Our new Free Car Roster is available! For the next seven days, the following cars will be freely available to drive in the Early Access:
– Mercedes-AMG GT3 2020
– Hyundai Elantra N TCR
– Praga R1
You can enjoy driving these cars for free in all online contests and time trials throughout the week—just select your car of choice when registering for a session.
If you like one of these cars and want to continue driving even when it’s not part of the free weekly roster selection, you can find it in our in-game store. Every owned car in RENNSPORT is unique, with its own identifying eVIN—so you can track all driving data from the moment it becomes yours. You can also customise owned cars with liveries and stickers!
These cars are free to use until 11:00 CET on April 30th, 2025.
#MoreThanAGame
Game Update (Patch Notes Early Access 1.12.15)
Changes
Rolling Starts
Updated how the system works to make rolling starts more consistent and to prevent it from behaving unexpectedly when cars don’t follow the procedure as intended.
Each driver now has an invisible box that they must be within—indicated via the rolling start radar.
These boxes now move in tandem with the safety car. If a driver is outside of their box, they will get a notification, without it affecting the procedure for other cars. If this notification gets ignored, the driver will get a penalty.
Drivers shall only focus on remaining inside their box to not get penalized.
Time Gained Penalty
To make Time Gained Penalties less harsh we have changed how we determine whether you have gained time by leaving the track bounds or not.
The system will start working once you have valid mini-sector data from at least 1 lap
For this penalty to trigger, the mini-sector time has to be the fastest from your last up to 10 laps.
GT3 Physics
Adjusted Draft/Slipstream Behavior
Reduced Peak Draft Strength when close to other vehicles
Slightly increased Draft Strength when further away from other vehicles
Fixes
Fixed multiple issues that were causing DX12-related crashes
Fixed an issue which was causing servers to crash
Fixed an issue which resulted in Telemetry settings not being saved
Fixed an issue that caused the login screen text fields to be greyed out, preventing players from logging into their accounts
Fixed an issue with headlights not working anymore after getting repaired during a pitstop
Fixed an issue with the audio from the Aston Martin Vantage GT3 not being affected by the Opponent Audio slider, resulting in the volume being at 100% all the time regardless of where the slider was at.
Changed the camera angle for applying stickers in LMDh cars so you can see them a bit better
Known Issues
Rolling start radar for opponents can sometimes jitter
Auto clutch is still engaged if you set up the clutch manually instead of using the setup wizard
While the ICM is open, certain input is blocked
Using the toggle binding for the ICM does not close it
Pit Crew can be clipping on some tracks
Drivers can gain league points when ending as DNF
Sometimes users are not pulled into a server once it starts
RENNSPORT Safety Rating Calculation
The Safety Rating has been re-worked with the 1.12.12 Update.
First and foremost, what is Safety Rating? Safety Rating is an indicator of your racecraft and your ability to race fair and clean. This means, you will be rewarded for driving without making contact and keeping the car within track limits. Drivers with lower safety ratings are more prone to incidents compared to those with higher safety ratings.
How Safety Rating works: Your Safety Rating is calculated through the amount of Incident Points you collect during a race. You receive Incident Points for colliding with other cars, driving off the track or other offenses, such as speeding in the Pitlane. Keeping a low amount of Incident Points is key to a high safety rating, but not the only contributing factor! If you want a high Safety Rating, we recommend you should always try to finish races. You can always come back from a bad start, and completing the race will limit the point-reduction you get.
What are the major changes? In our previous system, the Safety Rating was calculated for each individual Race based on the amount of Incident Points you received. This approach often resulted in an unstable rating that didn’t truly reflect your on-track skills.
Here is how we change that: After each Race, the Incident Points you collected are translated into so-called “Safety Points”. This is based on the percentage of Incident Points you collected to the Incident Point Limit. The distribution of Safety Points is much more linear than previously, ensuring a more balanced and consistent calculation of your Safety Rating.
