Sim Racing, short for simulated racing, is a sub-genre of racing video game that seeks to replicate the experience of real-world auto racing within a virtual en
The English used in this article or section may not be easy for everybody to understand. You can help Wikipedia by reading Wikipedia:How to write Simple English pages, then simplifying the article.(September 2023)
Sim Racing, short for simulated racing, is a sub-genre of racing video game 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]
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.
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)
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)
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]
↑"Review - NASCAR 4". 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)
↑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. ISBN978-0-7803-5971-0.
↑"Archived copy". 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)
↑"AutoSimSport Media LLC". 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)
Content Disclaimer
Informasi ini disarikan dari Wikipedia dan disajikan kembali untuk tujuan edukasi. Konten tersedia di bawah lisensi CC BY-SA 3.0. Kami tidak bertanggung jawab atas ketidakakuratan data yang bersumber dari kontribusi publik tersebut.
The information displayed on this website is sourced in part or in whole from Wikipedia and has been adapted for the purpose of restating it. We strive to provide accurate and relevant information, however:
There is no guarantee of absolute accuracy. Wikipedia is an open, collaborative project that can be edited by anyone, so information is subject to change.
It is not intended to constitute professional advice. The content displayed is for informational and educational purposes only. For important decisions (e.g., medical, legal, or financial), please consult a professional.
Content copyright. Wikipedia is licensed under the Creative Commons Attribution-ShareAlike License (CC BY-SA). This means that content may be reused with appropriate attribution and shared under a similar license.
Responsible use. Any risk arising from the use of information from this website is entirely the responsibility of the user.