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	<title>Codemasters Birmingham &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Project CARS 4, F1 23 Currently in Development &#8211; Rumor</title>
		<link>https://gamingbolt.com/project-cars-4-f1-23-currently-in-development-rumor</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 13 May 2022 10:08:01 +0000</pubDate>
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					<description><![CDATA[The former will reportedly return to its hardcore racing sim roots and release next year while the latter is allegedly a true "next-gen title".]]></description>
										<content:encoded><![CDATA[<p>Codemasters Cheshire <a href="https://gamingbolt.com/codemasters-cheshire-is-integrating-into-criterion-games-for-need-for-speed-series">recently integrated</a> into Criterion Games to work on the future of the <em>Need for Speed</em> franchise while Codemasters Birmingham is focused on the <em>Formula 1</em> series. However, that allegedly isn&#8217;t the extent of racing titles in development at Electronic Arts. In a recent report on <a href="https://exputer.com/news/games/ea-racing-games/" target="_blank" rel="noopener">Exputer</a>, insider Tom Henderson revealed that <em>Project CARS 4</em> is also in development at Slightly Mad Studios.</p>
<p>It will release on current-gen consoles and PC while reportedly returning to its hardcore racing sim roots. Right now, it&#8217;s looking to release sometime &#8220;around 2024.&#8221;</p>
<p>As for the next <em>WRC</em> title, which was first reported <a href="https://gamingbolt.com/codemasters-previously-teased-ambitious-aaa-game-is-wrc-dirt-rally-3-cancelled-rumour">back in March</a>, it&#8217;s coming along. Annual releases are planned for the series on consoles and PC starting from 2023 to 2027 (with Unreal Engine being used for development). Early preparations are also seemingly being made for a mobile title to release in that period.</p>
<p>While Codemasters is working on <a href="https://gamingbolt.com/f1-22-launches-on-july-1st-f1-life-vr-support-and-champions-edition-detailed"><em>F1 22</em></a>, <em>F1 23</em> has also reportedly been in development for some time. It will reportedly be a true &#8220;next-gen&#8221; title with upgrades to the engine. Furthermore, it seems that F1 WORLD will be introduced to expand on this year&#8217;s F1 LIFE with private jets being hinted at.</p>
<p>Regarding <em>Need for Speed Mobile</em>, which had some <a href="https://gamingbolt.com/need-for-speed-mobile-gameplay-has-apparently-leaked">gameplay footage leak recently</a>, its map is reportedly based on Need for Speed Heat (though sources say there are some changes and it&#8217;s not a &#8220;direct copy and paste&#8221;). There&#8217;s no story apparently &#8211; instead, it&#8217;s an open world multiplayer game where one can encounter other racers worldwide.</p>
<p>Also, while there&#8217;s no word on the <em>Burnout</em> series, it seems that <em>GRID</em> may be in &#8220;hot water&#8221; following <em>GRID Legends&#8217;</em> disappointing performance. As always, stay tuned for more details and official announcements in the coming months.</p>
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		<title>F1 2018 Wiki &#8211; Everything You Need To Know About The Game</title>
		<link>https://gamingbolt.com/f1-2018-wiki-everything-you-need-to-know-about-the-game</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 25 Jul 2018 13:37:25 +0000</pubDate>
				<category><![CDATA[Video Game Wikis]]></category>
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					<description><![CDATA[Everything you need to know about F1 2018.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">C</span>odemaster&#8217;s annual Formula 1 racing simulation is returning with <em>F1 2018, </em>and they&#8217;re looking to continue building on many of the significant improvements they made to their series with last year&#8217;s instalment, with some of the biggest changes coming in the game&#8217;s career mode.</p>
<h2>Development</h2>
<p>As always, and as you would expect to be the case in a franchise such as this, Codemasters&#8217; main focus with <em>F1 2018 </em>has been on making their game as authentic and as life-like as possible. While on the track itself, they are continuing to make tweaks and improvements to make driving more realistic, they are making several changes off the track as well, by adding features to their career mode to have it be more representative of a real-life Formula 1 season.</p>
<p><iframe title="F1 2018 | Making Headlines | Career Developer Diary 1 [UK]" width="500" height="281" src="https://www.youtube.com/embed/wHIo_GqZQPk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>The trial regulation changes to test out grid formations that were introduced in <em>F1 2017 </em>in partnership with the FIA will once again be features in <em>F1 2018</em>.</p>
<h2>Gameplay</h2>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-345358" src="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1.jpg 730w, https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Codemasters are introducing several major changes to <em>F1 2018&#8217;s </em>career mode to have it reflect what a real-life season of Formula 1 looks like a little more. The biggest of these changes that players will now be participating in post-race interviews, where they will be able to choose how they respond to questions. Depending on their attitude and their responses, new teams may want them to sign up with them, while conversely, many teams may not want to do so depending on your disposition. You answers will determine how you are perceived by your team and by others. If you wish to do so, you can also now use your agents to look for other, better teams for you, and you can also make the switch in the middle of a season. You can also, in fact, negotiate contracts for better deals.</p>
<p><em>F1 2018 </em>also lets you have more of a control over how the career mode progresses by picking a particular racer as your rival, who you can then work towards beating. Additionally, research and development will now also have a major role to play in the career mode. Codemasters are introducing a vast variety of free practice sessions, and every one of these will award you with development points, which you can then use to upgrade your car, assuming you reach certain required research and development targets. However, halfway through every championship, you will also get the option of putting a stop to upgrading your vehicle in order to save up your development points for the next season.</p>
<p>Why might you want to do that? Because in <em>F1 2018</em>, there will be a chance that the rules at the end of a season might change. Codemasters are introducing their feature to make their career mode more dynamic and unpredictable. Just as such rule changes have affected eras of dominance by the likes of Ferrari and Red Bull in the past, rule changes in <em>F1 2018 </em>might similarly shake things up significantly. As such, you will always want to plan ahead and save up points for the possibility that your current vehicle build might not perform as well anymore during the next season due to a changed set of rules. The more points you save up, the stronger car you&#8217;ll be able to start the next season with in such an event.</p>
