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==History of sim racing == ===Arcade simulator era (1982β1989)=== Prior to the division between arcade-style racing and sim racing, the earliest attempts at providing driving simulation experiences were arcade [[racing video game]]s, dating back to ''[[Pole Position (video game)|Pole Position]]'',<ref>{{Cite conference |last1=Redmill |first1=K.A. |last2=Martin |first2=J.I. |last3=Ozgliner |first3=U. |date=2000 |title=Virtual environment simulation for image processing sensor evaluation |url=https://ieeexplore.ieee.org/document/881019 |conference=International Conference on Intelligent Transportation |publisher=[[IEEE]] |pages=64β70 |doi=10.1109/ITSC.2000.881019 |isbn=978-0-7803-5971-0 |url-access=limited |access-date=2024-10-30 |via=[[IEEE Xplore]]}}</ref> a 1982 [[arcade game]] developed by [[Namco]], which the game's publisher [[Atari]] publicized for its "unbelievable driving realism" in providing a [[Formula 1]] experience behind a [[racing wheel]] at the time. It featured other [[artificial intelligence|AI]] cars to race against, crashes caused by [[Collision detection|collisions]] with other vehicles and roadside signs, and introduced a qualifying lap concept where the player needs to complete a [[time trial]] before they can compete in [[Grand Prix motor racing|Grand Prix]] races.<ref>{{KLOV game|id=9063|name=Pole Position}}</ref> It also pioneered the [[Third-person (video games)|third-person]] rear-view perspective used in most racing games since then, with the track's vanishing point swaying side to side as the player approaches corners, accurately simulating forward movement into the distance.<ref>{{Cite book |url=https://books.google.com/books?id=hWSUAgAAQBAJ |title=The Video Game Theory Reader 2 |date=2009 |publisher=Routledge |isbn=978-0-415-96283-4 |editor-last=Perron |editor-first=Bernard |location=New York |pages=157 |language=en |access-date=2024-10-30 |editor-last2=Wolf |editor-first2=Mark J.P.}}</ref> In a 2007 retrospective review, ''[[Eurogamer]]'' called it "a simulation down to the core: those dedicated will eventually reap success but most will be deterred by the difficulty".<ref name="EuroG">{{cite web |last1=Wild |first1=Kim |title=Pole Position |url=https://www.eurogamer.net/articles/pole-position-review |website=[[Eurogamer]] |publisher=[[Gamer Network]] |access-date=January 19, 2021 |archive-url=https://web.archive.org/web/20191010111459/https://www.eurogamer.net/articles/pole-position-review |archive-date=October 10, 2019 |date=October 29, 2007}}</ref>[[File:ESports-SimRacing ADAC-Digital-Cup-2019 DAMC05 BMW Z4 GT3.jpg|thumb|Many cars are digitally recreated for sim racing like this [[BMW]] Z4 GT3 from ''[[Assetto Corsa]]''.<ref>{{Cite web |title=bmw_z4_gt3 |url=https://assetto-db.com/car/bmw_z4_gt3}}</ref>]]''[[Pole Position II]]'' was released in 1983 and featured several improvements like giving the player the choice of different race courses.<ref>{{KLOV game|id=9064|name=Pole Position II}}</ref> ''[[TX-1]]'', developed by Tatsumi in 1983,<ref>{{Cite web |title=TX-1 - Tatsumi (Video Game, 1983) - Japan |url=https://flyers.arcade-museum.com/videogames/show/5622 |access-date=2024-10-30 |website=The Arcade Flyer Archive |publisher=International Arcade Museum |language=en-US}}</ref> was licensed to Namco,<ref name="TX-1" /> who in turn licensed it to Atari in America,<ref name="TX-1" /> thus the game is considered a successor to ''Pole Position II''.<ref name="TX-1" /> ''TX-1'', however, placed a greater emphasis on realism, with details such as forcing players to brake or downshift the gear during corners to avoid the risk of losing control, and let go of the accelerator when going into a skid in order to regain control of the steering. It also used [[Haptic technology|force feedback]] technology, which caused the steering wheel to vibrate, and the game also featured a unique three-screen arcade display for a more [[2.5D|three-dimensional]] perspective of the track. It also introduced [[nonlinear gameplay]] by allowing players to choose which path to drive through after each checkpoint, eventually leading to one of eight possible [[Multiple endings|final destinations]].