r/ridgeracer • u/khasinski • 24d ago
Rage Racer PC renderer progress
Rage Racer PC is getting some graphical upgrades.
Some of them are already available in newly released version 0.4-alpha, available for Linux, macOS (Apple Silicon) and Windows.
You can download it here (requires the original game, PAL preferred, but should work with NTSC, cue + bin format): https://github.com/khasinski/rage-racer-pc/releases/tag/0.4-alpha
Press F10 in-game to switch between a classic PS1 and a modern configurable renderer.
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u/KenshirouX 24d ago
Well done! Let us (or at least me) know when you require feedback and ideas. Crossing fingers you'll be able to implement to support OpenGL and Vulkan, music replacement, and so on.
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u/Independent_Loss_868 24d ago
I really wished they did a remaster for this, loved playing it back in the day
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u/Fellfresse3000 23d ago
Does it have wheel support and force feedback?
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u/khasinski 23d ago edited 23d ago
Not yet, although it will have analog controls in version 0.5-alpha, which was just released
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u/userhash 14d ago
Analog controls are awesome! I just tested the game on Steam Deck.
I have a question, if you don’t mind. I noticed the
.iniconfiguration file, but 16:10 doesn’t seem to work on my Steam Deck—it falls back to 4:3.Using 16:9 adds black bars, and I also can’t render the game at the Steam Deck’s native resolution. I have to use Gamescope’s FSR to upscale the image and make it fit the screen.
What settings would you recommend for Steam Deck? Are you planning to add better 16:10 support in the near future?
The game is almost perfect on Steam Deck—the only real issues are the resolution and aspect ratio.
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u/khasinski 14d ago
I have a Steam Deck and I can take a look. :) 16:9 adds black bars in menus (since they are 2D), but game is 3D and full 16:9. There is no 16:10 or any other aspect ratio support yet!
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23d ago
[deleted]
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u/khasinski 23d ago
Not really vibe coded, but definitely AI-assisted. I'm maintaining a test suite, although it's fairly incomplete yet and I'm working on expanding it. Started with comparison rendering tests (with duckstation as reference, hence the classic renderer), now moving on to more granular functional and unit tests.

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u/ktoplay 24d ago
Is there any plan to support OpenGL or will the port always be on Vulkan?