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Remember DRAG? An exciting sounding racing game with "next generation 4CPT vehicle physics (4-way contact point traction technology)" we covered here two years ago. Well, it's finally nearing a release.

It just recently gained a Steam page to make it more official and they've confirmed it's going to be entering Early Access sometime this year. The game honestly looks incredible, especially since it's a small self-funded team. They even have a brand new trailer to show it off:

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More about it:

DRAG introduces next generation 4CPT vehicle physics (4-way contact point traction technology) and a damage model that allows for competitive multiplayer wheel to wheel racing in a rallycross fashion. Combining the best of both arcade and simulation. Our physics and soft-body tire model simulate every component of the vehicles in real time, resulting in realistic, dynamic behavior. Driving fast on loose surface without driving aids is challenging and visceral, yet the physics are accessible. The driving feel is raw and unfiltered. Race online PvP or local split screen PvP matches as well as singleplayer challenges.

Not to sound hyperbolic about it but I'm seriously looking forward to finally getting my hands on it, after being excited about what they're doing for years now. This might be the most excited I've been for a racing game, with the amount of simulation going on and it's graphically pretty. It was originally going to be out in some form in 2018 but they've just continued advancing it to ensure a good initial release.

If you want to see some of the work that went into the trailer, and what they're currently up to, they made an additional post on Polycount to give some more behind the scenes info.

You can now follow/wishlist on Steam.

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Article taken from GamingOnLinux.com.
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25 comments
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Ehvis 28 February 2020 at 1:33 pm UTC
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mirv
mylkai hope they use vulkan

Why?

Because they said they were working on it (although not being release critical).
Salvatos 28 February 2020 at 1:48 pm UTC
It’s a relief to hear from it after they went more silent for a long while! Definitely want to support those guys
Dedale 28 February 2020 at 2:18 pm UTC
This looks impressive to my uneducated eyes. And quite a big investment in work-hours.
mirv 28 February 2020 at 2:22 pm UTC
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Ehvis
mirv
mylkai hope they use vulkan

Why?

Because they said they were working on it (although not being release critical).

Fair enough, but that still doesn't mean it will be of any benefit. Vulkan doesn't make everything better by magic. True that it's been of immense benefit, but that's mostly been seen for games that were not designed with modern OpenGL in mind from the start. This game is different, from what I can tell.
TheReaperUK 28 February 2020 at 3:15 pm UTC
Talking about racing games, i bought this game "Fast Dust" that is somewhat similar but don't recall GOL covering this one.

https://store.steampowered.com/app/891330/Fast_Dust/
14 28 February 2020 at 3:27 pm UTC
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This looks really nice.
Salvatos 28 February 2020 at 3:49 pm UTC
TheReaperUKTalking about racing games, i bought this game "Fast Dust" that is somewhat similar but don't recall GOL covering this one.

https://store.steampowered.com/app/891330/Fast_Dust/
Four reviews in over a year, and their quoted review is in Spanish from a Linux-specific site? It doesn’t look like anyone has heard of it.
mylka 28 February 2020 at 4:21 pm UTC
mirv
mylkai hope they use vulkan

Why?

because performance is much better with vulkan, if you do it right?! especially on linux with weaker hardware
also it should be easier to port the game to other platforms with vulkan... switch, android, stadia
Xpander 28 February 2020 at 4:51 pm UTC
mirvWhy?

They developed the custom engine with OpenGL4 if I remember rightly, and dumping all that work to switch to Vulkan seems rather pointless. It is possible for good performance from GL4.x, especially if designed and written with it in mind from the start. Many of the features that are part of the more modern APIs were already making appearances in GL4.x too (especially GL4.3 if I remember rightly), which is why it's able to get that performance.

yeah GL4.3 had some things but iirc 4.5 or 4.6 has the Aproaching Zero Driver Overhead thingy, which in theory should bring OpenGL on bar with Vulkan if done right
mirv 28 February 2020 at 5:01 pm UTC
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Xpander
mirvWhy?

They developed the custom engine with OpenGL4 if I remember rightly, and dumping all that work to switch to Vulkan seems rather pointless. It is possible for good performance from GL4.x, especially if designed and written with it in mind from the start. Many of the features that are part of the more modern APIs were already making appearances in GL4.x too (especially GL4.3 if I remember rightly), which is why it's able to get that performance.

yeah GL4.3 had some things but iirc 4.5 or 4.6 has the Aproaching Zero Driver Overhead thingy, which in theory should bring OpenGL on bar with Vulkan if done right

I can never remember which was necessary for most of it, but yeah >= 4.5 would be the best to use (DSA is awesome). Ah, 4.3 was when compute shaders were added to core.

I know all this is kind of off-topic, but as most of the developer posts give some technical info, and it's a custom built engine, it's nevertheless related. I'm hoping that the game is released and Vulkan added later for no other reason than to keep it modern, keep the dev experience up, and be able to reuse that work on this and future titles. A single backend renderer is ultimately better than multiple.
.....but game first!
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