<ref name="TX-1">{{KLOV game|id=10004|name=TX-1}}</ref> Since the mid-1980s, it became a trend for arcade racing games to use hydraulic [[motion simulator]] [[arcade cabinet]]s.<ref name="arcadeheroes">{{cite news |title=Sega's Wonderful Simulation Games Over The Years |url=https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/ |access-date=22 April 2021 |work=Arcade Heroes |type=Blog |date=6 June 2013}}</ref><ref name="Horowitz">{{cite book |last1=Horowitz |first1=Ken |title=The Sega Arcade Revolution: A History in 62 Games |date=6 July 2018 |publisher=[[McFarland & Company]] |isbn=978-1-4766-3196-7 |pages=96β9 |url=https://books.google.com/books?id=7qZhDwAAQBAJ&pg=PA96}}</ref> The trend was sparked by [[Sega]]'s "taikan" games, with "taikan" meaning "body sensation" in Japanese.<ref name="Horowitz" /> The "taikan" trend began when [[Yu Suzuki]]'s team at Sega (later known as [[Sega AM2]]) developed ''[[Hang-On]]'' (1985), a [[racing video game]] where the player sits on and moves a [[motorbike]] replica to control the in-game actions.<ref>{{cite news |title=The Disappearance of Yu Suzuki: Part 1 |url=http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1 |archive-url=https://web.archive.org/web/20160602020545/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1 |access-date=22 April 2021 |work=[[1Up.com]] |date=2010 |page=2 |url-status=dead |archive-date=2016-06-02}}</ref> ''Hang-On'' was a popular [[Grand Prix motorcycle racing|Grand Prix]] style rear-view motorbike racer,<ref name="Hang-On">{{KLOV game|id=8068|name=Hang On}}</ref> was considered the first full-body-experience video game,<ref name="gamecentercx">{{Cite episode |title=Atlantis no Nazo (Mystery of Atlantis) |series=GameCenter CX |series-link=GameCenter CX |network=[[Fuji TV One]] |season=2 |number=1}}</ref> and was regarded as the first motorbike simulator for its realism at the time, in both the handling of the player's motorbike and the AI of the computer-controlled motorcyclists.<ref name="Hang-On" /> It used [[Haptic technology|force feedback]] technology and was also one of the first [[arcade game]]s to use [[History of video game consoles (fourth generation)|16-bit graphics]] and Sega's "[[Sega Super Scaler|Super Scaler]]" technology that allowed [[2.5D|pseudo-3D]] [[Sprite (computer graphics)#Move to 3D|sprite-scaling]] at high [[frame rate]]s.<ref>{{Cite web |last=Fahs |first=Travis |date=2009-04-21 |title=IGN Presents the History of SEGA |url=https://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=3 |access-date=2024-10-30 |website=IGN |language=en}}</ref> Suzuki's team at Sega followed it with hydraulic motion simulator cabinets for later racing games, such as ''[[Out Run]]'' in 1986.<ref name="arcadeheroes" /> In 1986, [[Konami]] released ''[[WEC Le Mans]]'', an early car driving simulator based on the [[24 Hours of Le Mans]]. It attempted to realistically simulate car driving, with the car jumping up and down, turning back and forth, and spinning up to 180 degrees, with an emphasis on acceleration, braking, and gear shifting, along with the need for counter-steering to avoid spin-outs. It also featured a day-night cycle, accurately simulated courses approved by the [[Automobile Club de l'Ouest]], and force feedback to simulate road vibration in the form of a vibrating steering wheel that reacts to the driver's acceleration and off-road bumps.<ref>{{KLOV game|10383|WEC Le Mans 24}}</ref> The first racing game with simulation pretensions on a home system is believed to have been ''[[Chequered Flag (video game)|Chequered Flag]]'', released by Psion on the 8-bit [[ZX Spectrum]] in [[1983 in video gaming|1983]]. ''[[REVS (computer game)|REVS]]'', followed in [[1986 in video gaming|1986]]. ''REVS'' was a [[Formula Three|Formula 3]] sim that delivered a semi-realistic driving experience by [[Geoff Crammond]] that ran on the [[Commodore 64]] and [[BBC Micro|BBC]]. ''REVS'' had a big fan base in England, but not so much in the United States.