The following tables compare general and technical information for a number of racing simulators. Please see the individual products' articles for further information. This article is not all-inclusive or necessarily up-to-date.
In each table, the simulators list follow the same order; the ordering is by sim engine and evolution:
| Tyre model | Based on data from tyre manufacturers | Dynamic wear | Dynamic temperature | Dynamic pressure | |
|---|---|---|---|---|---|
| NASCAR 2003 | Milliken & Pacejka "Similarity" Model | ||||
| Racer | Pacejka | ||||
| GTR | Pacejka-like | ||||
| GT Legends | Pacejka-like | ||||
| GTR 2 | Pacejka-like | ||||
| RACE | Pacejka-like | ||||
| rFactor | Pacejka-like | ||||
| netKar Namie (v0.9.9) | Milliken & Pacejka "Similarity" Model 1 | ||||
| netKar Pro (v1.0) | Pacejka 96 full model 2 | ||||
| Live for Speed (S2) | Own System 3 | ||||
| Richard Burns Rally | Own System 3 | 4 | |||
| Driver's Republic (1st beta) | Own System 3 | ||||
| Virtual Grand Prix 2 | Quasi-finite elements | ||||
| X Motor Racing | Own system 5 | ||||
| F1 Challenge '99-'02 | Pacejka-like | ||||
| TORCS | Pacejka | ||||
| Grand Prix Legends | Milliken & Pacejka "Similarity" Model | ||||
| Grand Prix 4 | Own System |
Note 2: "plus some integration for dynamic behaviour for the quick spinning on the Y axis of the tire (quick steer)".
Note 3: similar to models like "string model", "spring model", "brush model", "slip model".
Note 4: There's one data file per manufacturer, but the files do not differ. Therefore at least one of them is not based on real data.
Note 5: 100% customizable tire model that allows define any tyre model (Pacejka, Own system or based on tyre manufactures)
| Flat spots | Dirt on tyre affects grip | Racing line affects grip | Walls deformation | |
|---|---|---|---|---|
| NASCAR 2003 | ||||
| Racer | ||||
| GTR | ||||
| GT Legends | ||||
| GTR 2 | ||||
| RACE | ||||
| rFactor | ||||
| netKar Namie (v0.9.9) | ||||
| netKar Pro (v1.0) | ||||
| Live for Speed (S2) | 3 | 4 | ||
| Richard Burns Rally | 2 | 1 | ||
| Driver's Republic (1st beta) | ||||
| Virtual Grand Prix 2 | ||||
| X Motor Racing | 5 | |||
| F1 Challenge '99-'02 | ||||
| TORCS | ||||
| Grand Prix Legends | ||||
| Grand Prix 4 |
Note 1: On non-tarmac stages, there's higher grip after previous cars have swept the racing line.
Note 2: On non-tarmac stages, soil accumulation on sliding tires increase their grip.
Note 3: 48 sampling points, arranged as 16 along the circumference by 3 across the width of the tire.
Note 4: 16 sampling points along the circumference.
Note 5: True 3D Tyre simulation.
| Wishbone component | Strut bar component | Axle component | monoshock component | Trailing arms | Double wishbone | multilink | Front MacPherson strut | Rear MacPherson strut (Chapman strut) | |
|---|---|---|---|---|---|---|---|---|---|
| NASCAR 2003 | |||||||||
| Racer | 1 | 1 | 1 | 1 | 1 | ||||
| GTR | |||||||||
| GT Legends | |||||||||
| GTR 2 | |||||||||
| RACE | |||||||||
| rFactor | |||||||||
| netKar Namie (v0.9.9) | |||||||||
| netKar Pro (v1.0) | |||||||||
| Live for Speed (S2) | 2 | ||||||||
| Richard Burns Rally | |||||||||
| Driver's Republic (1st beta) | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
| Virtual Grand Prix 2 (v1.06) | |||||||||
| X Motor Racing | |||||||||
| F1 Challenge '99-'02 | |||||||||
| TORCS | |||||||||
| Grand Prix Legends | |||||||||
| Grand Prix 4 |
Note 1: Instead of dynamically modeled suspension components, Racer uses parameters that define linear camber and toe change per unit of suspension deflection. This allows a rough approximation of the camber and toe effects that a dynamically modeled suspension has. Roll centers are static, and their placement is defined by a parameter.
Note 2: Suspension geometry in LFS can move only in X-Y plane, so trailing arm is approximated by moving the wheel up and down along the Y-axis.