<p>The controversial halo, which was introduced by the FIA in 2018, is also going to be featured in <em>F1 2018</em>. For those who do not know, the halo turns F1 vehicles into something very close to closed cockpit cars, with carbon fibre wrapped metal bars around the driver&#8217;s head, as well as another metal strut in front of the steering wheel. It has received plenty of criticism from F1 enthusiasts since its introduction, but <em>F1 2018</em>, in its drive for authenticity, will nonetheless include it. That said, it will also give players the option of removing the strut in front of the steering wheel so that it does not obstruct visibility while the game is being played in cockpit view.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018.jpg"><img decoding="async" class="aligncenter wp-image-345360" src="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>ERS, or Energy Recovery System, is also going to be featured in the game, in order to make it an even more authentic experience. This will allow to essentially manage use energy from their cars and use it at certain points in the track to gain speed boosts. For this system, there will be several deployments that players will be able to choose from. One major feature that was added by Codemasters in <em>F1 2017 </em>was classic cars, which will be returning for another lap in <em>F1 2018 </em>as well. All the classic cars that were featured in last year&#8217;s game are coming back- all twelve of them. These are- 1995 Ferrari 412 T2, 2002 Ferrari F2002, 2004 Ferrari F2004, 2007 Ferrari F2007, 1998 McLaren MP4/4, 1998 McLaren MP4/13, 1991 McLaren MP4/6, 2008 McLaren MP4/23, 1992 Williams FW14B, 1996 Williams FW16, 2006 Renault R26, and 2010 Red Bull RB6.</p>
<p>In addition to that, however, <em>F1 2018 </em>will be bringing eight new classic cars of its own into the larger roster of vehicles. These will include the Brawn BGP 001, which was driven by Jenson Button in 2009, the Williams FW25, which Juan Pablo Montaya drove in the 2003 season, the McLaren M23D, driven by James Hunt in 1976, and the Ferrari 312 T2, driven by Niki Lauda that same year. The other four vehicles are the 1979 Ferrari 312 T4, the 1982 McLaren MP4/1B, the 1978 Lotus 79, and the 1972 Lotus 72D. However, it should be noted that the Brawn BGP 001 and the Williams FW25 will only be available as pre-order bonuses for the first sixty days after the game&#8217;s launch, and even after that they will only be made available as DLC.</p>
<p>As far as the tracks in the game are concerned, there is a good mixture of returning tracks and those that are going to be brand new. The Monaco Grand Prix, of course, will be returning, as will the British Grand Prix&#8217;s Silverstone circuit. On top of that, however, the French Grand Prix has also made its return to Formula 1 after a hiatus of ten years, and as such, Circuit Paul Ricard in Marseille will be included in the game, while the Le Castellet is making its debut as well. The Hockenheim circuit in the German Grand Prix also took the year off in 2017, but since it&#8217;s going to return this year, the track will be included in <em>F1 2018</em>. The Sepang International Circuit, however, will not be in the game, since it was removed from the official calendar.</p>
<p><em>Note: This wiki will be updated once we have more information about the game.</em></p>
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		<title>F1 2018 Is Making Small Yet Significant Improvements Over Its Predecessors</title>
		<link>https://gamingbolt.com/f1-2018-is-making-small-yet-significant-improvements-over-its-predecessors</link>
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		<dc:creator><![CDATA[Aaron Main]]></dc:creator>
		<pubDate>Mon, 09 Jul 2018 20:21:04 +0000</pubDate>
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					<description><![CDATA[Get ready for excitement on the track.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span><em>ormula 1 2018</em> is shaping up to be a pretty faithful racing simulator, and much like its predecessor, it feels great on the track. But unlike previous years, there&#8217;s a new story mode. The developers at Codemasters are trying to spice things up a bit in <em>F1 2018</em>; and though the tracks and cars still feel and run great, they wanted to add a bit of a personal perspective as well, hence the story mode. It&#8217;s possible that not all racing fans might be interested in this. Many might even be confused.</p>
<p>For the most part, <em>F1 2018</em> is just the same as last year&#8217;s game. And like in <em>F1 2017</em>, everything still feels great. One of the newer features is an expanded career system. This career system implements a showmanship-style of gameplay, where the character works off of selectable dialogue while speaking to the press, that will partly determine how far they will go, and how successful their career will be. &#8220;How do you think you&#8217;ll do in your next race?&#8221; could be a possible question posed to the player, where then you have the option to answer in various ways, which can either help or hinder your career. &#8220;I&#8217;ll do my best,&#8221; could be your possible answer, in which case sponsors may pick you up and add you to their team, granting you money toward future races. &#8220;I&#8217;m the best and I&#8217;ll always be the best,&#8221; could be another example of a possible answer, where sponsors may stay away from you, and avoiding any future conflicts with an arrogant racer. There will be a maximum of four options for any given dialogue, and choosing your persona will be quite important if you want a smooth ride down the road. Some teams may be looking for a leadership role from your character, while others may be looking for a showman who can really heat up the atmosphere of a race.</p>
<p>Negotiation Contracts in the game are interesting. You have to actually value how much you think you&#8217;ll be worth based on what you can bring to the game. For example, you can go to your team and negotiate deals for extra money and performance in the game. Going to the team leaders and promising to achieve, say, third place at least if they offer you better deals is just one of the many ways  to get up in the rankings in the game. But these deals are negotiable, and the team leaders may actually deny your request.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-345358" src="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1.jpg 730w, https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Playing racing games from a first-person perspective isn&#8217;t my first choice, but that was the only option in <em>F1 2018</em> on the show floor at this year&#8217;s E3. But with the racing simulator seat, it made the experience feel authentic."</p>
<p>Graphics-wise, <em>F1 2018</em> looks incredible. Just looking at the circuits and at the draw distances, and the side views of what the world looks like beyond the track, seems very impressive. Now, there aren&#8217;t a lot of upgrades to the graphics, overhaul-wise, but smaller details try to shine through to make small but significant improvements. Fog has also been added in some tracks as backdrops, for instance, and it looks great as well. Track degradation has also improved quite a bit.</p>
<p>Moving on, let&#8217;s get into the layout and design of the tracks and the cars. I got a chance to drive a Formula 1 Ferrari around for a bit on the track to experience the handling. First, this game was played on a PS4, through a racing simulator, where I got to sit back in a race car-style seat, with my hands on a racing wheel, and pedals for breaking and gas. Of course, this setup looked like it cost thousands of dollars, and probably helped improve the fun of the racing substantially; so my experience would have be much different compared to others who will enjoy this game at home with a standard console controller.</p>