<ref name="GSpot-Papyrus" /> [[3D computer graphics|3D polygon graphics]] appeared in arcade racing simulators with Namco's ''[[Winning Run]]'' (1988) and Atari's ''[[Hard Drivin']]'' (1989),<ref name="Williams">{{cite book |last1=Williams |first1=Andrew |title=History of Digital Games: Developments in Art, Design and Interaction |date=16 March 2017 |publisher=[[CRC Press]] |isbn=978-1-317-50381-1 |pages=175β6}}</ref> the latter also becoming a staple on [[home computers]], where it was one of the most widely played simulators up to that point. During the late 1980s to early 1990s, arcade racing games such as ''Out Run'' and ''[[Virtua Racing]]'' (1992) had increasingly elaborate, hydraulic motion simulator arcade cabinets,<ref name="arcadeheroes" /> with arcade racers such as ''Virtua Racing'' and ''[[Daytona USA]]'' (1993) increasingly focused on simulating the speed and thrills of racing.<ref name="Williams" /> At the same time, arcade racing games gradually moved away from the more difficult simulation style of ''Pole Position''.<ref name="EuroG" /> By the early 1990s, arcade racing games had less emphasis on realistic handling or physics, and more emphasis on fast-paced action, speed and thrills. ===Emergence of sim racing genre (1989β1997)=== Sim racing is generally acknowledged to have really taken off in [[1989 in video gaming|1989]] with the introduction of [[Papyrus Design Group]]'s ''[[Indianapolis 500: The Simulation]]'', designed by David Kaemmer and Omar Khudari on 16-bit computer hardware. The game is often generally regarded as the personal computer's first true auto racing simulation. Unlike most other racing games at the time, ''Indianapolis 500'' attempted to simulate realistic [[Game physics|physics]] and [[telemetry]], such as its portrayal of the relationship between the four contact patches and the pavement, as well as the loss of grip when making a high-speed turn, forcing the player to adopt a proper racing line and believable throttle-to-brake interaction. It also featured a garage facility to allow players to enact modifications to their vehicle, including adjustments to the tires, shocks and wings.<ref name="GSpot-Papyrus">{{cite web|title=The History of Papyrus Racing β Page 2|url=http://www.gamespot.com/features/6103365/p-2.html|website=[[GameSpot]]|access-date=2008-04-07}}</ref> With ''Indy 500'', players could race the full {{convert|500|mi|km}}, where even a blowout after {{convert|450|mi|km}} would take the player out of the competition. The simulation sold over 200,000 copies. It was around this time that sim racing began distinguishing itself from arcade-style racing. Consoles saw the release of [[Human Entertainment]]'s ''[[Fastest 1]]'' for the [[Sega Mega Drive/Genesis]] in 1991. It was considered the most realistic [[Formula 1]] racing simulation up until that time.<ref>{{cite web | url = http://ajisuke.fc2web.com/f1.htm | title = Basic overview of ''Fastest 1'' | publisher = FC2Web | access-date = 2012-06-27 | language=ja}}</ref> In 1991, Namco released the arcade game ''Mitsubishi Driving Simulator'', co-developed with [[Mitsubishi]]. It was a serious educational street driving simulator that used 3D polygon technology and a sit-down arcade cabinet to simulate realistic driving, including basics such as ensuring the car is in neutral or parking position, starting the engine, placing the car into gear, releasing the hand-brake, and then driving. The player can choose from three routes while following instructions, avoiding collisions with other vehicles or pedestrians, and waiting at traffic lights; the brakes are accurately simulated, with the car creeping forward after taking the foot off the brake until the hand-brake is applied. ''Leisure Line'' magazine considered it the "hit of the show" upon its debut at the 1991 [[JAMMA]] show. It was designed for use by Japanese [[driving schools]], with a very expensive cost of AU$150,000 or {{US$|{{To USD|150|AUS|year=1990|round=yes}},000|1990|round=-3}} per unit.