These Safety Points are then used to calculate your Safety Rating. Safety Points are averaged over your most recent races (up to 50) to determine your Safety Rating. For the first 20 races, we implemented a slight variation of this system which allows you to build up your reputation and reach your true safety level faster. Besides, we’re raising the maximum Safety Rating from 5 to 8, giving you more room to grow.
How do the effects impact the playing experience? You will begin your racing journey with a Safety Rating of 0. Over the course of your first 20 races, you will gradually establish a baseline Safety Racing. During this time you can quickly build up your Safety Rating towards your Racing Standards. After this Period, your Safety Rating will be updated based on your recent races. The System recognizes and rewards your improvements as a Driver over longer periods of time.
What will happen to my current Safety Rating? With all these Changes to the Safety Rating and a new Calculation Method, we will be setting all Safety Ratings back to 0 to give everyone a clean start.
Refining the RENNSPORT Driving Experience
Over the past few months, our team has been working tirelessly behind the scenes, and we know the community has had many questions – questions we can finally address.
One of the biggest challenges we faced was bringing RENNSPORT to PlayStation®5 and Xbox Series X|S. Since each platform processes data differently, adapting the PC version for consoles required extensive work to ensure smooth performance. This involved refining driving dynamics, optimizing our tire model, adjusting car behaviors, and fine-tuning overall performance to fit the console systems.
While Early Access stayed live, the porting process resulted in some incorrect parameters which slipped into updates, causing some unintended changes to the driving behavior of our cars.
However, now that this challenge is behind us and the upcoming console versions are fully in sync with the PC build, we can finally shift our focus back to refining the core driving experience!
Whether it’s enhancing sound, further improving our tire model, fine-tuning the safety rating system, or optimizing overall performance, our goal remains the same: to deliver the best possible racing experience for every player.
And today, we’re taking the first step in that direction with our latest patch—available to download NOW!
Early Access – 1.12.12
With this update we are further optimizing our tire model, while also addressing some of the most bespoken bugs and quirks raised by the community, with more patches on the way – we have a long list of feedback to go through!
For a full list of what has changed, you can check out the complete patch notes here.
Next to these fixes and improvements we are also in the process of reworking our Safety Rating calculation, to allow for a more accurate measurement of a driver’s safety on the track – the first version of this rework is included in today’s patch!
Where, with the previous model, a player either drifted towards the maximum or the minimum value if they stayed consistent, with the new calculation a drivers Safety Rating will anchor towards the point that most accurately represents their level.
…Interested to learn more? You can read a detailed explanation on this system here.
Let us know what you think about today’s update!
We always love hearing your feedback as it helps us improve and shape the future of RENNSPORT together!
Game Update (Patch Notes Early Access 1.12.12)
Changes
GT3 – Physics
Reworked GT3 tires
Lowered tire starting temperature
Adjusted tire starting pressure
Adjusted spring rates in all dimensions
Adjusted load sensitivity
Reduced grip loss from cold tires
Reduced grip loss from overheated tires
Adjusted grip curves in relation to heat and sliding to provide a more consistent experience
Allows sliding to a certain level without being overly punishing before a spin
Adjusted material damping parameters to reduce heat generation
Adjusted cooling parameters to match the changes in heat generation
Fixed multiple issues related to GT3s physics configurations
Adjusted TC and ABS algorithms for all GT3s
Increased ABS cut threshold (earlier trigger)
Adjusted TC cut threshold and cut amount
Adjust Throttle Map behavior (engine power output at set throttle value lowers with rpm increase)
Increased overall Braking power of all GT3s
Adjusted overall gearing of all GT3s
GT3 Default TC/ABS/BB
Updated the default settings for TC/ABS/BB for all GT3s to the following:
TC: 8/11
ABS: 8/11
BB: 62%
BMW M2 CS Racing – Physics
Reworked M2 CS tires
Lowered tire starting temperature
Adjusted tire starting pressure
Adjusted spring rates in all dimensions
Adjusted load sensitivity
Reduced grip loss from cold tires
Reduced grip loss from overheated tires
Adjusted grip curves in relation to heat and sliding to provide a more consistent experience
Allows sliding to a certain level without being overly punishing before a spin
Adjusted material damping parameters to reduce heat generation
Adjusted cooling parameters to match the changes in heat generation
Adjusted throttle map behavior (engine power output at set throttle value lowers with rpm increase)
Adjusted steering sensitivity to give more steering wheel feeling whilst driving
Adjusted M2 CS default setup
Porsche 911 (992) GT3 R rennsport – Physics
Applied GT3 default TC/ABS/BB
Adjusted setup in light of the tire change to follow a similar style as the Porsche 911 (992) GT3 R
In an effort to improve our overall car handling, for this update we’ve put our focus on the GT3s and the M2. For the future, we will continue this movement and will also look at other car classes moving forward.
