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I would focus on rally it’s unlikely that you will be able to compete with I racing, www.iracing.com or real time racing http://www.real-timeracing.com/ .
Most of the main race tracks Are modelled to a high standard In R Factor , GTR franchise , and many are in the process of being laser scanned by I racing.
If you can scan rally tracks and deliver realistic physics / graphics (see Richard burns rally) then I think this product could do well. However as stated above I don’t think this technology can compete with what real time racing and i racing are already doing.
I believe you could make immediate revenue from the product at little cost, by stripping out the game component and selling it as an interactive track guide maybe building it into flash somehow, that way the BBC or other companies could buy a licence in order display it on their websites.
I believe this technology could also derive profit faster and at less cost if used for virtual tours rather than applying it to gaming.
Cheers and good luck.
That makes more sense I see where you are going with it now.
Defiantly looks promising thanks for the fast response.
Specifically on iracing and real-time racing.
Cgi graphics have been piloted before in real time racing. Actually in Formula 1 behind closed doors.There were significant problems mainly around perception of reality - it didnt feel like you were raicng against real cars.
The i-racing revenue model is the determining factor there. They are relying on a war chest of cash from the owner of the Boston Red Socks. It is not a commercial model at the moment hence the recent reduction in costs. We can capture 2 or 3 circuits per day and have them ready to deliver within hours our marginal costs of production are low.
The current method that you are using would not yield the realism that can be found in games like I Racing , RFactor,RBR. I believe you could visually capture something of a high standard but interims of Game Data as far as I can see in the foreseeable future your method would produce a pore resolution ( FFB , physics , player interaction )
I don’t think that’s necessarily a problem however if you are trying to capture the casual user as they are not particular interested in solid realism and having some way for them to loosely Esperance a ski slope or a car race might be appealing.
One of my reasoning for rally being quite appropriate is that you would not have to contend with virtual and real world competitor interaction.
I don’t see a way around it that would be cost effective and realistic which is why I see it as a fundamental issue with anything that’s trying to replicate racing against real time racers on a track.
As for iRacing I think the fundamental problem is that There is not such a high demand for ultra high quality simulation, granted there is a solid user base of die hard sim fans and over time I believe that base might increase but for now its pitifully small , when compared to casual gamers or even core gamers on say Xbox 360 ,ps3.
I can imagine iRacing turning a profit within the next 4-8 years and they seem to be do quite well within the USA in terms of NASCAR simulation, and the fact that they have managed to get NASCAR to promote them to some existent is quite remarkable. Having said that NASCAR is of limited appeal to people globally but if iRacing managed to get even 5% of NASCAR fans in the USA to subscribe to their service that would be enough for them to make substantial profits in the long term.
Are you guys funded by uk Government Technology funding? Or traditional VC ?
Either way I can see many ways that you can turn your technology into something quite profitable and I wish you lots of luck!
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Thanks for the comments. Have you checked out our corporate site http://corporate.realtimerace.com/ ??
This will give you a better idea of where we are aiming with this technology.
Regards
Rob
RTR