<ref>{{cite magazine |title=Japanese JAMMA Show |magazine=Leisure Line |date=November 1991 |page=5 |publisher=Leisure & Allied Industries |location=Australia |url=https://archive.org/details/Leisure_Line_1991-11_Leisure_Allied_Industries_AU/page/n4}}</ref> The next major milestone was the 1992 release of ''[[Formula One Grand Prix (Geoff Crammond)|Formula One Grand Prix]]'' (AKA ''World Circuit'' in some markets) by [[MicroProse]], also developed by Geoff Crammond. This moved the genre along significantly. Multiplayer was made possible by allowing different drivers to take turns, and racers could also hook up their machines for racing via a [[null modem]] cable. This only allowed two drivers to race. Leagues emerged where drivers would submit records of their single player races to compare with other drivers. LFRS (Little Formula Racing Series) included 22 two teams consisting of drivers from around the world racing various classes of sim racing in open and restricted setups. Drivers were required to download event specific setup files for each class, to monitor frame rates and apply a checksum to prevent tampering. Drivers saved their race and uploaded to the LFRS server where race results determined overall positions.This is the first sim in which drafting/slip streaming was possible. Papyrus followed up Indy 500 with ''[[IndyCar Racing]]'' in 1993 and F1GP was surpassed in all areas. Papyrus later released more tracks and a final expansion included the Indianapolis track plus a paintkit. Now drivers could easily customize their cars. ''IndyCar Racing'' sold around 300,000 copies. The first variant of Papyrus' ''[[NASCAR Racing]]'' series was launched in 1994. In [[SVGA]] (640Γ480) it pushed the PCs of the time to the limit. Suddenly a resolution of 320Γ200 seemed a poor option and ''NASCAR Racing'' was the race sim of choice for anyone with a capable PC, particularly in North America. It was the first sim where cars no longer looked like boxes. It keyed in on sophisticated physics modeling. ''NASCAR Racing'' sold over one million units. Moreover, the first real online racing started with ''NASCAR Racing'' using the "Hawaii" dial-in servers and it was not uncommon for these early sim racers to have $300 to $1500 phone bills. Online racing had seen its first true realization, and to many, this was the dawn of "real" sim racing.<ref>{{cite web|url=https://www.wired.com/wired/archive/5.02/ffdrivesim.html?topic=gaming&topic_set=newmedia|author=Rob Riddell|title=Hard Drive β The parallel universe of auto racing simulation is about to collide with reality|website=[[Wired.com]]|date=February 1997|access-date=2011-01-13}}</ref> 1995 saw the release of ''[[IndyCar Racing II]]'', updating the first version with the new NASCAR graphics engine. A year later, [[MicroProse]] released the successor to F1GP, ''[[Grand Prix 2 (game)|Grand Prix 2]]'', to much anticipation. ''GP2'' became successful not just because of its detailed and thorough simulation of the 1994 Formula 1 season, but also because it was customizable; this was achievable by way of the online community. Players could change everything about the game: drivers, teams, graphics, physics, car shapes, and eventually even the racetracks. Offline leagues reached their peak with ''GP2'' in 1998. In 1996, ''[[NASCAR Racing 2]]'' was released, further improving the original, and the number of sim racers exploded. The [[Total Entertainment Network|TEN]] multiplayer hosting service was introduced and went live in November 1997 with the backing of NASCAR and the online sim racing community grew. In 1997, ''[[Gran Turismo (1997 video game)|Gran Turismo]]'' was released for the [[PlayStation]]. It was considered the most realistic racing simulation for consoles at the time, featuring a wealth of meticulous tuning options and an [[Nonlinear gameplay|open-ended]] [[Be-a-pro mode|career mode]] where players had to undertake [[driving test]]s to acquire [[Driver's license|driving licenses]], earn their way into races and choose their own career path.<ref name="GameSpot">{{Cite web |last=Ekberg |first=Brian |date=May 1, 2006 |title=The Greatest Games of All Time: Gran Turismo |url=https://www.gamespot.com/articles/the-greatest-games-of-all-time-gran-turismo/1100-6148640/ |access-date=2024-10-30 |website=GameSpot |language=en-US}}[http://www.gamespot.com/articles/the-greatest-games-of-all-time-gran-turismo/1100-6148640/ The Greatest Games of All Time: ''Gran Turismo''], [[GameSpot]]</ref> It introduced the racing simulation genre to [[home console]]s,<ref name="GameSpot" /><ref name="IGN">{{cite web|last=Reilly |first=Luke |url=http://ign.com/articles/2015/04/03/the-top-10-most-influential-racing-games-ever?page=2 |title=The Top 10 Most Influential Racing Games Ever |website=IGN |date=3 April 2015 |access-date=2019-07-23}}</ref> becoming the basis for all modern racing simulations on [[video game console]]s.