<p>Playing racing games from a first-person perspective isn&#8217;t my first choice, but that was the only option in <em>F1 2018</em> on the show floor at this year&#8217;s E3. But with the racing simulator seat, it made the experience feel authentic. The car with the steering wheel felt so natural, and smooth. The suspension of the cars have been improved dramatically, so going around curves and understanding the intricacies of each turn becomes bearable, and less of a learning curve. This is definitely one of the games that should define a simulator-style game, and it shows that very much in the look and feel of just how a race car should drive.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-345360" src="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/07/f1-2018-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Graphics-wise, <em>F1 2018</em> looks incredible. Just looking at the circuits and at the draw distances, and the side views of what the world looks like beyond the track, seems very impressive."</p>
<p>Overall, the gameplay of <em>F1 2018</em> felt the same as always, tight, functional, and very realistic. And as you get into the racing and the straightaways, it becomes immediately apparent that this game was designed with the real race car drivers and/or aficionados in mind. Their valuable input over the years has definitely shaped this game into something excellent. Being an annual game, it becomes important for a series like this to show modest improvements over the years, not major ones; and it feels as though <em>F1 2018</em> got it just right this year.</p>
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		<title>F1 2017 Interview &#8211; Going Beyond The Usual Formula</title>
		<link>https://gamingbolt.com/f1-2017-interview-going-beyond-the-usual-formula</link>
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		<dc:creator><![CDATA[Aaron Main]]></dc:creator>
		<pubDate>Mon, 17 Jul 2017 11:02:21 +0000</pubDate>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=299337</guid>

					<description><![CDATA[F1 2017 is about to head out onto the tracks once again.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>or a series that&#8217;s been around the tracks for several years now, <em>F1 2017</em> is still learning from its past. With improvements to the dynamic weather system, mechanical enhancements, and bringing back classic cars are just some of the innovations developers Codemasters Birmingham have brought to the tracks.</p>
<p>We had a chance to talk with Creative Director Lee Mather to answer some of our most intriguing questions regarding the next big entry in the long running series.</p>
<p><strong><em>F1 2016</em> was a huge critical and commercial success for the studio. How are you planning on upping the ante and besting yourself this year with<em> F1 2017</em>?</strong></p>
<p>The good thing about <em>F1 2016</em> being such a success is that we&#8217;ve got such a strong platform to build on for <em>F1 2017</em>. We got a lot of good feedback from the community, great feedback from the reviews. And we saw people really enjoyed the areas of the game that they find the most immersive, or the most exciting to play. So we knew the career was where everybody spent all their time, where they did all their gameplay. The first thing we did was to make that bigger and better, add even more to it. First, we wanted to improve on the R&amp;D system in the game, that&#8217;s a major component to the sport, a major component to the game. So as of last year we took practice programmers and our research and development points, we got in some additional practice programmer to teach the player about other elements of the sport.</p>
<p>There&#8217;s learning on how to save fuel, and those points can then be spent on upgrading the car. And a big change to the R&amp;D system here is that the old system was very linear, so we added some RPG stats so the player can upgrade. You also have to take into consideration that some of those upgrades might be unreliable. There are core competencies. Core competencies are areas which don&#8217;t directly impact on the performance of the car, but they do impact your ability to upgrade the car in different ways. You can speed up the development, have more reliable parts delivered so they feel less often. Or we can even have simultaneous parts delivered at the same time, so you can work on multiple times.</p>
<p>Last year we didn&#8217;t do gearbox engine management. It&#8217;s a new part of the series. Engine and gearbox management will have a finite number per season, there&#8217;s penalty attached to changing them. The components of the engine will let you change several parts of the engine. You will get penalized if you do it during the wrong part of the season. So you&#8217;ve got that question of, &#8220;I&#8217;m about to enter a race. My engines partially worn out. Is it going to make it to the end?&#8221; Do you take the risk, do you change the part and take a small penalty and try and just go for the points, or do you risk it and go for the points and hope you don&#8217;t blow the engine? It&#8217;s another great consideration for the player to have. It&#8217;s not just the on track stuff. It&#8217;s setting themselves up for that. They&#8217;ve got to consider how to upgrade the car, and how they manage the wear over the course of the season.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/06/f1-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-299339" src="https://gamingbolt.com/wp-content/uploads/2017/06/f1-2.jpg" alt="" width="620" height="349" /></a></p>
<p class="review-highlite" >"Last year we didn&#8217;t do gearbox engine management. It&#8217;s a new part of the series. Engine and gearbox management will have a finite number per season, there&#8217;s penalty attached to changing them."</p>
<p><strong>What prompted the decision to include classic cars in <em>F1 2017</em> again? Will they be included in all modes, or is their implementation going to be limited?</strong></p>
<p>We loved doing them in  <em>F1 2013</em>. We wanted to do them again. We wanted them to be bigger and better. But we really wanted to integrate them differently into the game. So one of the key considerations was: how can we make the career mode contain classic cars? And what we decided to do was have invitational events throughout the season. People are very used to the career structure in Formula 1, and we thought it would be really nice to punctuate these little events along the way. In the UK we have a thing called the Goodwood Festival of Speed, and the Goodwood Festival Revival, where people arrive and they take their million dollar cars, and there are $25 million Ferrari, classic Ferraris, and they have famous people raise them.</p>
<p>We wanted to do something along those lines. So the way it works in Formula One is we&#8217;re bringing a new character to the game. He&#8217;s a multimillionaire and he owns 12 Formula One cars from the iconic&#8217;s or classic cars, and he invites you to drive these cars during certain times of the year, during different styles of events. It&#8217;s not just straight races all the time, it could be a pursuit where are you start in a really fast Formula One car; the guys in front are in slower cars and you&#8217;ve got to chase them down. So that&#8217;s a really cool one. We&#8217;ve also got an overtake challenge where you&#8217;ve got to overtake the cars as quickly as possible. And also a checkpoint challenge&#8230;can you get to the next checkpoint before time runs out? Also, it&#8217;s a team game. It can be you and your teammate, but when you&#8217;re in the classics we wanted to break that tension. It allows us to do things like class based racing as well. So we also do class racing that&#8217;s C1 and C2 classic cars, super fast ones, not so fast ones. So you can have them racing together on the same track. So you can have a full grid of 20 classic cars all racing together, all with different performances.</p>
<p><strong>How did you select which classic cars would be in <em>F1 2017</em>? How many eras are represented?</strong></p>
