Interview with ISI
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Transcript of Interview with ISI
Commonly known as ISI
is an Independent video
game developer based in
Ann Arbor, Michigan,
specializing in the fields of
computer game develop-
ment, man-in-the-loop
simulator architectures,
computer image genera-
tion, and entertainment
systems integration.ISI
began with production of
military simulators. They
have worked on many dif-
ferent types of software,
but focused most of their
development time over the
years on racing games and
simulators.ISI also devel-
oped the gMotor2 game
engine,which is used to
create many racing games
like GT Legends, GTR2,
ARCA Sim Racing , Race
07 and others.
E X C L U S I V E F O R WWW.RFACTORNEWS.COM
E X C L U S I V E INTERVIEW TO ISI
C L I C K T O R E A D T H E F U L L M A G A Z I N E
Hey guys.
First, we want to thank you on behalf of our com-
munity members at rFactorNews.com for giving us
an interview for our first magazine.
With iRacing as a humdrum game for the well-off,
netKar Pro with its on-line system not polished yet,
SimBin simulators based on old tech and the first
rFactor in an almost final status, everyone in the sim
racing world wants to fling themselves towards your
new simulator and discover everything about its up-
coming features.
You know how to create expectation: rFactor 2
screenshots and videos have shocked the net for
some time now, the trailer shown at InsideSimRac-
ing is superb and the gameplay videos demonstrating
the new tyre model implementation have the com-
munity expecting much. So...
The first question is clear: When will rFactor 2 be in
stores?
We plan to have an open beta, mainly to allow
modders to give feedback on the new way things
are setup, before the initial release. That open beta
will be happening very soon within 2011, the initial
release we also hope 2011, but that depends on the
length of the beta. We won’t push a 2011 release if
we don’t feel the software is in the right place.
You’ll need to watch our forums for info on that
beta.
Will ISI give a playable demonstration to the public?
Eventually, yes, although the demo may come after
initial release when we’re happier with a set of fea-
tures.
Is ISI following the iRacing trend, where simracers
must pay for cars and tracks (and an eventual on-line
service) or do you prefer to be backed by the current,
and great, modding community?
Our plan is to sell rFactor 2 in a similar fashion to
our first version. One addition is that we will pro-
vide online accounts for access to the matchmaker,
updater and news. The service will be included
with each purchase and valid for twelve months. If
a user wants to continue with this online account
service, they can add an additional twelve months
at some incremental cost.
With the first rFactor version, the community played
an important role. Will this still be the same with
rFactor 2?
INTERVIEW ISI CREATORS OF RFACTOR
It already is. The open beta and the feedback of the
modders specifically will be very important.
Which of the current simulators, rFactor aside, its
better in your opinion?
It’s difficult to say which titles are better as every
title has its place. Different people appreciate differ-
ent things and that’s why you get the lively discus-
sions in the community. Nobody is wrong.
We know that you work really hard, but what is the
reason for the delay of your upcoming simulator?
There is no delay, as we don’t work on fixed sched-
ule. It is our intention to release rFactor 2 as soon
as possible.
Will ISI offer updates, extra content and/or DLC’s af-
ter the game is launched?
Our plan with rFactor 2 is very similar to what was
accomplished with the original rFactor. Updates
will include features, cars and tracks. We’ve licensed
some really cool content and are working hard on
adding more.
Now, about the game, strickly speaking:
We are about to enter the 2012. Why is there no
trace of DirectX 11 support? Maybe some special re-
quirement about your engine or a console port is on
the way?
DirectX 11 hasn’t made it to the top of our list yet.
Most people like to have beautiful animated arms in
the cockpit. Are there plans to improve this area?
Yes. These can be seen on a couple of previews.
Have you improved special effects, like skid marks?
And particle-based effects like fire or smoke?
Yes, there have been overall improvements. We’re
still working on these.
Will the “virtual” driver interact with the steering
wheel and/or the cockpit in some way?
He’ll turn the steering wheel, he leans his head and
you’ll see him be affected by acceleration and brak-
ing.
The first rFactor title lacks some realism about the
damaging system. What improvements have you
bring in this area?