<ref name="IGN" />[[File:Gran Turismo Screenshot.jpg|thumb|Gameplay from the first ''Gran Turismo'' featuring a [[Mitsubishi FTO]] GPX ]] ===Graphics accelerator era (1997β2002)=== Graphics accelerator cards brought a new level of realism to the graphics and physics of sim racing games. These new [[graphics processing unit]]s provided [[texture mapping]], [[Spatial anti-aliasing|antialiasing]], [[Particle system|particle effects]] (i.e. fog, rain and snow), [[High dynamic range rendering|HDR]] and the capability to perform polygonal calculations faster, while taking the load off of the main processor. ''[[F1 Racing Simulation]]'' by [[Ubisoft]], was among the first to utilize the new technology in 1997. After years of development, Microprose released ''[[Grand Prix 3]]'', which used a more modern graphics engine and featured the same customizable structure of ''GP2''. However, ''GP3'' was not as well received as its predecessor due to a lack of full online multiplayer and the fact it was based on the same, outdated graphics engine as GP2. However, because of the graphical and physical similarities between the two games, the game was popular with modders who were able to port mod tracks and cars directly into GP3. Another milestone in sim racing came in 1998 with the release of Papyrusβ ''[[Grand Prix Legends]]'', which was based on 1967 F1 season. It was hailed as outstanding in all areas, especially in its physics and sound design. For many players, their first real experience of sim racing was through GPL or one of its many derivatives, such as NASCAR Racing 2003. The release of a groundbreaking third-party add-on for GPL, VROC (Virtual Racers Online Connection), allowed players to join online and race in leagues. Despite its age, ''GPL'' has remained a common benchmark for Racing Sims even in the modern era thanks to a strong community who continue creating new content for the game to this very day. Modding teams even managed to further improve on the game's physics and create third-Party expansions for following seasons, such as the 1969 season. Wired magazine wrote an in-depth article about racing sims called Hard Drive in their February 1997 issue.<ref name=":0">{{Cite web |last=Riddell |first=Rob |date=Feb 1997 |title=Hard Drive |url=https://www.wired.com/wired/archive/5.02/ffdrivesim_pr.html |archive-url=https://web.archive.org/web/19991009233743/https://www.wired.com/wired/archive/5.02/ffdrivesim_pr.html |archive-date=1999-10-09 }}</ref> In 1997, [[TORCS]] was released. Uniquely for Racing Sims, it was open source, making it even easier for modding teams to add new features and even create whole new games (Such as the TORCS-Based Speed Dreams) [[Sega AM2]]'s 1999 arcade game ''[[Ferrari F355 Challenge]]'', later ported to the [[Dreamcast]] in 2000, was considered the most accurate simulation of the [[Ferrari F355]] possible up until that time; its focus on realism was considered unusual for an arcade game at the time.<ref>{{cite web|title=F355 Challenge: It's hard. It's hard. And it's hard. But god, is it worth it.|url=http://uk.dreamcast.ign.com/articles/165/165388p1.html|archive-url=https://archive.today/20120721143801/http://uk.dreamcast.ign.com/articles/165/165388p1.html|url-status=dead|archive-date=July 21, 2012|website=IGN|access-date=15 April 2012|date=September 19, 2000}}</ref> Since ''Grand Prix Legends'', its publisher [[Image Space Incorporated]] has produced its own sims such as ''[[Sports Car GT]]'' in 1999 and the officially-licensed ''F1'' series starting in 2000, all published by [[Electronic Arts]]. Unlike the Papyrus sims, the physics are easily modified, and many communities have been founded with the sole purpose of improving and updating MotorEngine-based games. One such community, [[Simbin]], have created their own company and have released several games themselves, including ''[[GTR β FIA GT Racing Game]]'', ''[[GT Legends]]'', ''[[GTR - FIA GT Racing Game 2|GTR 2]]'', ''[[Race β The Official WTCC Game|RACE β The Official WTCC Game]]'', ''[[Race 07|RACE 07]]'', ''[[STCC β The Game]]'', ''[[GTR Evolution]]'', ''[[Race On]]'' and the Free-to-Play ''[[RaceRoom Racing Experience]]''.