<p>I really thought this was going to be a really hard thing to do. Because we&#8217;ve all got our favorites-everyone has their own favorite Formula One cars. We&#8217;ve got a lot of Formula One fans on the team. We&#8217;ve got a Italian guy, so he wants Ferraris. He&#8217;s very passionate about that sort of thing. We put a list together between four or five of us, and then we distilled it down, and we argued about it for a while. And we looked at images as well, just to rekindle that memory of what the car was like. We look to the audio to see which ones work particularly special.</p>
<p>We did all those things to essentially come to a conclusion. We all loved the same cars, believe it or not. So era wise we cover 1988-the oldest car in the game being an MP4/4 that can be played with the clutch and the gated shifter &#8211; so that&#8217;s really immersive. And the youngest car in the game is the Redbull RB6 &#8211; their first championship winning car from 2010. We&#8217;ve got a range of cars from 2002 Ferrari, 2004 Ferrari, 2007 Ferrari, which was the quickest Formula One car of all time until this year; where the new 2017 cars are actually quicker. We&#8217;ve also announced the Williams W14B. And last we&#8217;ve got the V12 Ferrari in there as well. It&#8217;s the absolute visceral V12 experience. So we&#8217;ve got a really good range, and we&#8217;re going to add some more to that as well.</p>
<p>We haven&#8217;t announced all of the cars yet. To mix up the gameplay, and give you something different we&#8217;ve got some short circuit variance in there as well. So you drive them on different circuits. So we&#8217;ve already announced we&#8217;ve got a short version Texas, and the short version of Bahrain. And again it&#8217;s something different from the norm.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/06/f1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-299340" src="https://gamingbolt.com/wp-content/uploads/2017/06/f1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/06/f1.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2017/06/f1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/06/f1-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Obviously this year there was a big change in the rules: the cars are heavier, the cars are wider, the tires are much larger as well. We have all the technical regulations to work from the start."</p>
<p><strong>In a game like <em>F1 2017</em>, authenticity is obviously paramount. What are some of the ways you are ensuring that the game can provide players the authentic<em> F1</em> experience?</strong></p>
<p>Obviously this year there was a big change in the rules: the cars are heavier, the cars are wider, the tires are much larger as well. We have all the technical regulations to work from the start. So we start there. Then we start looking at the lap times that are achieved, Watch all the TV footage, we get all the data down to see exactly how the driver times a lap. It&#8217;s not just a case of say we need to achieve a lap time of one minute 30 seconds. It&#8217;s how it is achieved. Is it achieved because the car brakes faster, or is it because the car corners very fast, or is it achieved because it&#8217;s faster in a straight line? We balance the cars so they achieve the lap times realistically.</p>
<p>We also, this year, sent one of our handling designers to the Barcelona test. He stood at the side of the track, he looked at how the cars moved around, how they break, how they accelerated. And he came back and he said, &#8220;I didn&#8217;t realize some of the cars did this. I didn&#8217;t realize this is how this is happening.&#8221; And I gave him more insight even further into, not just the numbers, but the actual physics and physical movements of the car. The more touchy-feely aspects of the game. We further enhanced force feedback. So every little nuance you feel is more noticeable. You can feel the track surface as well. You can feel all of those little pops coming through. It&#8217;s all these things to get the player really close to the feel of the car. Because without the feel you can&#8217;t control the car quite effectively.</p>
<p><strong>Which is your favorite track in the game?</strong></p>
<p>Possibly Canada. I really enjoy Canada.</p>
<p><strong>This year is packed with great racing games- we&#8217;re getting <em>Project CARS 2, Forza Motorsport 6, Gran Turismo Sport</em>, we just got <em>Wipeout, Mario Kar</em>t, and your very own <em>DiRT 4</em>. How do you feel about <em>F1</em>&#8216;s chances of standing out in such a competitive year?</strong></p>
<p>I think it&#8217;s awesome that there are so many coming out this year. It&#8217;s great for me because I love racing games. So I think the biggest thing that sets <i>F1 2017 </i>apart from all the rest is that it&#8217;s an official game of an official season. So we&#8217;re not just a racing game, we&#8217;re a sports title as well. We replicate the world of Formula One. We replicate the locations, all the official tracks, we have all the official cars, we have all the official drivers. And beyond that we have the off-track stuff as well. We got locations and characters, and this is what people see in the world of Formula One. We give them not just a racing game, we give them full representation of the sport. That&#8217;s what really sets Formula One apart from other racing games.</p>
<p><strong>Have there been any updates to the dynamic weather systems in <em>F1 2017</em>?</strong></p>
<p>We&#8217;ve had a really strong dynamic weather system since 2010. I think we were one of the pioneers of dynamic weather in racing games. And that&#8217;s a system which we&#8217;ve continued to build upon year after year. And this year is something we&#8217;ve had from our beta testers that they&#8217;ve been talking to us about. They were playing the game so much they were beginning to predict the weather. They knew when a certain state and where it started to go to next, and they were starting to work that out. So we wanted to do something about that. So there&#8217;s a lot more of a random element to transitional phases of weather. So that really keeps it fresh and exciting. And what&#8217;s different is that it has impact on the tires.  It makes for a very dynamic experience.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/06/f1-2017.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-301124" src="https://gamingbolt.com/wp-content/uploads/2017/06/f1-2017.jpg" alt="f1 2017" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/06/f1-2017.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/06/f1-2017-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We are currently discussing the Switch. Whether it will be a similar version to this or or something different, like what we released on Wii in 2009. It might be a slightly different for a slightly different audience."</p>
<p><strong>Do you have any plans to support PSVR in <em>F1 2017</em>?</strong></p>
<p>At the moment it&#8217;s on our radar, it&#8217;s not something we&#8217;ve got planned in this version of the game just yet.</p>
<p><strong>Do you have any plans to bring over the unlimited tracks feature from <em>Dirt 4</em>? Although it could cause licensing issues, do you think this is something you can include?</strong></p>
<p>So being a fully licensed sports title, we replicate what happens in real sports. So that&#8217;s a no.</p>
<p><strong>Will there be any Xbox One X enhancements for<em> F1 2017</em>?</strong></p>
<p>We are already running on Xbox One X over in the Microsoft stand. So that&#8217;s here this year already. It&#8217;s already running at 4K/60 frames per second with HDR enabled. It&#8217;s still early days with that build, we&#8217;ve already started to turn up some of the features. We&#8217;re going to see how far we can get to being close to a high spec PC. We&#8217;ve increased the fidelity of the mirrors, so they run a higher frame rate and higher detail. Shadows can be better. Reflections can be better. See, it&#8217;s still early days for that one. But we are already running on it, and it&#8217;s here at the show.</p>
