u/Savings-Growth880

Anyone else comparing CarX Street and RM?
▲ 17 r/RacingMasterOfficial+2 crossposts

Anyone else comparing CarX Street and RM?

For those who've played both, do you see CarX Street and Racing Master as direct competitors?

They overlap in some ways, but they still feel pretty different to me.

CarX Street feels more street-focused and raw.

Racing Master feels more polished.

What do you think the biggest differences are?

And which one do you personally prefer?

u/Savings-Growth880 — 1 day ago
▲ 16 r/RacingMasterOfficial+1 crossposts

Reading the RP rules made a lot of ranked advice finally click for me

I finally went through the in-game RP info, and a lot of ranked advice makes way more sense now.

From what I can tell, RP is tracked per car, not just your account, and below 1200 RP your placement matters a lot more directly. Once a car hits 1200 and goes into the Hall, the system seems to care about more than just where you finished. Clean score matters there too, and collisions can cut into your gains.

That also makes a lot of the usual advice easier to understand.

Early on, it probably makes more sense to focus on a small core group of cars instead of spreading resources everywhere. If RP is per car and total progress eventually depends on multiple cars across groups, then dumping materials into random stuff all the time is probably not helping much.

It also feels like consistency matters more than people think. Before 1200, just getting strong placements consistently seems way more important than forcing miracle runs. And after 1200, clean races seem to matter a lot more, so smoother runs, fewer mistakes, and less random contact are probably better for climbing than messy all-or-nothing driving.

That's also why some of the driving advice people give starts to sound more reasonable. Stuff like learning the cars you actually use, getting comfortable with them, and not overforcing aggressive drift inputs every race. I wouldn't say every community take is automatically true, but if a certain style makes your runs sloppier, more crash-prone, or less repeatable, it probably hurts your climb more than it helps.

The team mode part was interesting too. Even if your team loses, beating more opponents still matters, so there's still a reason to keep pushing instead of mentally checking out halfway through the race.

My basic takeaway is:

  • below 1200, focus hard on placement
  • after 1200, clean runs seem much more important
  • invest in cars you actually plan to use
  • build a solid core garage over time instead of relying on one favorite forever

Could be wrong on some of the community interpretation stuff, but that's how the in-game rules + player advice read to me together.

reddit.com
u/Savings-Growth880 — 3 days ago
▲ 4 r/RacingMasterOfficial+1 crossposts

How much easier is drifting on controller compared to touch?

Saw a discussion saying controller players have a big advantage when it comes to drifting, especially because they can manage throttle more precisely.

For people who've tried both, how big is the difference really?

Is it a massive gap, or can touch players still be just as competitive once they get used to it?

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u/Savings-Growth880 — 4 days ago
▲ 3 r/RacingMasterOfficial+1 crossposts

Do you think Racing Master rewards skill more, or progression more?

Obviously both matter, but if you had to lean one way, which side do you think has the bigger impact in actual play?

I'm curious whether most players feel results are decided more by clean driving and consistency, or by how developed your garage/account.

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u/Savings-Growth880 — 4 days ago
▲ 18 r/RacingMasterOfficial+1 crossposts

Seen a lot of people ask about drifting, so here's the community advice I keep seeing

I've seen a lot of people ask about drifting lately, so I tried to collect some of the advice that keeps showing up in comments.

a few things people seem to agree on:

  • Handbrake is usually much better than the normal brake for starting drifts
  • Steering control matters a lot more than just pressing handbrake
  • You often don't need to fully let off the throttle
  • Driving School, AI line, speed markers, and the drift meter all help a lot when learning
  • Different corners need different timing — especially V turns vs wider U turns
  • Some cars are just easier to drift than others
  • A lot of players say controller feels much better than touch for drifting
  • And yeah, a lot of it just comes down to practice

not claiming this is a perfect guide or anything, just trying to put the common advice in one place.

if you've got more drifting tips, especially for specific cars, feel free to add them below.

u/Savings-Growth880 — 5 days ago
▲ 15 r/RacingMasterOfficial+1 crossposts

Was this part of the map inspired by a real location?

Not gonna lie, the open world is one of my favorite parts of the game

Sometimes I log in planning to race, then just end up cruising around because the map looks that good.