We have improved damage and intend to work on it
further. It is a little lower priority than some of the
driving features, so some updates to this may come
after initial release.
Will rFactor 2 include any antipiracy measure like
DRM and/or on-line checks to prevent piracy? Which
one?
Purchase will be checked online, but not in the same
method as rFactor.
Developing a game involves many people. How
many? Do you have numbers so we can have an idea
of your enormous effort to bring us rFactor?
We have a small but highly specialized team of peo-
INTERVIEW ISI CREATOR OF RFACTOR
ple, less than a dozen. We do have great commu-
nity support including dedicated testers.
Will rFactor 2 include updates in networking code to
improve latencies and accuracy in simulation?
Yes.
How many people could join an rFactor 2 multiplayer
server? Is there a maximum number (software lim-
ited) or will it be limited by hardware processing
power?
The theoretical number is very large. Most people
will be limited by hardware more than software.
We all know that ISI works to bring us an accurate
physics engine, but... Is rFactor 2 physics engine
state-of-the-art? Could you explain some differences
between the current implementation and gMotor2?
The engine is certainly state-of-the-art. But that is a
relative term, as rFactor 1 could still be considered
that way.
gMotor2 is an incorrect name that the community
uses. gMotor is the graphics only, pMotor is phys-
ics only, etc. We haven’t really had a name for the
entire engine, but we now call the entire engine isi-
Motor.
rFactor was isiMotor 2.0 on initial release and rFac-
tor 2 is currently 2.5. These numbers do not relate
to how advanced the engine is though, because dif-
ferent parts (gMotor, pMotor, etc) all advance at dif-
ferent rates and are not numbered. The isiMotor 2.5
number doesn’t really mean very much, it’s more
for reference.
The differences are plentiful and it’s really the com-
bination that makes the difference. You’ll have to
try it!
About the technical aspects of the game:
With all the buzz about post-processing effects in
current generation games (bloom, HDR, blurring,
DOF, SSAO, etc), which effects are implemented in
rFactor 2?
We’re still working on these. It is an interesting pro-
cess. It isn’t as simple as creating the effect as these
are not static conditions, you then have to adapt
levels to all the changes as you go from day to night,
or sunny to storm.
I’m sure you’ve seen some of the HDR preview shots.
We are also working on Bloom, blurring (shadows)
and SSAO (ambient occlusion). We’ve also worked
on some cool effects to replicate track surface mi-
rage and heat haze from other sources like engines.
By our testing, most current racing simulators have
the physics and rendering loops tied, so high FPS im-
ply more accurate physics. That’s a problem with vs-
ync enabled or multiprocessor CPUs. Has the rFactor
2 implementation subsystems been decoupled so it
can exploit all CPUs? We have found that rFactor 1 is
CPU-bound in this aspect...
Yes, we now have two main threads. One we call
the simulation or physics thread and another we
call the multimedia or “graphics” thread. The term
“graphics” is not that accurate though since sound
and other tasks are done in this thread.
More parallelization may occur in the future as we
continue to break apart these two main threads and
optimize them. Events are inherently serial when
simulating the real world. This is something we
tried to take into account while looking long term.
rFactor 2 will use two cores at initial release.
Network code in rFactor does not take “cheating”
into account. It seems that the server does validation
on client connection but not on every packet sent
INTERVIEW ISI CREATORS OF RFACTOR
by the client. Also, most of the simulation happens
in the client side, and this helps cheaters. We know
that checking everything will increase the CPU power
needed by the server but will be very helpful in on-
line competitions. Are there plans to improve client-
side security (EXE integrity, own process memory
auditing, etc.) and networking code (server checks,
cryptography to prevent man-in-the-middle attacks,
etc.) to prevent cheating?
This answer relates to PC gaming in general, rFactor
and rFactor 2.
The majority of the simulation computation is cli-
ent side for one important reason: The simulation
computation does not scale well. It is designed to
run on a client machine and to utilize that machine
to the fullest to provide the most accurate simula-
tion possible. When you look at verifying simulation
computation results across a high latency network
like the Internet, things become very difficult.
