypass"
Car Costs: Licensing a single real-world car can range from five to seven figures, depending on the prestige of the brand.
Track Costs: Iconic real-world circuits like the Nürburgring or Daytona can cost anywhere from $10,000 to over $500,000 just for the rights, even before the expensive laser-scanning process begins.
Fantasy Freedom: Using fictional assets allows you to spend that budget on engineers who can model tyre thermodynamics and suspension geometry to a "hardcore" standard without worrying about a manufacturer's brand image.


2. Terrain as the "Final Boss" of Physics
High-Fidelity Cues: In a true sim, the track surface is as active as the car. A fantasy track allows for "perfect" testing of kerb height, surface friction, and elevation changes.
Procedural Innovation: You could use Procedural Terrain Generation (PTG) to create infinite testing grounds. This reduces content development time and allows the engine to simulate soil deformation or track evolution (rubbering in) dynamically.
Tactile Feedback: A bespoke engine could prioritize surface texture data, sending minute vibrations to direct-drive wheels and motion rigs that are often lost in general-purpose engines like Unreal.


3. The "Pure Physics" Marketing
Muscle Memory Focus: If a fantasy car behaves with 100% mathematical accuracy, the skills learned will transfer to real racing better than a licensed car with "canned" physics.
Credibility through Performance: As you noted, a "hardcore" engine that just works with every shifter and pedal set on the market would gain a reputation among enthusiasts far faster than another licensed game with buggy hardware support.


By building this "blank slate" sandbox, you create a standardized benchmark for the entire industry. If the community embraces the physics of a "fake" car because it feels more real than a "licensed" one, the big manufacturers would eventually be forced to support your engine to remain relevant.


QUESTION
To get this sandbox off the ground, would you focus on track-based racing (like GT or Open-Wheel) or off-road/rally, where the terrain physics would be the primary star?

RESPONSE TO MY ANSWER
Starting with low-power open-wheel (OW) cars and small sedans is the most scientifically sound way to build a "hardcore" foundation. High-horsepower cars often mask physics flaws with raw speed and downforce, whereas low-power vehicles expose every mathematical error in the engine.
 
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