Future Physics Racer
Introducing the world's first FPR. Realistic physics simulation of high end racing cars set in a future online racing series
Real Time Strategy
It's not all about racing lines. Adjust your strategy and customise your vehicle on the fly to adapt to changing racing conditions
A monopoly of sectors. Battle it out Team V Team to own sectors with fastest times to control resources and win the race
Concept Art - Vehicles
Concept Art - Environment
What, Why, How
Wipeout Meets Gran Turismo
We love the high speed thrills of a Future Racer, and there's nothing like the immersive racing experience of a realistic Racing Sim,
which got us thinking "What would happen if we combine the best of both genres and made a Future Physics Racer?"
It's fast; it's easy to play; it's hard to master and it's a whole lot of fun!
It's like taking your high powered super car into a waterslide, kicking it into overdrive and then hitting the nitros.
Proving the Unreal
It's said that, theoretically, a current day racing car would be able to drive upside down at high speeds. Here's an article by Formula One
Putting all the pieces together in a simulator, it turns out that this urban myth is actually true,
but not so fun with a current day vehicle.
Next, develop an engine with 1000+ bhp, re-engineered suspension, purpose built tyres,
fully adjustable aerodynamics and an ECU programmed to help it all work together, and you end up with a racing experience with the perfect mix of terrifying and terrific.
Racing Precision vs Racing Strategy
It's a great challenge finding the best lines around a track and trying to put together the 'perfect' lap, but repitition need not be the only solution.
Collect resources as you drive (KERS) and spend it on either boosting or upgrading your vehicle during race-time.
The right strategy might see you fall behind the field as you enact your build strategy and then drive double time to smoke them on the last lap to steal victory at the line.
Tournaments & Team Battles
With a range of events and game types, every aspect has been designed around making the best online multiplayer racing experience possible.
Compete as an individual racer in your class to vie for the championship,
or battle it out team v team with unique 'track/sector ownership' mechanics that will highlight a well oiled and orchestrated team.
This is a race track like you've never played before.
You can now use the walls and ceiling, meaning that the usual approach to finding the fastest lines around a track has now been flipped on it's head. Quite literaly.
But while you can now drive upside down, things do get twitchy when gravity's working against you, so use it with care!
The faster you go the more downforce you create, so your ideal line will depend on your speed.
Not only is it a fun high-speed VR experience,
but the improved 'sense of space' in VR immersion enables you to more accurately read track flow.
An important racing technique is to 'look through the corner',
and this is especially true in a racer where corners can now be diving downwards or arcing up and over your shoulder,
so the fact that the fastest racing times so far have been set in VR is perhaps of little surprise.
With a third dimension to a physics based race track now possible, we've only just scratched the surface of this next frontier of track design.
Use our in-game spline based track creation tool to create anything you can imagine and push the boundaries on what a race track can be.
Share your track creations online with other track builders and racers and your tracks could find their way into the championship series.
Proprietary Engine - Eighth Engine
Building our own proprietary engine technology from the ground up wasn't our ideal option,
but vehicles travelling at 500+ kph need exceptional frame rates and extremely high physics sample rates,
so an engine purpose built with high speed multi-threading at it's core was the only way we could have the right level of control
and deliver the performance that a super high speed and accurate racing sim would need.
Five years on and we're happy to say that we have an engine that delivers a frame rate of 600fps (300fps in VR)
while sampling our physics simulation 60 times per frame (that's 36,000 times per second) on a medium spec PC or laptop.
This means silky smooth and accurate racing will be accurate
Building Eighth Engine with a modular systems approach has also meant that we're able to license either the entire engine, or just parts of it.
Our graphics API "eight::gx" has been used on three titles across, PC, Playstation 4, Xbox One, Playstation 3 and Xbox 360.
Published Titles Using Eighth Engine Technology