Does anyone know if this area was inspired by a real place?

u/Savings-Growth880 — 8 days ago
▲ 12 r/RacingMasterOfficial+1 crossposts

the gacha pity system is a trap if you don't go all in

about the gacha system, did some research and here's what i got. correct me if i'm wrong

so basically ruby keys and diamonds go to limited banners at 150 diamonds per pull and they don't expire. silver keys are a whole different thing, only for novice and permanent pools

the tricky part is the pity. yeah you get guaranteed legendary at 100 pulls and it carries over to next limited banner which sounds nice. but here's the catch, when that legendary drops there's only 25% chance it's actually the featured car. got spooked by random permanent legendaries way too many times already

what really matters though is LP. you get 1 point per pull and can exchange directly for the car at 240 LP for extreme tier. sounds straightforward right? except LP resets when banner ends. converts to permanent pool points 1:1 which is basically worthless compared to getting the actual car you wanted

did the math and unless you're ready to commit 36k diamonds for the full 240 pulls you're kinda just throwing resources into the void. the smart play seems to be skipping banners until something actually meta comes around then going all in. heard SVJ isn't even that great on some servers while stuff like chiron huayra are the real ones worth saving for

curious how other people's luck has been. anyone actually pulled the rate-up car before hitting exchange?

u/Savings-Growth880 — 9 days ago

Codemasters attached, which is different.Trailer shows racing before gacha. Licensed cars, real tracks, physics that matter.Launch is generous - 9 cars free, 400+ pulls. Curious how the economy feels long-term.Anyone try it?
u/Savings-Growth880 — 15 days ago
▲ 0 r/Nissan+1 crossposts

Nissan licensed the GT-R to this game and they're making it look better than Nissan's own marketing photos. The Tokyo elevated highway at night with full neon reflections bouncing off

the R35's body lines is genuinely beautiful. You can see the specific character lines on the rear quarter picking up light differently depending on the neon color overhead. The headlight signature is correct. The exhaust tips glow properly.

This is what the GT-R was DESIGNED to look like — aggressive Japanese tech cutting through a Tokyo night.

u/Savings-Growth880 — 18 days ago

Google Play's editorial pre-registration section is featuring a racing game called Racing Master. UE4, realistic graphics, licensed cars — the usual "console-quality mobile game" pitch.

OnePlus phones have always been decent for gaming thanks to better cooling solutions than most Android OEMs. The vapor chamber in the 12/13 should help sustain performance in demanding games longer than competitors.

Has anyone tried this on a OnePlus device? I'm specifically curious whether OnePlus's thermal management gives it an advantage here — if the game is GPU-intensive, sustained performance matters more than peak performance for consistent frame rates during races.

u/Savings-Growth880 — 23 days ago
▲ 1 r/racinggames+1 crossposts

Noticed Racing Master featured in Apple's "Upcoming Games We Love" section on the App Store today. For anyone unfamiliar with how this works — this isn't an algorithmic recommendation or a paid ad placement. It's Apple's editorial team manually selecting games they think are worth watching before launch.

Apple's editorial team tends to be selective with this label. They generally reserve it for titles that demonstrate strong production value, technical polish, or something meaningfully different for the platform.

A racing game getting this treatment is notable because the mobile racing genre has been pretty static for years. Most top racing titles on mobile are either ancient or are basically car collectors with a racing skin bolted on.

Anyone know the story behind this one? What studio, what makes it editorially noteworthy in 2026?

u/Savings-Growth880 — 23 days ago

I've been searching for a mobile racing game to play during commutes and I've tried all the obvious ones:

Asphalt 9 — Too arcade for me. The cars don't feel like cars, they feel like rockets on rails. Fun for a bit but no depth to the driving.

Real Racing 3 — Played this years ago, reinstalled it recently. It feels ancient. The driving model was okay for 2013 but hasn't evolved at all.

CarX Street — Love the customization and the drifting but I want to grip race. The physics don't support a clean driving style very well.

GRID Autosport — Best driving feel of any mobile racer I've tried but it's a 2014 port with no updates. Starting to feel its age.

I keep hearing about Racing Master but haven't tried it. Also open to anything else I might have overlooked.

My priority list:

Driving feel / physics quality

Visual quality

Car variety

Monetization fairness (I'll spend some money but don't want a slot machine)

What should I be playing?

reddit.com
u/Savings-Growth880 — 23 days ago

I play AC, ACC, and iRacing on PC. I also travel a lot. I've been trying to find a mobile racing game that doesn't make me feel like I'm playing a completely different genre of game when I switch from my PC rig to my phone.