<p><strong>Is all of that possible on the PS4 Pro?</strong></p>
<p>The vast majority of it is, as far as I can see. But that&#8217;s one for the technical guys to answer.</p>
<p><strong>Do you have any plans to bring the game to the Nintendo Switch?</strong></p>
<p>We are currently discussing the Switch. Whether it will be a similar version to this or or something different, like what we released on Wii in 2009. It might be a slightly different for a slightly different audience. Again, it&#8217;s something we are in discussions about. For the moment there isn&#8217;t anything planned but that might change as things regularly do.</p>
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		<title>F1 2016 Graphics Comparison: PC vs. PS4 vs. Xbox One</title>
		<link>https://gamingbolt.com/f1-2016-graphics-comparison-pc-vs-ps4-vs-xbox-one</link>
					<comments>https://gamingbolt.com/f1-2016-graphics-comparison-pc-vs-ps4-vs-xbox-one#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sat, 27 Aug 2016 20:22:02 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Graphics Analysis]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[Codemasters Birmingham]]></category>
		<category><![CDATA[EGO Engine 3.0]]></category>
		<category><![CDATA[F1 2016]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=275908</guid>

					<description><![CDATA[The PC version pulls ahead with richer options and superior performance.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>ny number of people you ask &#8211; at least among fans of Codemasters&#8217; F1 titles &#8211; will tell you that <em>F1 2015</em> wasn&#8217;t quite the game they wanted. However, when you go back further, it&#8217;s interesting to note that even <em>F1 2014</em> wasn&#8217;t that highly rated either. It&#8217;s worth noting that this is from a gameplay perspective and with <em>F1 2016</em>, the development team at Codemasters Birmingham corrected course with its career mode, number of circuits and Virtual Safety Car.</p>
<p>It&#8217;s still interesting to note just how visually, there&#8217;s not a whole lot of graphical uniformity across different versions of <em>F1 2016</em>. The EGO Engine 3.0 which drives the visuals behind this year and last year&#8217;s edition is actually a modified version of the Neon Engine seen in <em>Colin McRae: Dirt</em> and it&#8217;s meant for more realistic physics and damage simulation. It was developed using Sony&#8217;s PhyreEngine and is used primarily to create larger scale environments. At the end of the day, the name of the game is realistic racing. Even if <em>F1 2016</em> doesn&#8217;t adhere to the same level of quality across different versions, how does it perform to accommodate its engine&#8217;s goals?</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/UJ_VeOsAKUs" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p>Let&#8217;s look at the console versions first. As expected, both versions target 60 FPS with the PS4 version running at 1080p resolution. The Xbox One version is at a lower horizontal resolution (vertical is still 1080p) and unfortunately, unlike recent games like <em>DOOM</em> and <em>Deus Ex: Mankind Divided</em>, there&#8217;s no temporal anti-aliasing to really mask the difference in image quality. You would probably balk at an anti-aliasing solution from those games being used for <em>F1 2016</em> (and it&#8217;s there &#8211; just not on consoles like with those games) but the point is that if such a temporal component were used, there would be almost no noticeable difference between the image quality of both console versions. In its absence, it&#8217;s the PS4 version that wins out with its crisper and sharper image quality.</p>
<p>The console versions instead use SMAA to get rid of jaggies. Another thing in common is that even while targeting 60 FPS and not necessarily being locked at said frame rate, both versions suffer their fair share of frame drops. You&#8217;ll notice some heavy drops throughout and it&#8217;s odd that neither can really maintain a clear 60 FPS. We expect future patches to try and improve this because while it&#8217;s not unplayable, it most certainly detracts from the <em>F1 2016</em> experience.</p>
<p>Then again, as with older racing sims and even till now, it&#8217;s the PC which offers the most graphically reliable performance. The PC version of <em>F1 2016</em> is no exception. Its various graphical settings are pretty wide-ranging, giving you the ability to set post processing, motion blur strength, crowd details, mirror details, screen space reflections, vehicle reflections, skid marks, how the skid marks blend together and much more.</p>
<p>Performance-wise, we took <em>F1 2016</em> for a spin on our usual test configuration &#8211; an Intel Core-i7 5960x with 16 GB DDR3 memory. The CPU choice helps avoid any bottle-necking and tests were further conducted on a variety of different graphics cards at 1080p, 1440p and 4K resolutions to determine how will optimized <em>F1 2016</em> is across the board. The average frame rates can be observed below:</p>
<p><strong>1080p:</strong></p>
<p>GTX 1080: 115fps</p>
<p>R9 390x: 74fps</p>
<p><strong>1440p:</strong></p>
<p>GTX 1080: 95fps</p>
<p>R9 390x: 56fps</p>
<p><strong>4K:</strong></p>
<p>GTX 1080: 56fps</p>
<p>R9 390x: 34fps</p>
<p>We&#8217;re satisfied as a whole with the PC performance for <em>F1 2016</em>, especially considering the graphical options available. However, as noted above, we&#8217;re not exactly blown away by the quality across multiple platforms. Granted, games like <em>Forza Motorsport</em> and <em>DriveClub</em> have the advantage when they&#8217;re developed with specific platforms and hardware in mind. However, look at <em>Forza 6: Apex</em> and compare it to <em>Forza Motorsport 6</em>. While the former definitely showcases graphical improvements, the latter doesn&#8217;t really lag behind all that much in terms of image quality, frame rate performance, anti-aliasing and attention to detail.</p>
<p>With <em>F1 2016</em>, it&#8217;s plain as day that the PC version is superior &#8211; which was expected but still. The PC version has better anisotropic filtering than the console versions which results in more detailed objects and textures. Shadow quality is also superior and temporal anti-aliasing is indeed included in the PC version (while absolutely absent on consoles). Even the overall quality of the anti-aliasing is better than the console versions&#8217; level of SMAA.</p>
<p>Again, in terms of gameplay and fun, <em>F1 2016</em> is a definite step up over previous iterations. The combination of realistic racing and damage models goes a long way towards immersing the player in the experience, even if it&#8217;s not going to exactly dominate over the likes of the upcoming <em>Forza Horizon 3</em> or <em>Gran Turismo Sport</em>. The PC version is the winner in this marathon and if you&#8217;re gaming on consoles, then it&#8217;s the PS4 version which wins out thanks to its higher resolution and superior image quality. The Xbox One version settles into last place but it&#8217;s a shame to see both console versions suffering from frame rate hitches. Hopefully as the months wear on, we see patches from Codemasters to improve performance on consoles.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">275908</post-id>	</item>
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		<title>F1 2015 Visual Analysis: PS4 vs. Xbox One vs. PC</title>
		<link>https://gamingbolt.com/f1-2015-visual-analysis-ps4-vs-xbox-one-vs-pc</link>
