Why Codemasters Hasn’t Changed Game Engine For F1 24

F1 24 01.jpg

Do you think the F1 driving games should change game engine?

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  • Yes, Unreal

  • Yes, Frostbite

  • Yes, Other (comment below)


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F1 24 uses the Ego technology platform for a 16th consecutive instalment – the game’s lead, Lee Mather, explains to OverTake how it has evolved and why it didn’t jump to a different game engine.

Images: EA

“New this, new that, but same game engine,” reads a comment on an OverTake social media post about this year’s upcoming official Formula 1 game.

EA SPORTS F1 24 is being created by a team predominately based in the UK city of Birmingham, and the same is true of its predecessors, dating back to the revelatory F1 2010.

That opening salvo and each subsequent yearly release all use the same underlying game technology, which Codemasters dubs ‘Ego’.

It has now powered 18 F1 games (including F1 Race Stars, F1 2009 on the Wii by Sumo Digital and this year’s latest), alongside other projects such as the Dirt series and numerous Grid variations.

For some, based on comments sections and subreddits, Ego seems to be the racing game industry’s malaise, while others are blissfully unaware.

The last public version change was ‘Ego Engine 4.0’ first seen in F1 2015, but according to the development team, the number belies updates and changes that have been made over the following releases.

F1 24 05.jpg


“It changes significantly every year, and we have an ongoing internal joke that maybe we should increment the version number because it is so drastically different,” Lee Mather, Senior Creative Director on F1 24, tells OverTake.

“This year, for example, we have added dynamic diffuse global illumination (DDGI) for the lighting. We have up to 120fps on consoles plus all the different settings for PC that allow you to play in different ways.

“These are features that you can get in all the cutting-edge engines and think there's nothing that we don't have that other engines include or have coming.”

The Lone Survivor​


What was once a game engine to be used across multiple projects – even Operation Flashpoint military simulations – is now exclusively used by the F1 development team.

Under the stewardship of Electronic Arts, there have been several changes to the Codemasters’ organisational structure.

The former Codemasters Cheshire team responsible for DIRT 5 (which used OnRush as its progenitor, not Ego) was subsumed by Criterion Games to work on Need for Speed – a franchise that currently uses EA’s proprietary Frostbite basis.

Meanwhile, the long-standing Southam studio move away from Ego to Unreal Engine for EA SPORTS WRC, integrating DiRT Rally’s physics systems. The future of the Grid name is unclear.

F1 24 03.jpg


Consequently, Ego is now used purely for single-seater race cars – something that Mather touts as an advantage:

“The team know every nut and bolt of it because it's something that they've created themselves.

“It's bespoke for the game, and we have total flexibility to do what we want with it. I don’t think we would be able to make huge changes to the physics so easily if it wasn't our tech.”

Perhaps, then, it is the sense of familiarity that leads to such reticence. Arguably there has never been a sudden step change in graphical fidelity between each instalment.

Instead, it's more akin to iPhone releases. The yearly updates seem minimal at the time but compare the current version with one from five years ago and the changes can be more noticeable.

It also perhaps doesn’t help when, in the past two seasons especially, there seems to have been a surfeit of bugs in the immediacy post-launch. This was something shared, as it happens, with EA SPORTS WRC, but in that instance running on Epic Games’ tech.

Unreal Off The Table​


When asked if the F1 team would consider following the rally team onto Unreal Engine, Mather was quick to respond:

“We share information across all the [EA] teams. There is no requirement or need for us to make that move. There's no significant gain that we need on F1.

“There were obvious reasons [for them to switch], like being able to generate large rally stages, but that's something that our tech isn't required to do. We don't create a stage that's 30 miles long, we create a beautiful representation of a real-world Formula 1 circuit.”

F1 24 04.jpg


While specifics about the inevitable F1 25 are understandably off-limits, it seems, for now, Ego is here to stay.

“We're going to be continuing to build and grow it,” Mather highlights.

