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That's a very general statement, but I absolutely agree with it.It's obvious that each company pushes work towards what exists at the moment, that's why innovation in each sim is very important for us...
That's a very general statement, but I absolutely agree with it.It's obvious that each company pushes work towards what exists at the moment, that's why innovation in each sim is very important for us...
Interesting how LMU is not listed there.This may be a place to look for the future of rF2, along with several other items of interest.
https://motorsportgames.com/
I am not certain, but I 'think' LMU was the last project announced. that would indicate this website is woefully out of date, not just for the loss of Indycar & BTCC but in overall scope.Interesting how LMU is not listed there.
The same thing will probably happen with rF2 as with all the other games on this site.This may be a place to look for the future of rF2, along with several other items of interest.
https://motorsportgames.com/
let's focus on what the former boss of s397, namely Marcel Offermans, says objectively and in a very pragmatic and technical manner
That will take us well into 2025 and by that time it's probably too late to restart development on rF2.
Fast forward to 2025 and you have a codebase that has drifted away from rF2 for well over two years.
At that point even "cherry picking" bugfixes, let alone back-porting major features is going to be a challenging task and you can be sure that some of the more interesting changes can't easily be brought into rF2 anyway because it would again break compatibility.
Assuming LMU does well enough to support the current team, which is basically back to the original size of Studio 397 before the acquisition, would you then bet on the fact that resuming with rF2 is the best way to build a sustainable company, when early 2023 you clearly decided it was better to stop working on rF2 and focus on LMU? To me that just does not sound logical.
Being a software developer with 20+ years of experience from a pure technical and logical point of view I completely agree with what Marcel said here (as quoted by @pilAUTO).
The way I see it is that Studio-397 bought rF2 and treated it as a product. A direct way to develop features, content and to make money out of it. And this lasted for several years. When they were bought by MSG rF2 became a testbed for new sims (not a direct way to make money anymore in the long run). We know how several of those ended up but all changed with LMU. This one actually got released and to a positive reception. LMU is in EA but it will be another year at least (I presume much longer actually) where it needs full time development. At this point the codebase will have drifted from rF2 by more than two years (as Marcel noticed). The amount of code and changes under the hood is impossible to be imagined by someone without experience in software development. It's simply enormous.
At this point rF2 engine (not even the game itself, but its engine) is no longer a product for MSG. It's an asset. A way to implement new things, new endeavors, new products. It makes no sense to go back to its development when you have an asset that allows you to make new games relatively easily.
Now, several people in this thread claimed that rF2 needs to be developed further for MSG to be able to release new games on its engine. Again, from a technical point of view that can't be further from the truth. Actually it's exactly the opposite. It makes no sense to develop rF2 further for this purpose when LMU exists. LMU and its codebase will be a base for further games as this engine will already be 2-3 years ahead of rF2 when/if they decide to make a new game.
To all of you that might say that LMU only supports WEC cars and a new sim might be completely different: the engine itself is so generic that it doesn't really matter. You can't "remove" parts of the physics not related to WEC cars. It doesn't work that way. Also breaking rF2 compatibility doesn't mean that e.g. 60s formulas car can't be run on LMU engine. They can.
From a non technical point of view I presume that when LMU will be in a mature state MSG might either keep releasing new content for it and/or at some point diversify with a new sim. They can try to (re)acquire some license for e.g. BTCC, Indycar, NASCAR, whatever (you name it) and make another focused sim as this proved viable with LMU already. And rF2 will not be a base for that new sim. LMU will.
rF3 might be possible at that point but seeing that software development takes more time each year (as it's more complex) I presume it's much more logical and economically viable to go the route of "focused sims". Especially seeing how MSG was so keen on acquiring those licenses already.
Word mateFor me the only interesting news for the (long) future of racing sims is this:
https://www.overtake.gg/news/the-last-garage-previews-all-new-sim-racing-platform.1661/
But it's not sure if/how it will be born
In meantime long life to rf2 and modding
Thank you for this extremely interesting feedback.That project still has a long way to go @Mauro but I'm determined to continue working on it (as software is probably never "finished") but this forum and certainly this topic is probably not the right place to elaborate. I will post regular (quarterly) updates on my website and RD if you're interested in following the progress. And as for "mod support" @memoNo1 (keeping this slighly on-topic) I think it is crucial that, going forward, modding makes the next step. What I mean by that?