<ref>{{cite web|title=Simbin Game titles|url=http://www.simbin.se/main/games.htm|publisher=simbin.se|access-date=2008-02-04|url-status=dead|archive-url=https://web.archive.org/web/20080222205448/http://www.simbin.se/main/games.htm|archive-date=2008-02-22}}</ref> ===Further developments (2003βpresent)=== In 2003, a 3-man team began developing ''[[Live for Speed]]''. Phase 2 brought in many updates, including the first real cars (the [[BMW Sauber]] F1 car being included in those). The third phase of the content release cycle was launched in 2015, announcing the [[VW Scirocco]] and featuring the first real-world circuit, the [[Rockingham Motor Speedway]].<ref>{{cite web|title=Live For Speed β Rockingham coming to LFS|url=http://www.lfs.net/?page=rockingham|access-date=2009-10-04}}</ref><ref>{{cite web|title=Live For Speed β New Tyre Physics|url=http://www.lfs.net/|access-date=2009-10-04}}</ref> In 2004, [[Rallying|rally]] fans received the first true rally sim with [[Richard Burns Rally]], which to this day is still recognised by its community as the best rally sim available.<ref>{{cite web |last1=McGregor |first1=Ross |title=Is Richard Burns Rally still the king of rally sims? |url=https://traxion.gg/is-richard-burns-rally-still-the-king-of-rally-sims/ |website=Traxion |access-date=12 September 2021 |date=5 June 2021}}</ref> Much like most sims from the graphic accelerator and modern era, the game is highly modifiable and has many third-party mods that introduce anything from new cars to new physics. In 2005, [[Image Space Incorporated]] released ''[[rFactor]]'', a highly modifiable sim based on their Motor2 physics engine. Notable for its initial download-only distribution model, ''rFactor'' originally released with fictional cars and tracks. Thanks to its enthusiastic and ongoing modding community, the game has remained as one of the best racing sims around. In 2006, SimBin Studios released ''[[GTR 2 β FIA GT Racing Game|GTR 2]]'' (itself a sequel to ''[[GTR β FIA GT Racing Game]]''), a sports car racing simulator developed with input from the actual racing teams which took part in the [[FIA GT Championship]] 2003 / 2004 seasons. It has received widespread acclaim and has been noted for its high levels of technical and driving realism with regards to sports car racing. In 2006, [[Kunos Simulazioni]] released ''[[netKar Pro]]'', a new version of ''netKar'' which aimed to bring together highly accurate physics and sound modeling as well as [[DirectX]] 9 graphics. Development tools for modifying ''NKP'' were announced, although the game is now considered obsolete due to the release company's other sim, ''[[Assetto Corsa]]''. In 2008, David Kaemmer, co-founder of the now-defunct Papyrus,<ref>{{cite web|url=http://www.gamespot.com/features/6103365/index.html|title=The History of Papyrus Racing β Page 1|website=[[GameSpot]]|access-date=2008-04-07}}</ref> released ''[[iRacing]]'', a multiplayer-oriented simulator run on a subscription model. In 2010, [[Kunos Simulazioni]] started developing ''[[Assetto Corsa]]'', a sim built on experience gained from ''[[netKar Pro]]'' and ''[[Ferrari Virtual Academy]]'' but with an entirely new engine. The new engine was designed to provide extensive and detailed tools for modding, allowing players to create highly detailed content with minimal effort. It was released on Windows through Steam's Early Access program in November 2013, with the full version releasing in December 2014. In 2012, [[Image Space Incorporated|ISI]] launched the open beta of ''[[RFactor 2|rFactor2]]''. It went out of beta in 2013 mostly unfinished, and was met with backlash from players. In 2016 however Studio 397 took over development of rFactor2 with the aim to revamp and revive the title, making huge efforts to bring the series back to its prime with extensive customisation and detailed physics. In 2013, [[Sector3 Studios]] (formerly SimBin) released ''[[RaceRoom]]'', a ''freemium'' simulator for Microsoft Windows where players can expand the default cars with packs from major world championships, such as [[GT WC]]. Around this time, Eugene Cojocar of Exotypos also released ''[[X Motor Racing]]''.