					<comments>https://gamingbolt.com/f1-2015-visual-analysis-ps4-vs-xbox-one-vs-pc#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 20 Aug 2015 14:42:11 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Graphics Analysis]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[Codemasters Birmingham]]></category>
		<category><![CDATA[f1 2015]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=239921</guid>

					<description><![CDATA[Does Codemasters take pole position this generation or simply burn out?]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">C</span>odemasters&#8217; F1 2015 released in July and hasn&#8217;t seen a positive reception. Its visuals are a different story however since the console versions have been praised for their graphics while the PC version has suffered from the usual crashes and graphics features. Considering racing simulators like Forza Horizon 2, Project CARS and DriveClub which have been setting new standards for graphics &#8211; though they&#8217;ve also had their fair share of issues &#8211; how does a seasoned developer like Codemasters Birmingham stack up with F1 2015? For that matter, how does the first game on the company&#8217;s new EGO Engine 4.0 fare in today&#8217;s console climate?</p>
<p>As usual, the console versions see differing resolutions. While the Xbox One version runs at 1080p resolution, it horizontal resolution is not 1920, the PS4 version is running in native 1080p. To be honest, players may not even notice this difference in resolution. However the difference is still there as the game is still being upscaled to 1920 X 1080p by the Xbox One resulting into texture filtering issues. Certain objects might look a tad blurred on the Xbox One compared to its PS4 counterpart. Again, the differences due to this are really subtle.</p>
<p><em>Xbox One left, PC right:</em></p>

<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-5.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-5.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-5-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-9.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-9.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-9.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-9-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-9-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-4.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-4.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-4-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-8.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-8.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-8.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-8-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-8-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-3.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-3.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-3-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-7.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-7.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-7.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-7-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-7-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-2.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-2.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-2-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-6.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-6.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-6.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-6-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-6-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-1.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-1.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-XBOX-ONE-1-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-5.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-5.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-5-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>

<p>F1 2015 targets 60 frames per second though it&#8217;s not locked. Among the console versions, it&#8217;s the Sony&#8217;s machines that comes close to maintaining that vision, hovering close to 60 FPS but is in no way a locked experience. The Xbox One version hovers around the high 40s to 50s. Unfortunately, both versions suffer from screen tearing, with the Xbox One suffering a bit more.</p>
<p>For all the resolution differences, all three versions of the game have roughly the same image quality. Chalk it up to the game&#8217;s soft aesthetic but it is what it is. Other similarities include physics and alpha effects. The game also suffers from flickering issues at times. AI controlled cards may flicker at times, cut scenes showcasing celebration has flickering issues dithering the experience further. Fortunately, the Xbox One and PS4 versions don&#8217;t suffer from this but it&#8217;s blatantly obvious on PC.</p>
<p>Given that this is a current gen exclusive game, one would have expected Codemasters to utilize the available hardware, however it seems that they have used low resolution assets in some places in order to minimize performance strain.</p>
<p>Chromatic aberration is a great addition to the visual experience these days but its implementation is disappointing. Unfortunately, the trend continues with F1 2015.  It&#8217;s just another one of those cases in this console generation where just because a game can have it doesn&#8217;t mean it <em>should </em>have it.</p>
<p>For anti-aliasing on consoles, Codemasters opted for SMAA which is decent solution and is less resource intensive compared to MSAA. This ensures that car body, characters and stadiums have little aliasing and rough edges.</p>
<p><em>PS4 left, PC right:</em></p>

<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-5.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-5.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-5-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-10.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-10.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-10.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-10-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-10-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-3.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-3.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-3-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-3.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-3.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-3-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-2.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-2.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-2-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-2.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-2.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-2-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-1.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-1.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-1-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-1.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-1.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-1-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-4.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-4.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PS4-4-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-4.jpg'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-4.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/F1-2015-PC-4-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>

