Formula 1 Racing

F1 24 director Mather on anti-cheat measures and the last-gen tech debate · RaceFans

F1 24 screenshot

In yesterday’s first part of RaceFans’ exclusive interview with Codemasters’ senior creative director for the official F1 series, Lee Mather discussed the major physics changes to this year’s game.

Today, it’s time to dive into other areas of interest around the game beyond its core handling and career mode and look at what fans can expect for the future of the series.

If you missed the first part of the interview, be sure to check out what Mather has to say about the significant changes his team has made to the handling and physics model for the upcoming game.

Time to leave previous-gen behind?

When it comes to the discourse around the current F1 game series, one of the hottest topics of debate involves when the franchise will leave the PlayStation 4 and Xbox One consoles behind and focus exclusively on current-generation hardware and PCs. Ever since the series debuted on current consoles with F1 2021, many players have been eager for the game to move away from Codemasters’ own Ego engine – used since 2015 – or abandon support for last-gen under the assumption that the game’s performance on current-gen is being held back by behind tethered to ten-year-old hardware.

F1 24 will still be available on older consoles

But when RaceFans asks Mather if this is really the case, he insists that the quality of the games is not being compromised or held back by still being on previous-generation hardware.

“I can certainly see why people have that perception,” he accepts. “But if you look at the spec of our PC game, for example, and how scalable the engine is, we have to accommodate PC specs that are relatively low as well – and we’re talking potentially lower than previous generation console hardware. So the engine’s built for scalability. It always has been. We scale it really effectively. So it’s not being held back in the visual stakes in that way.

“We have incredible technology that allows us to scale the performance. We don’t give the 120 frames-per-second mode on previous-gen consoles, but we do on current-gen consoles. So it is tech that’s built to scale because we offer it on PC as well. The levers are there for us to be able to give players the best experience we can on both ends of the spectrum. That’s not to say there aren’t things that could be done better if we weren’t supporting previous-gen, but overall, the experience is set up so that we can balance it effectively for both platforms, both generations.”

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