Note 3: As of the beta version, suspension geometry in DR is completely customizable in the number, position and characteristics of any suspension rod, spring, damper and axis.
| 4wd layout | Rwd layout | Fwd layout | Open diffs | Locked diffs | LSD (Clutches) 4 | LSD (Viscous) | LSD (EDL) | LSD (TBD) | Active diffs | |
|---|---|---|---|---|---|---|---|---|---|---|
| NASCAR 2003 | ||||||||||
| Racer | 6 | |||||||||
| GTR | 3 | |||||||||
| GT Legends | 3 | |||||||||
| GTR 2 | 3 | |||||||||
| RACE | ||||||||||
| rFactor | ||||||||||
| netKar Namie (v0.9.9) | ||||||||||
| netKar Pro (v1.0) | ||||||||||
| Live for Speed (S2) | ||||||||||
| Richard Burns Rally | 1 | 2 | 2 | 5 | ||||||
| Driver's Republic (1st beta) | 7 | 7 | 7 | |||||||
| Virtual Grand Prix 2 (V1.06) | 2 | |||||||||
| X Motor Racing | ||||||||||
| F1 Challenge '99-'02 | ||||||||||
| TORCS | ||||||||||
| Grand Prix Legends | ||||||||||
| Grand Prix 4 |
Note 1: No proper RWD support; the RWD cars available for testing are made by switching the front and the back end, therefore handbrake affecting to the front wheels.
Note 2: This diff behaviour can be achieved through correct setup of the active differential mappings.
Note 3: No proper 4WD support. Cars can be set to 4WD, but power distribution is always 50%/50% (front/rear), and there are no means to adjust centre diff locking. This gives the 4WD cars a tendency to understeer.
Note 4: Limited Slip Differentials (LSD), are divided in four categories: Viscous Coupling (Syncro), Clutches, EDL and Torque Biasing Differential. The Clutches category include Passive Clutch, Progressive/Locking Clutch (Positraction or Salisbury type), Simple Hydraulic Clutch and Electronic Clutch.
Note 5: Their settings cannot be changed while driving, unlike in real life WRC.
Note 6: Power distribution is customizable. Racer is hardcoded so that only one differential per car is allowed. Therefore in a 4WD car, all four wheels are driven, but only two of the wheels can have a "real" differential. Also, Racer does not implement a center differential for 4WD.
Note 7: Transmission layout, as of 1st beta version, is completely customizable in DR. Only one type of differential is provided, probably an open one, but not verifiable.
| Asphalt concrete | Concrete | Tarmac | Unpaved, dirt road | Unpaved, gravel road | Unpaved, ice | Water (rain) | Snow | Hail | Dirt (sand/soil) on non-dirt-roads | Mud | Tire rubber | Oil (engine) | Rubber marbles | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NASCAR 2003 | 10 | |||||||||||||
| Racer | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | ||||||
| GTR | 4 | 4 | ||||||||||||
| GT Legends | 4 | 4 | ||||||||||||
| GTR 2 | 4 | 4 | ||||||||||||
| RACE | ||||||||||||||
| rFactor | 4 | 4 | 7 | 7 | 7 | 8 | 4 | |||||||
| netKar Namie (v0.9.9) | 1 | |||||||||||||
| netKar Pro (v1.0) | 1 | |||||||||||||
| Live for Speed (S2) | 6 | |||||||||||||
| Richard Burns Rally2 | 4 | |||||||||||||
| Driver's Republic (1st beta) | ||||||||||||||
| Virtual Grand Prix 2 (V1.06) | ||||||||||||||
| X Motor Racing | ||||||||||||||
| F1 Challenge '99-'02 | ||||||||||||||
| TORCS | ||||||||||||||
| Grand Prix Legends | 3 | 3 | 3 | 3 | ||||||||||
| Grand Prix 4 |
Note 1: The physics of the interaction between tire and wet asphalt is fully implemented, but in version 1.0.1 is not used yet. All ISI based simulators can be modified to support any surface.
Note 1: The undertray angle is not adjustable and the undertray angle does not vary with the pitch of the car. The ground clearance of the car does not affect undertray downforce. Note 2: The physics engine that Grand Prix Legends shipped with did not model downforce. Downforce was added to the model with the release of the 1969 mod for GPL. For its 1966 Mod, this was changed to 'upforce' since the wingless F1 cars of 1966 tended to generate lift at higher speeds. Note 1: see Car.ini fields reference Note 2: Uses a 3x3 inertia matrix (thus allowing for combined pitch and roll to have different inertia to separate pitching then rolling) that is dynamically generated from a group of masses distributed around the vehicle body; thus adding passengers and fuel usage, automatically effect the inertia matrix in a realistic manner. Note 2: Only wings and suspensions. The CTDP 2005 Mod for F1 Challenge '99-'02 did add Gearbox damage and failures into the game.