<p>Screen space ambient occlusion is also present on consoles and both consoles utilize 8x anisotropic filtering.  As for the PC version of the game, it&#8217;s apparent that F1 2015 is a heavily GPU bound title. Its graphical options are fairly diverse and include Smoke Shadows, Advanced Smoke Shadows, Crowd quality, Skidmarks, Skidmarks Blending, Ambient Occlusion, Particles, Ground Cover, etc. That&#8217;s along with the usual Lighting Quality, Vehicle Quality, Weather Effects and whatnot. To fully achieve a 1080p resolution on Ultra settings and enjoy 60 frames per second constantly, you&#8217;ll need a powerful GPU.</p>
<p>Despite changes to the lighting system and some effects being nerfed, the PC version is easily the best from a graphical and performance stand-point. Along with more stable frame rates that don&#8217;t suffer from screen tearing, you can choose to reduce some of the more distracting post-processing effects. Shadow quality is best on the PC version and it supports up to 16x anisotropic filtering, though it&#8217;s a little odd to note variations in the filtering for some texture surfaces as on consoles.</p>
<p>On testing F1 2015 for PC, using an Intel Core i7-5960X with 16 GB of RAM and running the game on Ultra settings at 1920&#215;1080 resolution (SMAA + TAA enabled), we saw the following frame rate scores:</p>
<p><strong>Nvidia GTX 980Ti &#8211; 98 FPS</strong></p>
<p><strong>Nvidia GTX 980 &#8211; 82 FPS</strong></p>
<p><strong>AMD R9 290X &#8211; 68 FPS</strong></p>
<p><strong>Nvidia GTX 770 &#8211; 41 FPS</strong></p>
<p><strong>AMD HD 7950 &#8211; 39 FPS</strong></p>
<p>In conclusion, the PC version of F1 2015 is easily recommendable. It features better frame rate performance and a wider range of graphical options overall. As for consoles, the PS4 version wins out due to its native 1080p resolution, more stable frame rate and lack of excessive tearing like the Xbox One version.</p>
<p><em>Note: Performance was carried by Bill Smith.</em></p>
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		<title>F1 2013 Classic Edition Trailer Shows Off 1976 Ferrari 312 T2</title>
		<link>https://gamingbolt.com/f1-2013-classic-edition-trailer-shows-off-1976-ferrari-312-t2</link>
					<comments>https://gamingbolt.com/f1-2013-classic-edition-trailer-shows-off-1976-ferrari-312-t2#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 13 Sep 2013 16:33:46 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Video News]]></category>
		<category><![CDATA[Classic Edition]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[Codemasters Birmingham]]></category>
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					<description><![CDATA[Available to all who sign up for RaceNet.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left;color: #b00000;font-family: Georgia;font-size: 60px;line-height: 35px;padding-right: 6px">I</span>n the build up to F1 2013&#8217;s launch, Codemasters has released a new video today which showcases the 1976 Ferrari 312 T2 (also known as &#8220;that car from the movie Rush). The T2 will be playable to all players who sign up to RaceNet, which you can do over <a href="www.racenet.com">here</a>.</p>
<p>The Classic Edition trailer also serves to show off the amount of content you can look forward to with the limited edition, which includes more classic content from the 90&#8217;s, two additional tracks &#8211; Imola and Estoril &#8211; along with legends such as Nigel Mansell, Alain Prost and Michael Schumacher along with the cars they made famous. That&#8217;s not including the content you&#8217;ll be getting for the 2013 season..</p>
<p>For those just interested in the above vehicle, the 1976 Ferrari 312 T2 will be available in Time Trial mode. F1 2013 will be releasing on PS3, Xbox 360 and PC on October 4th in Europe and October 8th in North America.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">172248</post-id>	</item>
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		<title>F1 2013 Wiki: Everything you need to know about the game</title>
		<link>https://gamingbolt.com/f1-2013-wiki</link>
					<comments>https://gamingbolt.com/f1-2013-wiki#respond</comments>
		
		<dc:creator><![CDATA[Martin Toney]]></dc:creator>
		<pubDate>Thu, 05 Sep 2013 14:31:22 +0000</pubDate>
				<category><![CDATA[Video Game Wikis]]></category>
		<category><![CDATA[codemasters]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=170850</guid>

					<description><![CDATA[Everything you need to know about F1 2013.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">F</span>1 2013 is the newest entry into the award winning Formula One racing series as part of an exclusive multi-year deal with Formula One World Championship Limited, this brand new entry into the Formula One Simulation Racing video game genre is also going to be released at retail as a Standard, Classic and Premium edition format.</p>
<p>The game was developed by Codemasters Birmingham (creators of other successful racing simulation games such as Colin McRae Rally and Dirt and the F1 racing series). F1 2013 is the fifth Formula One game developed by Codemasters since the studio were able renew the video game license. The game was officially announced in July 2013 and was released in October for the Sony PlayStation 3, Microsoft Windows and Xbox 360.</p>
<p><div class="quick-jump">+ Quick Jump To</div>
<ul class="quick-jump-menu">
<li><a href="#Development">1. Development</a></li>
<li><a href="#Gameplay">2. Gameplay</a></li>
<li><a href="#Classic_Edition">3. Classic Edition</a></li>
</ul></p>
<h2><a id="Development"></a>Development</h2>
<p style="text-align: center;"><script src="https://www.springboardplatform.com/js/overlay"></script><iframe loading="lazy" id="bolt012_756755" src="https://cms.springboardplatform.com/embed_iframe/475/video/756755/bolt012/gamingbolt.com/10" width="620" height="349" frameborder="0" scrolling="no"></iframe></p>
<p>F1 2013 has dropped the need for an online pass for gaming, in a statement to GameStop, Codemasters have said &#8220;we have taken the decision not to include a VIP Pass activation system in either F1 2013 and F1 2013: Classic Edition. Players will not be required to activate multi-player functionality via a VIP Pass code and we have no plans to replace the pass with an alternative paid-for activation system in the game when it launches this October.”</p>
<p>F1 2013 is going to be built and developed using the Ego Engine. Specifically it will be using the version 3.0 build of the engine which has only seen service on one other game, &#8220;Grid 2&#8221; which is also another racing title from Codemasters.</p>
<h2><a id="Gameplay"></a>Gameplay</h2>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/07/F1_2013_012_WIP.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-165215" src="https://gamingbolt.com/wp-content/uploads/2013/07/F1_2013_012_WIP.jpg" alt="F1_2013_012_WIP" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/07/F1_2013_012_WIP.jpg 800w, https://gamingbolt.com/wp-content/uploads/2013/07/F1_2013_012_WIP-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>F1 2013 will be featuring all of the eleven teams alongside their twenty two drivers twenty two drivers that have been competing in the 2013 Forumla One season. The game will also include all of the nineteen circuits.</p>
<p>The single player component of the game will see the return of  racing events, along with customized racing experience (weather, time of day and conditions etc), this can be furthered by entering into a full seasonal Grand Prix wherein the player will take part in a series of racing events where the player will climb the ranks of the racers around him and seize glory for themselves. Racing will be &#8220;always on&#8221;, meaning that players can save their progress at any time. This includes in the middle of a race, or part way through a semi completed campaign Grand Prix.</p>