Telemetry
Added telemetry channels
Vertical Acceleration
Ride Height
Average Inner Tire temp
OMI Inner Tire temp
Average Surface Tire temp
OMI Surface Tire temp
Wheel RPM
Slip angle
Safety Ratings
Reworked the overall Safety Rating calculation to better represent the intended behavior
Increased maximum Safety Rating from 5.0 to 8.0
Reset Safety Rating for all players to 0, to allow for a fresh start
Starting Procedures
During standing starts, collisions for all cars are now turned off until the lights turn green.
UI
Added “Low Fuel” UI warning
This HUD element can also be moved and edited via the HUD editor
The leaderboard will now show the reason for being DSQd
Disabled the ICM from triggering automatically when entering the pits. This is to prevent issues with driving over the pit lane & the ICM opening when it’s not intended.
Bug Fixes
Gameplay
Fixed an issue where sometimes DNSd cars were not sent to pits. Collisions for all DNS, DSQ, DNF cars are now disabled
Fixed an issue where the car status was not reset when using “Back to Pit” option
Damage
Tire wear
Fuel
UI
Fixed an issue where certain camera bounce options did not save after being changed
Fixed an issue where gameplay camera options didn’t save when changed
Fixed an issue where you could get disconnected from longer online sessions
Fixed an issue where the Rejoin button was not visible sometimes when trying to reconnect to an Online Contest
Fixed an issue where if you opened the menu during the race countdown, you were unable to interact with the menu
Fixed an issue where the HUD element for the car dashboard would not work after returning to pit
Fixed an issue where the “Waiting For Players” message was not showing at the start of the race stage
Fixed an issue where changing the tire pressure units didn’t correctly display the new unit in the HUD
Fixed an issue where Battle Pass tier skips appear available without having the Premium pass
Fixed an issue where the CAR category was not aligned with the column while in the lobby
Fixed an issue where friends appeared offline but are online
Fixed an issue where the Official Contest menu had the wrong gameplay stage order
Fixed an issue where going to the session info tab in the lobby broke the ability to navigate the player pages in the lobby
Fixed an issue where the QR login didn’t always work
Fixed an issue where track conditions were not always saved after editing them
Fixed an issue where the option to change the binding to open the pause menu was not shown
Fixed an issue where text boxes would allow you to enter more characters than the limit
Fixed an issue where there was no way to reset track conditions in quick session back to default
Fixed an issue where the Nordschleife sector map was offset from the track map
Fixed an issue where the race history of multistage races showed the first stage instead of the last
Fixed an issue where the “Return to Pit” UI windows mentioned “During Practice” if you opened it during the race stage
Fixed an issue where after a pit stop, sometimes the car locations on the minimap were not always updated
Fixed an issue where the minimap was not able to display a car driving backwards
Fixed an issue where engine audio was not playing on the hood cam on the BMW M2
Fixed an issue where stickers were not visible when applying them in the garage to LMDh cars
Crash Fixes
Fixed multiple UI related crashes
Fixed some Time Trial related crashes
Known Issues
While the ICM is open certain input is blocked
Using the toggle binding for the ICM does not close it
Unable to see the sticker you’re applying in hypercars
Pit Crew can be clipping on some tracks
Drivers can gain league points when ending as DNF
Sometimes users are not pulled into a server once it starts
Game Update (Patch Notes Early Access 1.12.4)
Changes
Added special livery
Bugfixes
Fixed an issue where you could get disconnected from the server during longer online sessions
Known Issues
First time entering Battle Pass screen, it can jump to the last Tiers. Re-enterinng the Battle Pass screen it will center on your current Tier
Mini-map in Pit Screen can be hard to see the individual sectors
Pit Crew can be clipping on some tracks
Dashboard stickers can be hard to view inside the sticker manager on Hypercars
BMW M2 CS Racing – Engine audio not audible while in hood cam
Re-fueling in a pitstop can break the displayed fuel in the in-car dashboard
RENNSPORT 1.12.0 Update — Early Access is here!