First of all, modders need to start respecting the IP of others. This means that if you model an existing car or track, you properly license it, and that you do not "borrow" assets from other simulations. This is crucial to allow any new platform to not just allow modding, but to also leverage it (in online competitions, etc).
Secondly, an optional but in my opinion important step, modders need to start sharing more, preferably open sourcing their work. Creating cars, and certainly creating tracks, is a huge job. Even if you work on them full-time, you'll spend many months. This development time is increasing rather than decreasing as the technical capabilities of our computers keep increasing. The best way to counter that is to start collaborating and the best model for that is open source. Work on projects on websites like GitHub, leverage each others' work, create assets that can be reused.
Finally, I think it's important to also offer modders a career path. There is one already today, as some modders end up being hired by studios, but I think there is another option, which is to offer paid mods, and to find a good revenue sharing model for those. This is in everybody's best interest I believe, but it certainly won't be trivial to set this up.
So, will I support modding? If we can make some of the steps outlined above, most certainly!
literally the backbone of open sourcing is you cannot sell any assets you got for free. so how do you offer "paid mods" and open source in the same package.. its like drawing a square circle..
It all sounds great, but hardly affordable for hobby modding aspirants.That's not true at all. Open source does not mean that you cannot sell any assets. You absolutely can. You can also include open source assets in your work (and, depending on the specific license used) that work can be either open source or closed source.
If you want to read a bit more about the definition of open source, I'd invite you to read: https://opensource.org/osd and feel free to continue reading there to learn more about the different licenses and what each of them allows.
I've been involved in open source projects a lot, and I'm a member of the Apache Software Foundation (ASF). Their software and license explicitly allows you to use their software and sell it as part of closed source products. In fact, there are a few pieces of software in rFactor 2 (and Le Mans Ultimate) that come from the ASF, and there are many commercial products that leverage open source.
It is of course true that, since some asset is open source, people can choose to directly obtain the source code for it and use it. They don't have to use and pay for the version you are trying to sell them. This could work in simracing in two ways:
- If all the assets are open source, then buying an asset from its creator(s) is very similar to the concept of "donations".
- If, for example, you are making a track, you could use open source assets like trees, tire walls, guard rails, pit boxes, marshal huts, but still add your own (closed) assets to the track and sell the end result. You could even go as far as using almost exclusively open source assets and only copyrighting the way those assets are composed to form a track (I'm saying almost here as probably in that scenario the track layout would be something you add).
LMU seems to narrow the interest a lot. Many racers will have little to no interest in LMU. I'm thinking they've shot themselves in the foot this time and will lose out on the neglect of RF2 and lack of interest in LMU. Only my uninformed opinion of course, I maybe wrong on one or both counts. Either way I'm done.Ever since LMU was announced, I've felt that rF2 has been neglected, which is understandable. I hoped that all the work going into LMU would eventually benefit rF2. However, considering the significant work still needed for LMU, I find it hard to believe that the developers will have time for both projects any time soon, and the last couple of months seem to confirm this.
rF2 is great in many ways, but it still requires attention. There are longstanding bugs and older premium content that need fixing and updating, and now I'm worried that this might never happen.
Have S397 said anything about their future plans for rF2?
That's not true at all. Open source does not mean that you cannot sell any assets. You absolutely can. You can also include open source assets in your work (and, depending on the specific license used) that work can be either open source or closed source.
If you want to read a bit more about the definition of open source, I'd invite you to read: https://opensource.org/osd and feel free to continue reading there to learn more about the different licenses and what each of them allows.
I've been involved in open source projects a lot, and I'm a member of the Apache Software Foundation (ASF). Their software and license explicitly allows you to use their software and sell it as part of closed source products. In fact, there are a few pieces of software in rFactor 2 (and Le Mans Ultimate) that come from the ASF, and there are many commercial products that leverage open source.
It is of course true that, since some asset is open source, people can choose to directly obtain the source code for it and use it. They don't have to use and pay for the version you are trying to sell them. This could work in simracing in two ways:
- If all the assets are open source, then buying an asset from its creator(s) is very similar to the concept of "donations".
- If, for example, you are making a track, you could use open source assets like trees, tire walls, guard rails, pit boxes, marshal huts, but still add your own (closed) assets to the track and sell the end result. You could even go as far as using almost exclusively open source assets and only copyrighting the way those assets are composed to form a track (I'm saying almost here as probably in that scenario the track layout would be something you add).