Hello Racers,
We recently concluded our first community survey following the launch of Endurance Classics Part 1. We received 423 responses, and the results are a vital asset for our development roadmap. While 74.7 percent of you reported a positive experience, 25.3 percent highlighted specific areas where we must bridge the gap between our current state and the racing standard we are striving to build.

SENTIMENT OVERVIEW

POSITIVE (74.7%)
NEGATIVE (25.3%)

As evidenced by our rapid deployment of hotfixes and the recent Coast to Coast update, we are not waiting to act. We are currently analyzing the remaining feedback to refine our upcoming release schedule. Below is a breakdown of what you asked for, and how we are responding.

Response Platform Distribution

PS5

52.5%

PC

24.3%

XBOX

20.8%

Note: Some responses selected multiple platforms (PC+PS5, PC+Xbox, etc.) and are excluded from the per-platform response percentages above. They are included in the total of 423.

Survey Highlights: Your Top Priorities

You identified these five areas as the most critical for the immediate future of the platform:

Community Priority List

  • 01Content Expansion
  • 02Wheel Support Effects on FFB
  • 03AI Functionality & Single-Player Experience
  • 04Technical Stability & Bug Fixes
  • 05Console Graphics & Visual Quality

Let us talk about our actions to address these in the order you picked. But also address the timing.

01 // Content Expansion

The most frequent request was for more content. We hear you loud and clear. This week, we delivered the Coast to Coast Free Content Update, expanding our circuit roster with the legendary WeatherTech Raceway Laguna Seca and Sebring International Raceway.

Regarding vehicles, we chose to move the Porsche 718 Cayman GT4 RS Clubsport to a later release. We are committed to a “quality first” standard, and it simply needed more polish. In its place, we are already finalising our next major content drop for this month, featuring these, and more:

We have a robust slate of cars and tracks scheduled throughout the remainder of the year to keep the grid fresh.

Multiplayer settings limitations

Several of you raised concerns regarding our current multiplayer limits. We are presently restricted to 30-minute sessions with a maximum of 12 drivers. One of the key reasons we chose these limits is to make session performance more stable across platforms, as there were side-effects in internal testings under certain circumstances.

We are actively testing how to increase these parameters, particularly on consoles. Our priority is ensuring stability across all supported platforms, however, which means this investigation will take time to conclude.

One potential path forward is the introduction of dedicated trial servers with higher capacity and longer time limits. We are not ready to commit to this idea yet, but we will provide updates as our testing progresses.

02 // Wheel Support Effects on FFB

Some of you report issues with FFB across different racing hardware, where you either experience partial, or limited force feedback. You sent us a list of wheelbases that this is occurring on, and we have already begun testing on the reported hardware, including Logitech DD Pro/G923 on PS5 and Xbox, but also Fanatec wheelbases, and Thrustmaster T598 for example. The goal is to ensure that RENNSPORT has proper support for this hardware that matches the industry standard.

We will continue to investigate, and will work on a fix pending the results of that investigation. It’s unlikely however that this will already be included in the next DLC targeted for this month.

03 // AI Functionality & Single-Player Experience

The first iteration of our AI model served as a baseline, and your feedback has been essential in guiding our second iteration, which debuted in the Coast to Coast update.

We addressed the “framerate-dependent” logic that caused erratic behavior when performance dipped below 40 FPS. Our team, led by Rikard, has made significant progress in moving to a “framerate-independent” logic, making the AI faster, more stable, and more aware of their surroundings.

This has already been delivered.

We acknowledge that the AI still requires further refinement, and we will continue to iterate on their decision-making and spatial awareness in upcoming expansions.

04 // Technical Issues and Bugs

Accessing purchased DLC was a major pain point, largely stemming from our recent transition to self-publishing. We have implemented several system-side fixes over the last few weeks to resolve this. If you are still seeing locked content, please contact our support team with proof of purchase.

Furthermore, we have reproduced the reported crashes occurring on the Nordschleife and after finishing Championship races. Targeted fixes for these stability issues are in the final stages of verification for this month’s targeted release.

Missing Features

Naturally, many of you want not just content, but additional features added to RENNSPORT. We do too! Some of the more common requests are feature improvements on the penalty systems (especially when the AI does weird things and crashes into you). You also want more features relating to weather, and improvements to in-car display functionality for new cars (e.g., Peugeot 9X8 LMH rev lights).

We also saw an increased interest in our already planned support for more user generated content. We are looking at those requests, and we are working on a MVP version of the toolset. We have a video Q&A with the devs involved planned for release on this topic in July.

Our first priority now is to iterate upon the core game, to add more content, and improve the AI functionality to a higher level before we add more large features on top of the game, so the earliest we are likely to see some of these feature requests is after this autumn, with weather effects being unlikely until perhaps sometime next year.

05 // Graphics and Visual Quality (Primarily on Console)

The fifth and final point that you highlighted in our survey was about the Graphics and Visual Quality of the game (especially this was mentioned for consoles, and particularly on XBOX Series X). An often mentioned part of this was the low graphical fidelity of our rear-view mirror, which already is being looked into, but also mentioned was the absence of audiences on the tracks, and our VFX and artist team are already looking at some technology where these could be added without significant impact on the games’ framerates.

However, the most frequent topic was about sunset driving with deep dark shadows, or night driving.

We’ve already tackled this issue in a previous patch by increasing the headlight intensity of cars but we are fully aware that while it brought a slight improvement, the underlying issue of the track often being barely visible at night and the driver ahead getting blinded is still present. Our team of artists are still investigating, unfortunately a proper fix is likely not going to make it into the next update. We have made plans to address this issue in a release later this year, however.

When it comes to the overall graphics fidelity, however, we of course want our game to look great across all platforms, so this is something that we will continue to improve. But this will happen step by step.

Who Left Written Feedback?

XBOX

73.9%

OF XBOX REVIEWS

PS5

59.5%

OF PS5 REVIEWS

PC

52.4%

OF PC REVIEWS

Looking ahead

The survey provided our engineering team with highly specific telemetry and diagnostic targets. The following issues have been isolated and are being aggressively tracked for our upcoming update:

The feedback loop is active. We are committed to iterating on the core mechanics and adding the content you crave. Stay tuned! The pipeline is moving, and we are working hard to make RENNSPORT a much better racing experience, the next goal being the next DLC targeted for release later this month.

Until then, clear roads and fast laps to you all. Make sure you catch the R1 action this weekend and join the RENNSPORT community at Le Mans this Sunday.

// RENNSPORT