After progressing through the different Alpha and Beta stages of development, we’re now finally ready for the next major step: We’ve just launched a big new update, marking our entry into the long-awaited Early Access!
With this our “Playtest” on Steam has come to an end and as such, the “RENNSPORT Playtest” game will automatically be removed from everyone’s Steam Libraries. You can add the new Early Access version of RENNSPORT to your Library by searching for it on the Steam Store page and downloading it again from there.
With that said, we’re happy to introduce some of the massive changes we’re bringing to RENNSPORT!
NEW UI/UX
“Beauty lies in the eye of the beholder” … is a saying that probably has not been used too often in connection to the design of our in-game UI these past 2 years. What was initially meant as a solution hastily made to allow our developers to interact with RENNSPORT, later on got adapted as the official UI with which we had launched into our first Closed Alpha release. And since then, design-wise, nothing much had changed… that is, until this morning at least. With Early Access, we are finally beautifying the look of our in-game menus, with a completely reworked new UI system! For us, this is an important step towards the steadily approaching full release of RENNSPORT and we are glad that we finally decided to invest the time and resources to take it – it clearly was necessary!
NEW CAR: BMW M2 CS RACING
Along with our new UI, RENNSPORT is seeing a beautiful new addition to its car roster! We’re happy to announce that from today on, you will be able to compete on our tracks in the amazing BMW M2 CS Racing – a car that makes for insanely fun races, no matter if your skills are on par with the fastest racers or you’re just starting out on your journey to becoming one. Fun is guaranteed with this car! And the best part? You get it for free! From today on, the car that you receive when creating your RENNSPORT Account, will change from the current GT3s to this special masterpiece. And those that had already created their account before today worry not – You will be able to claim your BMW M2 CS Racing from our newly added in-game store for FREE!
GT3 IMPROVEMENTS
And talking about GT3s… with today’s update we have brought some significant improvements to the GT3 tires and their overall behavior, aiming to further refine the feeling you get when driving one of those beasts! Instead of a lengthy explanation, we suggest hopping into a GT3 race yourself to experience the changes first hand, as it’s quite difficult to describe in words exactly what has changed – ask our Vehicle Dynamics Programmer.
And of course, make sure to download RENNSPORT for FREE, if you have not done so yet, and join us on the track! We’re waiting for you! Download via Steam Download via Epic
Game Update (Patch Notes Early Access 1.12.0)
New Content
Added BMW M2 CS Racing
Implemented new UI menu system for the whole game
Added new 3D scene for garage and made it visible across all main menu screens
Added content for Pre-Season Battle Pass
Replaced BMW M Hybrid V8 LMDh’s steering wheel with the version currently used in real-world racing in this car
New Features
Implemented stickers system with images applied on top of car’s livery and on car dashboards
Implemented battle pass system
Implemented rewards claiming system
Implemented driver titles system
Implemented player profile background images system
Implemented In-game Store 1.0 with more content to buy on both Steam and Epic Games Launcher
Implemented rotating car roster system
Added pit crew animations when performing pit stops
Added pit stop radar to in-game HUD
Implemented feature for compiling all shaders inside the game in main menu to avoid hiccups during their first loads in gameplay maps
Added system for displaying currently active yellow flag zones on in-game minimap
Implemented logic for distinguishing between minor and major false starts
Added sector comparison feature for time trials
Added possibility to automatically advance to next time trial opponent after beating currently selected one
Gameplay
Changed how collision cooldowns are handled to a severity-shared timer with some additional caching
Reworked minimap system for better accuracy of player icons
Physics All GT3 Cars
Implemented new tire model
Adjusted tire grip behaviour
Adjusted tire heat retention behaviour
Adjusted tire cooling behaviour
Adjusted tire lifespan