“I think if you look back to where we moved over to this engine in 2015, you'll see that we've added a significant number of features and functionality to it, and we will continue to do so.”

If F1 24’s handling changes are truly as noticeable as what is being claimed and the game runs smoothly come its 31st May release, that would go some way to justify evolution instead of revolution.

If not, I suspect the same old comments may crop up in about 12 months from now...

What do you think? Vote in our poll up top and leave a comment below. Is it time for a game engine change for the F1 games, and if so, to what? Or would you like it to continue its current path?
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

Feeling a bit miffed because it seems like EA Codemaster is serving us last year's game with a fresh coat of paint. It's like, come on, we want some real innovation, not just a rerun. Personally, I can barely tell the difference in handling (2019-2023) and all that "Electro Chill'Out New Rich Music".

But hey, everyone's got their own take, right? Some folks might not mind the status quo, but I'm all for shaking things up. I mean, who wants to keep replaying the same old engine with nothing new to look forward to? WRC for me is the perfect answer here. I love it!

Still, I'll probably cave and buy it eventually, but definitely not at full price. Right now, I'm happy with what 2023 has to offer. Plus, knowing I'll have the same tracks in 2024 makes the decision a no-brainer.
 
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I'm shocked that most people so far have voted for Unreal. The performance and graphical downgrade from DR2.0 to WRC is clear as day, yet people yearn for more Unreal slop.
Ego is a good engine, but I feel like it's a bit far too gone now. It doesn't look that good anymore, nor does it run well, but still way better than Unreal...

As for physics, people put too much blame on game engines. Maybe some engines may have trouble with processing precise data consistently and/or efficiently, but it's mostly down to the math used and I believe modern game engines are pretty good at that.
But you can get longer stages. Remember that this is the first iteration of a new engine. As for graphics, it's now super hyper uglier. But in terms of sensations and handling, I think there is a positive difference.
 
A new engine will NOT fix the missing extra immersive features of what i expect from an F1 game, or auto-add new animations that will replace those that were reused since like 2016. For what reasons would people want the game to have a different engine, what is incorrect with the current one ??
 
GP2 Engine. Well good to know, was thinking about buying this game, but I changed my mind. This is just lazy work, they are saying the new game is just a update as so the upcoming games. The game is not a next generation game. They don't need to make a 30 mile long circuit, but bring more details to the track. Laser scan the tracks or something.
 
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Unreal is utter garbage for sim racing and it's popularity here in this poll speaks volumes.

A franchise the size of and with the legs of F1 should be built on a proprietary engine and should aim to be the best, just like the sport itself.

The Unreal and Madness engines have a lot of fans... Eye candy sells better than sophisticated physics...

Both would be fine in the car collector titles, both have created unrealistic expectations on how cars drive over the years... And because Codies aren't exactly physics darlings themselves neither would be an upgrade over their current engine...

I agree about the proprietary engine, even if the first few iterations of F1 on that new engine will not be as good as if Codies were to stick to their current engine, in the long run it'll be better...
 
The Unreal and Madness engines have a lot of fans... Eye candy sells better than sophisticated physics...

Both would be fine in the car collector titles, both have created unrealistic expectations on how cars drive over the years... And because Codies aren't exactly physics darlings themselves neither would be an upgrade over their current engine...

I agree about the proprietary engine, even if the first few iterations of F1 on that new engine will not be as good as if Codies were to stick to their current engine, in the long run it'll be better...
If only Codemasters were allowed to just skip a year and maybe just make something like 2026 Driver DLC for a lesser price while making a new F1 game with new tech.
 
If only Codemasters were allowed to just skip a year and maybe just make something like 2026 Driver DLC for a lesser price while making a new F1 game with new tech.

I seriously don't think a year would be long enough...

Look at WRC, AMS2 and the timelines of any racing title... It's multiple years... LMU shouldn't be expected to be in a complete state until the end of 2025 or 26 for example...