Note 1: Optional implementation from 3rd party also available - Real Feel plugin. Note 1: Of a rather rudimentary sort. Note 2: Not as shipped-most AI wrecks due to bad LP lines or errors in the .ini file, but some modding has been done in this area. Note 3: AI Mistakes are only considered partial in rFactor because they are not convincing to anyone. As of V1.087 beta there is a *.PLR variable called "AI Mistakes". Note 1: More data packets are send to peers who are closer on track, network conditions permitting. Note 1: Possible by server uploading results to a third-party website. Note 1: "Recorded" if long microphone-recorded sound samples (>=0.3 secs) were used for the vehicle engine main sound; "Synthesized" otherwise. Note 1: Suspension travel is only visible in open wheeler cars (LX4, LX6, MRT, FOX, FO8, BF1). Real-time two-dimensional overlay schematic available for all cars. Note 1: Rain is available for some tracks as a third-party add-on. It does not affect physics.
Note 2: RBR initially has a total of 132 different surfaces (be it road surfaces or elements such as different types of rocks, water... even several types of bushes and poles!).
Note 3: There are 3rd party tracks featuring non-conventional surface types, such as snow, dirt (Blackwood for GPL), rain (Nurburgring in rain), and probably more. Also, there is a track surface type (surface type 8) that was supposedly going to be used as water, however it wasn't finished and doesn't work properly. It usually results in the car sinking into it, then being launched.
Note 4: In every surface type, there are parameters such as SoilThickness and SoilDensity in RBR and WetGrip/DryGrip in ISI-based sims that can be adjusted.
Note 5: Racer surface types have several parameters that can be customized on a per track basis. Specifically, these are grip, rolling resistance and viscosity.
Note 6: Ice is only used for internal testing, not present in the official tracks yet.
Note 7: rFactor engine can be adapted to model any kind of surface editing a terrain data file, but at the moment there is no specific support to model the interaction of different tire models with different surfaces.
Note 8:The event version of rFactor, that taken to demonstrations with BMW and Intel supports full wet weather, wet lines and rain drop particles. ISI have stated that this feature will reach the public version of rFactor at some point.
Note 9: A 3rd party track (Watkins Glen Wet) has modified grip values to resemble
wet-weather racing.Aerodynamics
Downforce simulation
Wings
Undertray
Ground Effect
Car pitch affects downforce
Car yaw affects downforce
Slipstream
Flexible wings
Aerodynamics damage
Aerodynamics dependent engine performance
Wind affects Handling
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0)
Live for Speed (S2)
1
1
1
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06)
(really basic)
X Motor Racing
F1 Challenge '99-'02
TORCS
Grand Prix Legends
2
2
Grand Prix 4
Chassis
3 axis Moment of inertia
(pitch, yaw, roll)
Anti-roll bars
Chassis flex
Axle flex
Engine torque transmitted onto chassis
NASCAR 2003
Racer
1
GTR
GT Legends
GTR 2
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0)
Live for Speed (S2)
2
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2
X Motor Racing
F1 Challenge '99-'02
TORCS
Grand Prix Legends
Grand Prix 4

Damage
Visual car body damage
Suspension damage
Steering alignment damage
Engine damage
Gearbox damage
Clutch slip/ temperature
Aerodynamics damage
Brake wear and fade
Normal wear and tear
Driver injuries
NASCAR 2003
Racer
GTR
4
GT Legends
GTR 2
RACE
rFactor
4
netKar Namie (v0.9.9)
netKar Pro (v1.0)
3
Live for Speed (S2)
6
Richard Burns Rally
5
Driver's Republic (1st beta)
Virtual Grand Prix 2
2
X Motor Racing
F1 Challenge '99-'02
TORCS
Grand Prix Legends
Grand Prix 4
Note 3: Front wing.
Note 4: Simple graphical representation, only large body panels fall off.
Note 5: Includes damage vulnerability based on suspension stiffness with stiffer settings on uneven/bumpy surface causing damage more easily.
Note 6: Engine damage does not result from impacts - only from over-revving the engine.Force Feedback
Avoids predefined effects
Flat spots
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
1
netKar Namie (v0.9.9)
netKar Pro (v1.0)
2
Live for Speed (S2)
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2
X Motor Racing
F1 Challenge '99-'02
TORCS
Grand Prix Legends
Grand Prix 4
Note 2: Disabled in netKar Pro version 1.02.