Adjusted tire sizes and spring rates for each car
Reworked base setups
Adjusted engine braking
Adjusted brake distribution
Adjusted braking power
Adjusted ABS behaviour
Adjusted Fuel Consumption
Praga R1
Implemented new tire model
Further adjustment will be required for grip/heat/cooling/lifespan behaviours
Performance
Further improvements in reducing CPU frame time to improve experience with multiple cars on a track (especially on older CPUs)
Reworked assets loading logic to improve loading times and occasional hiccups when interacting the game
Removed DirectX 11 support due to its incompatibility with some of the new game features
Audio
Adjusted opponent sound per-distance volume to improve audio quality and performance
Fixed some problems with missing tire sounds and added more detail to the sound itself
Equalized volume levels in BMW M4 GT4
Bugfixes
Fixed issue with corner cuts not being registered correctly when hitting limit-detection cones on lap 1
Fixed some cases where yellow flag zones were sometimes not replicated correctly between players in multiplayer scenarios
Changed yellow flag zone updating logic so players moving out of track bounds can’t extend it infinitely while driving outside of track bounds
Fixed issue with tire temperatures not being affected by unit selected in interface settings
Reduced loading time of car meshes to fix some problems with hiccups when players join servers
Fixed issues with corner cuts not being cleared correctly when resetting time trial attempts
Fixed issues with penalties being given to players when resetting time trial attempts
Fixed issue with game not applying correct MGU-K deployment modes when starting time trial attempts
Fixed some issues with engine starter sounds sometimes not being triggered properly when starting from garage
Added stage names to stage start events in event table of the replay UI
Improved driver’s hand positioning on Hyundai Elantra N steering wheel
Fixed some issues with in-game leaderboards table flickering when the game is paused
Extended the time trials leaderboard page size to cover the lists length
Fixed some problems with loading screen scaling
Known Issues
First time entering Battle Pass screen, it can jump to the last Tiers. Re-enterinng the Battle Pass screen it will center on your current Tier
Mini-map in Pit Screen can be hard to see the individual sectors
Pit Crew can be clipping on some tracks
Dashboard stickers can be hard to view inside the sticker manager on Hypercars
BMW M2 CS Racing – Engine audio not audible while in hood cam
Re-fueling in a pitstop can break the displayed fuel in the in-car dashboard
Crest Da Cauras now available on RENNSPORT
In our latest game update, we’re excited to introduce Crest Da Cauras, a very special new track joining our roster. This addition comes at a perfect time as we begin a collaboration with Authentic Simulation LLC. Crest Da Cauras was inspired by an idea from NUKEDROP, who stumbled upon a unique Google Chrome extension that displays a different Google Earth image with each new tab. One day, the extension revealed a mountain plateau in the Swiss Alps, and he instantly saw a racetrack weaving through that stunning terrain in front of him. And so, Crest Da Cauras was born.
“We are excited to provide outsourcing support for RENNSPORT’s further development. Crest Da Cauras was developed by Tyrone Hesbrook, one of Authentic’s owners and our Director of Track Development. Tyrone is an elite track artist in our industry who honed his reputation developing dozens of tracks under his Nukedrop Tracks brand. RENNSPORT’s free-to-play approach opens the door for independent studios like ours to use RENNSPORT as a sandbox for project development. We also have another soon to be disclosed circuit in development as well! We look forward to bringing lots more content to RENNSPORT in 2025!”
Authentic Simulation LCC
Why Crest De Cauras?
Modding has always been a key pillar in RENNSPORT’s development roadmap. Earlier this year, we introduced Orchard Road, and now we’re going the next step with our modded content with the release of Crest De Cauras as our second community-created addition. This marks another step towards making modding an important part of our game’s evolution. RENNSPORT is designed for everyone—those who love racing realistic race cars on well-known tracks, as well as those who seek to drive on custom-made roads and tracks crafted purely to inspire and and made by all the creative minds out there.