<h2><a id="Classic_Edition"></a>Classic Edition</h2>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/bmUploads_2013-08-19_4808_F1_2013_1988_Williams_003_WIP.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-169702" src="https://gamingbolt.com/wp-content/uploads/2013/08/bmUploads_2013-08-19_4808_F1_2013_1988_Williams_003_WIP-1024x576.jpg" alt="f1 2013" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/bmUploads_2013-08-19_4808_F1_2013_1988_Williams_003_WIP-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2013/08/bmUploads_2013-08-19_4808_F1_2013_1988_Williams_003_WIP-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/08/bmUploads_2013-08-19_4808_F1_2013_1988_Williams_003_WIP.jpg 1280w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Codemasters also revealed the the full list of classic content that is set to be featured in both the F1 2013: Classic Edtion and the Premium Limited Edition.</p>
<p>F1 2013 will include the full default game which is the current 2013 season whereas the Classic Edtion will contain content from the 1980s, which is playable in the new game mode F1 Classics. Players can also purchase the F1 2013: Premium Edition, which is a  a premium version of the game featuring custom made bespoke box art and expanding the game with 1990s Content and Classic Track Packs.</p>
<p>The contents of the Classic Edition is as follows:</p>
<p><strong>Tracks:</strong></p>
<ul>
<li>Circuit De Jerez – Host of the Spanish Grand Prix</li>
<li>Brands Hatch – A legendary track that is the former home of the British Grand Prix</li>
<li>The Classic Edition includes drivers from that time period.</li>
<li>Imola– former host of the San Marino Grand Prix</li>
<li>Estoril – former home of the Portuguese Grand Prix</li>
</ul>
<p><strong>1980s Cars &amp; Drivers:</strong></p>
<p><strong>1980 Williams FW07B</strong><br />
Original Driver: Alan Jones<br />
Team Legend: Alain Prost</p>
<p><strong>1986 Team Lotus 98T</strong><br />
Team Legend: Mario Andretti<br />
Team Legend: Emerson Fittipaldi</p>
<p><strong>1988 Ferrari F1-87/88C</strong><br />
Original Driver: Gerhard Berger<br />
Team Legend: Michael Schumacher</p>
<p><strong>1988 Team Lotus 100T</strong><br />
Original Driver: Satoru Nakajima<br />
Team Legend: Mika Hakkinen</p>
<p><strong>1988 Williams FW12</strong><br />
Original Driver: Nigel Mansell<br />
Team Legend: Damon Hill</p>
<p><strong>1992 Ferrari F92 A</strong><br />
Original Driver: Jean Alesi<br />
Team Legend: TBC</p>
<p><strong>1992 Williams FW14B</strong><br />
Original Driver: Nigel Mansell<br />
Team Legend: David Coulthard</p>
<p><strong>1996 Ferrari F310</strong><br />
Original Driver: Michael Schumacher<br />
Team Legend: Gerhard Berger</p>
<p><strong>1996 Williams FW18</strong><br />
Original Driver: Damon Hill<br />
Original Driver: Jacques Villeneuve</p>
<p><strong>1999 Ferrari F399</strong><br />
Original Driver: Eddie Irvine<br />
Team Legend: Jody Scheckter</p>
<p><strong>1999 Williams FW21</strong><br />
Original Driver: TBC<br />
Team Legend: Alain Prost</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/07/F1_2013_1988_Williams_001_WIP.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-165217" src="https://gamingbolt.com/wp-content/uploads/2013/07/F1_2013_1988_Williams_001_WIP.jpg" alt="F1_2013_1988_Williams_001_WIP" width="620" height="349" /></a></p>
<p>The F1 Classics will bring back the well known commentator Murray Walker. The F1 Classics will actually be fabricated racing series that will allow the players to race cars, drivers and circuits from different timelines in Formula One&#8217;s racing history.</p>
<p>This classical teams will be represented by the respective drivers from that era who raced in each team&#8217;s specific car. A good example given is Nigel Mansell who won the Formula One championship in 1992 driving the Williams FW14B from 1992. The Classic Edition will also feature Split Screen racing and online multi-player competitive racing.</p>
<p>Classic content is also available in a range of other game modes, including split-screen and online multiplayer modes. A slight cosmetic change can also be seen, as the player changes the decade of the vehicle design, the HUD (heads up display) will change accordingly to reflect the design of the era. Tweaks have been made to <em>Racenet</em> to help ensure a better online racing experience, as well as full 22 car grid races. Players will also be able to drive modern F1 cars on older circuits and vice versa.</p>
<p><em>This wiki was last updated on 5th, January 2015. </em></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">170850</post-id>	</item>
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		<title>F1 2013 Lap Video Showcases Circuito De Jerez With Gerhard Berger</title>
		<link>https://gamingbolt.com/f1-2013-lap-video-showcases-circuito-de-jerez-with-gerhard-berger</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 30 Aug 2013 14:20:39 +0000</pubDate>
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					<description><![CDATA[Classics Mode keeps getting bigger.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left;color: #b00000;font-family: Georgia;font-size: 60px;line-height: 35px;padding-right: 6px">T</span>he timewarp continues in F1 2013 as Codemasters presents a new lap video that sees Gerhard Berger and his 1988 Ferrari traversing the Spanish GP&#8217;s home, Circuito De Jerez. Check it out above.</p>
<p>Despite focusing 11 teams and 22 drivers from the 2013 Formula One season, F1 2013 will also feature a Classics Mode that lets you relive famous Formula One races through the 80s and 90s. You&#8217;ll be able to take control of several drivers including Gerhard Berger in his 88 Ferrari along with other legends. Best of all, you can play as the classic drivers in other modes, including multiplayer alongside current racers.</p>
<p>If that weren&#8217;t enough to draw you to the Classics Mode, Murray Walker will also be providing commentary to give that extra feel of authenticity to the proceedings. F1 2013 releases for Xbox 360, PS3 and PC on October 4th in Europe and October 8th in North America. It will include a special &#8220;Classics&#8221; Edition to go with the standard release.</p>
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		<title>F1 2013 Video Goes Around the Bend With Paul Di Resta</title>
		<link>https://gamingbolt.com/f1-2013-video-goes-around-the-bend-with-paul-di-resta</link>
					<comments>https://gamingbolt.com/f1-2013-video-goes-around-the-bend-with-paul-di-resta#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 23 Aug 2013 13:17:51 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Video News]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[Codemasters Birmingham]]></category>
		<category><![CDATA[f1 2013]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=170004</guid>

					<description><![CDATA[Sahara Force India represent!]]></description>
										<content:encoded><![CDATA[<p><span style="float: left;color: #b00000;font-family: Georgia;font-size: 60px;line-height: 35px;padding-right: 6px">C</span>odemasters&#8217; F1 2013 continues to build momentum with a new video released today that showcases Sahara Force India’s Paul Di Resta running a lap at the Circuit de Spa-Francorchamps. Check it out above.</p>
<p>F1 2013 has been making news since its announcement not only for being the official game for the 2013 Formula One season but also for F1 Classics &#8211; a mode which lets you relive several historical races from Formula One history, from the 80s right through to the 90s. You&#8217;ll also be able to race in iconic cars from Williams, Lotus and Ferrari while facing off against the likes Mario Andretti, Nigel Mansell, Emerson Fittipaldi and Gerhard Berger.</p>
<p>What&#8217;s more, all this classic content can be accessed in multiplayer and other competitive modes as well. F1 2013 will be releasing for PC, PlayStation 3 and Xbox 360 on October 4th for Europe and on October 8th for North America. Stay tuned for more details.</p>
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