<ref>{{cite web | title = Interview with Eugene Cojocar for AutoSimSport | publisher = AutoSimSport.net | url = http://www.autosimsport.net/issues/aUtosimsport_v3i02.zip | access-date = 2007-03-08 | archive-date = 2007-03-10 | archive-url = https://web.archive.org/web/20070310170047/http://autosimsport.net/issues/aUtosimsport_v3i02.zip | url-status = dead }}</ref> Also in 2013, the first [[direct-drive wheel]] was released commercially.<ref name="mockracerDec2015">{{cite web|url=http://www.mockracer.com/2015/12/leo-bodnar-simsteering2-read-view.html |title=Leo Bodnar SimSteering2 Read-View |website=mockracer.com |date= December 19, 2015}}</ref> In 2015, [[Slightly Mad Studios]] launched ''[[Project CARS]]'' for Windows, PlayStation 4 and Xbox One. The game was unique in that it was Crowdfunded, CARS standing for ''Community Assisted Racing Simulator''. In 2016, Brazil's Reiza Studios released ''Automobilista'', a racing simulator featuring, among others, Formula Truck racing, Rallycross and some lesser known Brazilian racing classes. The game was based on their well-known ''Stock Car Extreme'', which was again based on the ISI Motor2 Engine. In 2017, ''[[Project CARS 2]]'' was launched by [[Slightly Mad Studios]]. It was the successor to ''[[Project CARS]]'' and used suggestions from the community to help improve upon the previous version, introducing features such as Rallycross, improved graphics and more. In May 2019, Kunos Simulazioni launched ''[[Assetto Corsa Competizione]]'', the spiritual successor to their wildly successful ''Assetto Corsa''. The game aims to provide an accurate simulation of GT3 Racing and uses the official license for the Blancpain GT Endurance Series as well as [[Unreal Engine 4]] for vastly improved graphics. In March 2020 Reiza Studios released ''Automobilista 2'', a successor to their popular ''Automobilista''. The game features many cars from old F1 cars to trucks. The game also features both real and fictional tracks, many of the real tracks like [[Circuito de Jerez|Jerez]] and others get [[Laser scanning|laser-scanned]] for a perfect recreation of the track. The game uses the madness engine, the same one used for ''Project CARS 2''. ===Relation to professional drivers=== Following the cancellation of part of the [[2020 Formula 1 season]] due to the [[COVID-19 pandemic]], many F1 drivers such as [[George Russell (racing driver)|George Russell]], [[Lando Norris]] and [[Alexander Albon]] took part in ''Virtual Grand Prix'', using the online features of the official game. In his free time, four-time and current [[List of Formula One World Drivers' Champions|Formula One World Champion]] [[Max Verstappen]] enjoys sim racing. Having taken part in many sim racing competitions, Verstappen stated that it helps him with his real life racing, keeping him "ready to go".<ref name="RacingNews365">{{cite web | title=How Verstappen uses sim racing to become a better driver | website=RacingNews365 | date=11 January 2022 | url=https://racingnews365.com/how-verstappen-uses-sim-racing-to-become-a-better-driver | access-date=16 January 2022}}</ref> Verstappen is a member of ''Team Redline''; a multinational sim racing team.<ref>{{Cite web|title=Team Redline βΊ Max Verstappen|url=https://www.teamredline.com/work/max-verstappen/|access-date=22 January 2022|website=Team Redline}}</ref> ===Online communities=== In recent years as international interest has grown, so has the online community and underground racing circuit. These communities act as a focal point for users around the world to engage with one another co-ordinate racing schedules, exchange modded cars, tracks, discuss hardware configurations and facilitate other communications. Also the topic of E-Sports is ever growing in the sim racing community.
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