The Road Ahead
We’re excited to share more project updates soon, especially as we collaborate with the modding community to make these tools more accessible to a broader audience.
Thank you for being part of this early journey of RENNSPORT.
For more, stay tuned, and as always,
Be brave. Brake last.
Game Update (Patch Notes Beta 1.11.0)
New content
Added Crest Da Cauras track
Added Aston Martin Vantage GT3 car
Added Hockenheim night mode
New features
Added possibility to disable / enable volumetric clouds to adjust performance
Players in pit garage are now hidden from other players so they don’t disturb other player’s gameplay
Added possibility to launch the game with integrated GPUs when they are selected as preferred device in Windows settings
Added drag and downforce modifiers to balance of performance settings
Added possibility to update profile picture in the game
Performance
Reduced CPU frame time to improve experience with multiple cars on a track (especially on older CPUs)
Physics
More physics changes for Praga R1 to improve car’s drivability
Tools
Upgraded Unreal Engine to v5.4.4
Added support for AMD FSR 3.1 and integrated custom engine changes from AMD to improve quality of image displayed when FSR is used
Update XeSS to v1.4.8
Integrated Cammus API which sends some game telemetry data to Cammus-produced hardware
Sounds
Improved tire sounds
Replays
Added time dilation buttons to Replay Controls
Added car crash, gameplay stage start, corner cut and lap event generation when recording demo
Added event markers on Replay Controls timeline when viewing replay
Added replay event table to Spectator Overlay
Added lap and non-lap event buttons to Replay Controls
Added recording start and end buttons to Replay Controls
Overhauled the overall Replay Controls module look
UI
Reworked options menu for upscalers (Nvidia DLSS / AMD FSR / Intel XeSS) so all the settings which are depending on other settings selection are handled properly
Improved replay selection menu experience and added possibility to refresh the list of replays displayed
Added more detailed network performance stats to in-game HUD
Improved logic of time delta display to fix some issues with it on starting new laps
Added a popup which informs player about problems with accessing Founder’s store instead of displaying broken menu
Added button to reset HUD Layout to default value
Added clickable links to the game
Disabled radars in time trial mode
Added option to disable ghost car in time trial
Bugfixes
Fixed issue with live replays hanging after ~1h of recording
Fixed issue with automatic gearbox not working properly with e-motor bumpstart in LMDh cars
Fixed issue that electric vehicles were unable to shift to drive using automatic gearbox.
Fixed issue with electric cars being able to restore energy during pit stop
Fixed some issues with player’s car being able to move when player leaves it and enters spectator mode
Fixed problems with penalties for broken / disabled headlights sometimes not being received correctly by players
Fixed problems with some parts of maps sometimes not being loaded correctly when watching replays
Fixed issue with car headlights not being rendered correctly in mirrors
Fixed problems with safety car behavior when leaving to pits on Fuji
Fixed problem with DNFed / DNSed players sometimes being able to start gameplay
Fixed problems with shaky behavior sometimes happening when switching between cameras in spectator mode
Fixed bug with ghostcar reappearing after restarting time trials
Fixed problem with helicam sometimes starting from below the ground
Fixed problem with pit jack pistons being misaligned
Fixed issue with safety car not disabling lights when going back to pits
Fixed issue where player’s friends nationality was not displayed correctly in some cases
Fixed Contestants Table’s Gap/Interval column not changing its name when switching between gap / interval modes
Fix for default livery showing when entering livery being displayed in garage by default instead of the one selected by player
Fix for tower showing incorrect column names in spectator
Fixed issue with player short name sometimes not being clamped to 3 characters length
Fixed some issues with changing widget modes in HUD editor
Fixed a problem with pressing two buttons at the same time in credits locking player in loading screen
Fixed issue with scroll lists being activated by right mouse button
Fixed issue with game allowing too many characters in player’s name text box
Fuji International Speedway- Night system improvements
Daytona, Monza, Spa – outside tarmac improvements
All tracks – small foliage improvements
Known Issues
VR
No default settings
Flickering when loading into level
Some menus don’t work in VR
No mouse support
UI colour is offset in-game
Camera position slightly offset
Spectator engine audio can be missing
Rank can still be affected if the server/client crashes
Going back to pits on Orchard Road can trigger a pit stop
Using Vulkan can cause the game to crash
Nvidia Reflex can cause stuttering. Recommendation is to disable it for now
Replays can crash when loading into them
Time Trial delta is only shown when personal best time is set
Time Trial delta stops showing after you reset the Time Trial run
Time Trial ghost car doesn’t update after getting beaten
In online races, if a car crashes at very high speeds into a wall, it can cause a mini-freeze for all connected clients and possibly crash the physics engine. Restart your client if this happens.