Artificial Intelligence
AI
Player blocking
Dynamic strategy
Track learning
Faster as tires warm
AI mistakes
NASCAR 2003
1
2
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
3
netKar Namie (v0.9.9)
netKar Pro (v1.0)
(Does not apply)
(Does not apply)
(Does not apply)
(Does not apply)
(Does not apply)
Live for Speed (S2)
Richard Burns Rally
(Does not apply)
(Does not apply)
(Does not apply)
(Does not apply)
Driver's Republic (1st beta)
(Does not apply)
(Does not apply)
(Does not apply)
(Does not apply)
(Does not apply)
Virtual Grand Prix 2
X Motor Racing
F1 Challenge '99-'02
TORCS
Partial
Grand Prix Legends
1
Grand Prix 4
Multiplayer
Connection quality
Max offline human drivers
Max online peers
Max online human drivers
Max online spectators
Dynamic throttling 1
Avoids join lag 2
New peers' cars loaded directly
NASCAR 2003
Racer
GTR
5
GT Legends
7
GTR 2
RACE
rFactor
4
netKar Namie (v0.9.9)
netKar Pro (v1.0.1)
Live for Speed (S2)
8
Richard Burns Rally
6
3
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06)
Unapplicable
X Motor Racing
F1 Challenge '99-'02
TORCS
Grand Prix Legends
Grand Prix 4
Note 2: "Yes" is good. Here, "significant" means any outright freeze of the program or a decrease or stutter of fps significant enough to impact the driving experience negatively (e.g. causing a crash or loss of control).
Note 3: Third-party plug-in needed.
Note 4: Must be enabled in .PLR settings.
Note 5: Only when cars of new joined players are loaded into garage. It is settable in multiplayer settings or .PLR file
Note 6: Hotseat mode.
Note 7: "Every time there are more than 27 racers on the track, the excess players are unable to race properly due to all kinds of strange errors."
Note 8: The dedicated host program takes up one of the peer slots.
Configurability options
Configurable sessions (e.g. practice, quali, warmup, race)
Track can be changed w/o stopping server or disconnecting peers
Allowed cars can be changed w/o stopping server or disconnecting peers
Automatic download of personal car textures (aka skins)
System keeps track of contact or crash ratio
Results consider multi-class racing (e.g. 3rd overall, 1st in class)
Statistics can be accessed online
Setup changing
Driver Changes
NASCAR 2003
1
2
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
3
netKar Namie (v0.9.9)
netKar Pro (v1.0.1)
Live for Speed (S2)
5
4
Richard Burns Rally
Driver's Republic (1st beta)
(P2P)
Virtual Grand Prix 2 (V1.06)
X Motor Racing
F1 Challenge '99-'02
TORCS
Partial
Grand Prix Legends
1
Grand Prix 4
Note 2: Possible by killing the program then the next driver connecting with the same name.
Note 3: Results (XML) log contacts and incidents and these stats can be viewed, for example, when uploading XML results file for viewing with rFactor Report (one example).
Note 4: Ability for multi-class results possible in the CTRA servers.
Note 5: Ability for Crash Ratio via yellow flags possible in the CTRA servers.
Sound
Synthesized vehicle engine sound system1
Recorded vehicle engine sound system1
Echo
3D
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0)
2
2
Live for Speed (S2)
3
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06)
X Motor Racing
F1 Challenge '99-'02
TORCS
Grand Prix Legends
Grand Prix 4
Note 2: The user can choose any of the two systems.
Note 3: Sample based sounds available using 3rd party Car Sound Remixer utility/plugin.
Graphics
part 1
Newest graphics API used
Normal mapping
Specular mapping
Displacement mapping
Dynamic lighting (changes with daytime while on track)
Dynamic environment reflections
Soft shadows
Visual tire deformations
Visual tire wear
Visual dirt on tire
Visual 3D suspension travel
Full-scene_anti-aliasing
High Dynamic Range Imaging
FSAA and HDR together
NASCAR 2003
DirectX 8.1 & OpenGL
Racer
OpenGL
GTR
DirectX 8.1
GT Legends
DirectX 9
GTR 2
DirectX 9
RACE
DirectX 9
rFactor
DirectX 9
2
2
netKar Namie (v0.9.9)
netKar Pro (v1.0.1)
DirectX 9
Live for Speed (S2 U)
DirectX 8.1
1
Richard Burns Rally
DirectX 9
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06)
OpenGL
X Motor Racing
DirectX 9
F1 Challenge '99-'02
DirectX 8.1
TORCS
OpenGL
Grand Prix Legends
DirectX 7 & OpenGL(beta only)
Grand Prix 4
DirectX 8.1
Note 2: Available with HDR plugin originally for use with GTA San Andreas.
part 2
Rain
Animated 3D Box crew
Movable Driver Arms
View changeable to Topview
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
3
4
netKar Namie (v0.9.9)
netKar Pro (v1.0.1)
Live for Speed (S2 U)
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06)
X Motor Racing
F1 Challenge '99-'02
TORCS
Grand Prix Legends
1
2
Grand Prix 4
Note 2: A configuration file hack allows players to change the driving view to the rollbar (top) view.
Note 3: Currently implemented in the demonstration build taken with BMW and Intel to demos based on the current 1.250 build, to be implemented in the public version at a later date.
Note 4: Available as 3rd-Party add-on for some mods. Then only attacthed to steering wheel
References
External links