The high latency causes queuing issues, so you in-
stantly have to give up on continuous verification
because it can’t work. Now we have to sample com-
putational results and use some type of custom
heuristic to catch cheaters, and since we are stuck
using a heuristic instead of provable algorithm we
could have false positives. While all of this can be
circumvented by argument like, “just check fuel
load that would be great”, the question is, without
running the simulation physics on the server, how?
Currently rFactor 2 uses about 70% of Intel Wolfdale
Core, so just running a ten person server, in the way
you suggested, would require quite a server.
With all that said is there more we could do about
cheating? Yes, of course. However, the problem is
generally not as simple as people assume, and the
possibility of false positives makes an easy option
unacceptable at this time.
Client side executable security is a PC problem. As a
general rule, one cannot completely trust anything
an executable produces because any other process
can modify another processes memory. We do au-
dit certain fields in the processes memory but that
is not always going to help. If a cheat can rewrite a
section of the processes memory it can also modi-
fy the action a process would take if it detected a
As for server checks, I don’t see how this can be ac-
complished as there has to be one piece of software
on the network to manage trust. We have to trust
the server implicitly or we would be forced to group
it with the clients and those clients would require
some type of explicit validation of integrity. If the
server was not implicitly trusted, there would be
no entity in the rFactor multi player network to dis-
seminate information on what/who can be trusted.
There are plans to improve security further, and
with rFactor 2’s new distribution model it should be
easier to patch away popular cheats as we become
aware of them. rFactor 2 client side executable se-
curity will be very robust.
Is Steam or Origin the medium rFactor 2 will use for
distribution?
No , we have no plans to use either. We’ve built our
own way of doing it.
ISI develops mostly for the PC platform. Is there any
chance to have a console-based ISI game?
Our engine was used in an XBOX 360 title by anoth-
er developer. We have no plans to do this ourselves.
Professional steering wheels, hydraulics-based cock-
pits, multiple displays... Where would like ISI to put
the limit on racing simulation?
Would there need to be a limit? Just like advance-
ments are being made in hardware, we will contin-
ue to make advancements in software. We welcome
innovation.
The only real concern with hardware is that
there should always be an affordable option. This
shouldn’t affect the evolution of the technology,
but lower-end products should always be made
available.
Which steering wheel and cockpit do you use for de-
velopment?
Manufacturers send us products to ensure compat-
ibility and we enjoy testing those. We use a broad
range of products both at work and at home includ-
ing all those the average sim racer has.
There is no doubt that one must be passionate about
motorsport in order to create racing simulation
games. Has anyone in the development team the
chance to drive a real racing car?
INTERVIEW ISI CREATORS OF RFACTOR
We’ve all had some kind of real-world experience
but the understanding of physics and engineering is
probably more impressive and useful at times.
With all the work and focus on game development,
design, testing... Do you have time to play, and actu-
ally enjoy, racing simulators?
We have regularly scheduled test races and all try
to take part in those. Unfortunately when you are
involved in the development you often spend more
time staring at code than touching a steering wheel.
Most of our races involve the A.I. as it is easier to
summon them when you need to test something!
Now a tricky question...
Is Jessica López (from insidesimracing.tv) as pretty as
she looks like? Be careful with you responses, we all
know that you all are engaged and/or married...
LOL… Yes.
Guys, thanks again for this interview. We hope to talk
again with you when rFactor 2 is in our hands, maybe
with another interview. Deal?
Sounds good. It would be very nice to hear some
updated questions on the beta.
When we started this adventure, we have the idea of making more visible our championships, by way of interviews and chronicles in one of our web’s topics. The proyect evolved slowly to became a little digital magazine, without many media, but with huge illu-sion. We’re competitive people, and ambitious too. Despite the fact that we thought it would be difficult, we decided to contact ISI and ask them about their im-pressions about the evolution and the development of rFactor 2. I want to express thankful for all of us, especially to Tim Wheat-ley for his extreme kindness and for making easy this interview. We hope this collaboration will continue through time so we can keep the community well in-formed.
Tony Vargas (Cluj)