Getting a black flag in Time Trial will soft lock the player. You have to leave the Time Trial and go back to the Main Menu
Porsche Mission R has the wrong TC sound, fix in future patch
Porsche Mission R has a refuel section during the pit stop even though the battery charge doesn’t increase
Constant tire audio when performing a pitstop
Game Update (Patch Notes Beta 1.8.10)
Bug Fixes
Moved rolling start position for P1 on Hockenheimring to right sid
Moved rolling start position for P1 on Spa to right side
Known Issues
Using Vulkan can cause the game to crash
Nvidia Reflex can cause stuttering. Recommendation is to disable it for now
Curb sounds can disappear after pit stops
Replays can crash when scrolling through longer replays
Time Trial delta is only shown when PB is set
Ghost car does not move in Time Trial Replays
In online races, if a car crashes at very high speeds into a wall, it can cause a mini-freeze for all connected clients
Getting a black flag in Time Trial will soft lock the player. You have to leave the Time Trial and go back to the Main Menu
Updating your profile name will not update your name in any Time Trial leaderboards unless a faster time is set with the new name
EV has wrong TC sound, fix in future patch
Game Update (Patch Notes Beta 1.8.9)
Bug Fixes
Potential fix for DirectX12-related crashes
Clouds are now no longer random and the same positioning for all clients in online races
Fix to player laps being invalidated on stage transition
Restored Brake Temperature reset to ambient temperature upon crossing the line when wear and temperature reset is enabled
Improved spectator performance
Removed “End on crossing finish line” UI banner
Fixed an issue with DSQ players being sorted as better than DNF’d players
Known Issues
Using Vulkan can cause the game to crash
Nvidia Reflex can cause stuttering. Recommendation is to disable it for now
Curb sounds can disappear after pit stops
Replays can crash when scrolling through longer replays
Time Trial delta is only shown when PB is set
Ghost car does not move in Time Trial Replays
In online races, if a car crashes at very high speeds into a wall, it can cause a mini-freeze for all connected clients
Getting a black flag in Time Trial will soft lock the player. You have to leave the Time Trial and go back to the Main Menu
Updating your profile name will not update your name in any Time Trial leaderboards unless a faster time is set with the new name
EV has wrong TC sound, fix in future patch
FOCUSED FEEDBACK EVENTS – DOUBLE THE CARS
Ola Racers,
While we’re hard at work on the next RENNSPORT update (more information about this soon), we felt like it was time to do something together. As you might know, right now in the Closed Beta we limit each split to 12 drivers, this is mainly because we want to make sure performance is as good as possible for a wide range of hardware. But we thought, “Hey, why not just try to double it for a session? And why not invite our Closed Beta testers?” So, we hereby welcome you to our first Focused Feedback session:
DOUBLE THE CARS!
It’s quite simple. On May 4th (May the 4th be with you), we will host a 45-minute race on Spa-Francorchamps with a grid of 24 cars, and we want you to join!
Check the top right corner for the event and mark yourself as interested.
Register for the race in the game or our app
Before the race begins, join the newly created “Focused Feedback” voice channel and enjoy some friendly banter with the other drivers if you want.
RACE
Report any feedback you might have.
As a note, 24 cars on track has not been heavily optimized yet so expect performance to be lower than usual (internally we see an average of 10-15 fps drop compared to lower grid races).
