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  Title: rFactor Interview
User's Article Rating: 6
Number of views: 12243
Users's Comments / Reviews: 7
Article Author: Jure Zagoricnik
Date posted: 15-10-2004
Pages: 1 / 2
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rFactor Interview

BHMS: Let's start off with an introduction. Who are you and what is your job title? I am sure our visitors would also like to read a bit about the company history, its games and basically what drives ISI to continue producing racing titles.

ISI: My name is John ("Bee") Bayley. My job title is Product Development. Also, one of my roles is to help facilitate 3rd party development. I became very interested in what ISI was doing when I first encountered ISI's Sports Car GT back in 1999. Its solid physics, modability, and immersion factor just set it apart from all other racing games for me at the time. I became quite involved in creating tools, MOD's, and tech docs for SCGT and other ISI racing titles that followed. When the opportunity came along to get involved with rFactor, which appeared to me as ISI getting back to its roots, and the type of racing I found exciting in SCGT (but with some very new and exciting technology), I jumped at the chance.

You can find detailed info regarding ISI on our website at www.imagespaceinc.com in the company section.

BHMS: We don't like to beat around the bush so let's start with the really interesting questions. How long has rFactor been in the making and what is the idea behind it?

ISI: We have been thinking about a product like this for many years now, and actually did a little bit of work on it a few years ago. The first step was an overhaul of all technology which started in late 2003. rFactor as we now know it started in early 2004. The concept for rF is a flexible environment that allows us to create the type of racing we enjoy, and at the same time the ability for other players to modify it to their liking.

BHMS: How different is the graphics engine and physics engine from the one used to create F1 Challenge 99-02? Is it all new or just one step forward in its evolution? Will you implement DirectX 9 effects?

ISI: The graphics engine, gMotor2, is all new and unique to rFactor. It is a significant advancement from previous engines, with full shader support for DX9, an advanced material system, and dynamic shadows for time-of-day effects. It also supports older DX7 and DX8 video cards.

We have continued to refine the physics engine, and have focused on exploiting its full capabilities. The physics, a.k.a. pMotor2, is a complex system and we needed new functionality such as the ability to easily add physical modifications to cars. We are also doing work on an advanced damage system although it appears that it will not be ready for the first version.

BHMS: What range of vehicles will we see in rFactor, how many of them and what are the differences between them?

ISI: We have a number of vehicles currently in the works. It has yet to be determined which will be included in the initial release, however, rF will initially consist of vehicles designed for mixed class road racing.

BHMS: What can you tell us about the sounds? Did you use real life samples for engines?

ISI: We've added additional effects and are working with veterans in the industry to create the sound experience we were looking for.

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