Ideally they'd expand to a second team devoted to the new engine and work on the old engine for the yearly releases or simply move to the same model as WRC, AMS2 and LMU... A live service with years of work planned on it and DLC...

If Codemaster changes Engine, isn't it bad for us, making mods?

Yes... Especially if it's their own propriety engine... It'll eventually be cracked by the community like any good engine does, even the Madness was cracked...
 
If anyone here has played with the VRC Formula Alpha for Assetto Corsa, I'm sure they would agree that AC should be the ideal model of F1 game physics. How hard can it be for EA/Codemasters to replicate this?
 
For me the biggest issue with the F1 games is the physics and FFB which don't really make sense to me, coming from primarily ACC and AC. I tried both 22 and 23 during free weeks and they just made me feel sad. The quicker I got in F1, the slower I was going back to other simulators.

At this point in time, not trying to get the physics/FFB anywhere near the proper simulators means that they don't want to invest the time and money to it because people buy it anyway. It's fine of course, plenty of arcade driving games that people enjoy out there but they appear to try to market it as something else which seems dishonest.
 
If anyone here has played with the VRC Formula Alpha for Assetto Corsa, I'm sure they would agree that AC should be the ideal model of F1 game physics. How hard can it be for EA/Codemasters to replicate this?
Is it because its built for joypads? i think i read somewhere that at design stage they make the choice and this effects the outcome greatly. So if its build for a majority pad userbase, this will have adverse effects when it comes to wheel users. I mean, if you drive AC, AMS2, ACC, rF2 etc they are pretty crap on pad.
 
Any argument for an engine change on F1 would have to come from the angle of affordability in either raw dollars or resources for the development team to get where they want to go. If maintaining the current engine is seen as unsustainable due to the resources required, or if it will be more expensive long term to support this engine during generational transitions to new platforms. An engine like frostbite would give codemasters a centrally developed toolchain for all areas of the game, but would require continuous integrations to get new features as the core engine evolves. The real question here is, does this cost of transition and continuous integrations outweigh the cost of maintaining a completely unique engine and content pipeline.

Any engine transition will take years to realize any benefits from (for either players or developers), and is unlikely to yield a better game unless Codemasters lacks the money, motivation, or talent to continue developing their own engine.
 
Premium
Unreal looks like Unreal. Maybe the new engine version is too new but every game ends up looking the same with a different coat of paint.

That said, games need to either have significant advancements if they plan to keep the existing engine or switch to somethint new. Otherwise it's like buying a Madden game. Same S't every year with a new number.
 
If they still have the team, why not using the Madness engine for graphics? It looks and runs better, VR, which has been required during years and a disappointment when it got into the series, is nicely implemented. They could also let the PCars4 work on single seat physics in the Madness Engine to prepare a whole new game. There's no comparison between the physics in Madness engine and the Ego one, that would be a spectacular evolution.

The question is : does CM need to make a more realistix game? No. Does it need to make a nicer looking game? Not really. Does.it care about PC players who get optimization issues and bugs? No. As long as the sales are not going down, everything is fine, they'll released the same game.with quality issues every year. If you want a drastic change, act as a crowd, just don't buy the next game. Will ypu buy it? Yes... so will CM change? No for sure!

The Onrush engine in Dirt5 looked impressive (never played the game.mylself, just watched videos). It seems to run.much better and everything looks crisp compared to the ego engine.

Frosbite isnknown to be hard to optimize and to work with. When it is well used, it is jaw breaking SWBF, BF1 are still spectacular). When badlyvused it is a calamity (BF2042 disaster).

i stull think EA WRC is a transition game, that has given the r3quired time.for the team to learn to use UE4 (brcause 5 wasn't available) and being able to transition to UE5 later with all its improvements for the next yearly games. Until there, I don't see why the F1 games would do the transition to UE. Better to wait another team.to be competent with it.
 

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