UNDER THE HOOD – EPISODE 5
Hey everyone, wow, it feels good to be back in action!
Let’s dive right into it
Beta Update 1.8.
After what felt like a long wait for updates, it’s finally time to go right into what’s coming up from RENNSPORT in 2024. It’s been a bit of an exhausting time for the team behind the scenes, but we’re excited to be back on March 27th with fresh content, features, and yes, keys!
So, what’s on the menu? Well, we’ve put together a roadmap for 2024, laying out our targets across the board. And hey, this isn’t all we’ve got planned. We’ll be adding more to it along the way, with some surprises thrown in for extra spice. Get ready, because there’s a lot to be excited for!
Now, onto the 1.8 update. As usual, we’ve got a new track, a new car, and a bunch of exciting features to RENNSPORT to step up the experience:
Porsche Mission R
Goodwood Hillclimb
Time Trials
Night and Day Cycle
Lock to Horizon
Features and Content
The Porsche Mission R is a beast of a car, perfect for tackling the challenging Goodwood Hillclimb track. Whether you’re racing against yourself, your friends, or the current leaderboard leader, there’s plenty of competition to keep up on. Keep an eye out for our dev team’s lap times – see if you can beat them!
Time Trials are now available for every track, with separate leaderboards for each car. Test your skills and aim for the top spot! This mode is perfect to learn from other people and challenge their ghosts.
We’re also introducing our Day and Night cycle, starting with night races at Spa Francorchamps. It adds a whole new dimension to the game, and we can’t wait for you to experience it.
RENNSPORT Radio Check
In other news, we recently launched our first RENNSPORT Radio Check Episode 01, where Morris, Kim, and Lucas discussed the 1.8 update, upcoming features, and a sneak peek at our 2024 roadmap and beyond. If you haven’t seen it yet, be sure to check it out.
And Stina… don’t forget about Stina!
!! KEYS !!
And of course, we wouldn’t forget about the keys! We’re dropping A LOT of keys on patch date, with an additional 2,500 keys every Thursday from the 4th of April onwards. More keys mean more players, which means more epic racing!
That’s all for now, folks! Take care, and remember to break last!
RACING GAME
ULTRA REALISTIC RACING – ACCESSIBLE TO ANYONE
For Racers. From Racers.
It’s our obsession to create the perfect racing game with you. Ready for ultra-realistic sim racing but also fun to drive. We know that it is a long journey to reach this goal. But we are determined to get there together with our community.
Latest technology without limiting legacy
We believe in technological advancement and modern software architecture that enables us to take the next step in virtual racing experiences. This creates stunning behind-the-wheel graphics and a wide range of options for user-generated content as an interactive community.
Automotive and game development experts join forces
We want to inspire with a bold combination of driving physics developed and validated by experts within the automotive industry and combined with custom Unreal Engine 5 graphics.
ESPORTS
SETTING THE STAGE FOR A NEW GENERATION OF ATHLETES
Athletes and teams are the core of every sport
RENNSPORT is the perfect fit for a sporting system with low entry barriers and a vivid dream to become a professional athlete or even a star of the sport. A competition system for athletes and teams with pure sportsmanship, long-term perspective and economic appeal.
On Stage with the biggest games in the world
We are proud to represent motorsport at the Esports World Cup for the third year in a row. Being part of this amazing esports event is an exciting step as we continue showcasing our vision and connecting with our community that shares our passion for competition.
REAL DIGITAL OWNERSHIP
A PLATFORM WITH MUCH MORE POTENTIAL
Your sweat, your tears, your ownership
You invest your time, spend money on your hobby – and what’s yours in the end? Everything! With RENNSPORT you can build your own legacy with individual cars, custom tracks and much more.
Technology enables engagement and growth
We build technology that bridges the gap between professional athletes, amateur racers, sports enthusiasts, collectors and many more. In a nutshell, a place for like-minded people with a shared passion.
Tool kits for the modding community
Our goal is to give our community the tools to enhance RENNSPORT with great user-generated content and let their creativity run wild.
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