Every mobile racer I've tried so far falls into one of two categories:

Arcade games with car skins — Asphalt, NFS, Ace Racer. Fun but they don't feel like driving a car. They feel like playing a rhythm game set on a road.

Outdated ports — GRID Autosport is legitimately decent but it's a port of a 2014 game. It feels like exactly what it is — last-gen tech on current-gen hardware.

Is there anything in 2026 that sits in the middle? Something where my sim racing instincts — trail braking, throttle management, weight transfer awareness — are actually rewarded rather than irrelevant? I'm not expecting iRacing on a phone. I just want something where the car behaves like a car.

What are you all playing on mobile, if anything?

reddit.com
u/Savings-Growth880 — 23 days ago

Every other mobile genre seems to have a consensus "best" game — Genshin-type for open world RPG, CODM/PUBGM for shooters, etc. But racing on mobile still feels like there's no single game that everyone agrees on.

I've been bouncing between a few and they all have strengths but also obvious gaps:

Asphalt 9 — Most polished arcade racer, great production value, but the gameplay loop hasn't meaningfully evolved. It's a 2018 game running on vibes and car unlocks at this point.

CarX Street — Best for drifting and customization. But I want to grip race sometimes and the physics don't support that style as well. Also the open world is cool but the actual track racing is limited.

Racing Master — Seems to be the newest serious contender. The driving feel is different from other mobile racers but I can't tell if "different" means "better" or just "less accessible."

Real Racing 3 — The OG. But it's 2026 and this game runs like it's 2013 because it is.

GRID Autosport — Great game, but no updates in forever. It's a static experience at this point.

Is there a consensus forming around any of these, or is the genre still "pick whichever flavor you prefer"? What's the community actually playing right now?

reddit.com
u/Savings-Growth880 — 23 days ago

Been playing mobile racers on and off for years. They all feel the same — hold gas, auto-steer or swipe to drift, collect rewards. The cars are visual skins on identical physics. You know the type.

Recently tried one that felt completely different from the first corner. Trail braking works. Weight transfers. Oversteer is progressive. Turning off assists changes the physics, not just the difficulty. Different drivetrain layouts feel different.

I thought maybe I was giving it too much credit so I went back and played three other popular mobile racers back-to-back with this one. The difference is night and day. The others feel like the car is on rails with a "slide" button. This one feels like there's an actual tire model underneath.

Got curious and started researching the dev team. Found the answer.

The game was co-developed with a major racing game studio. Not "consulted by" — co-developed. They contributed their proprietary engine technology to the physics foundation. The same engine tech used in multiple AAA racing titles you've definitely played.

Suddenly the handling makes sense. It's not that this one mobile game randomly has good physics — it's that it has a pedigree that none of the others do.

Not naming names yet because I want to see if anyone else has had this experience independently. If you've played a mobile racer recently that felt "off" in a good way — like the physics were too correct for the platform — I want to know if we're talking about the same game.

reddit.com
u/Savings-Growth880 — 23 days ago

Something interesting is happening in mobile racing communities that I haven't seen discussed.

The Discord servers and Reddit threads for mobile racers aren't really about gaming anymore. They're car culture communities that happen to share a game as common ground.

Here's what I mean. In the communities I'm active in — Racing Master, CarX Street, Assoluto Racing, FR Legends — the conversation breakdown looks roughly like:

30% actual gameplay discussion (tips, events, updates)

30% real-world car content (IRL photos, car meets, motorsport news)

25% garage/screenshot sharing

15% off-topic life stuff

That means 70% of the conversation isn't really about the game. The game is just the reason these people found each other. They stay for the shared car enthusiasm.

I think this is happening because:

  1. Mobile gaming sessions are short, but community engagement is constant. You might play Racing Master for 20 minutes on a train, but you're scrolling the Discord for an hour throughout the day. The community becomes more important than the game itself.

  2. Car culture is inherently social. Car guys want to talk about cars. They want to show their knowledge, share their taste, debate specs. A racing game community gives them a judgment-free space to do that. Not everyone has car friends IRL.

  3. Mobile platforms are accessible. The barrier to entry is zero. Download a free game, join the Discord, you're in. Compare that to iRacing where you need a PC, a wheel, and a subscription. Mobile racing communities are more diverse and more welcoming by default.

  4. The games update constantly. Live service mobile games have weekly events, new cars, balance changes. There's always something to discuss, which keeps the community active even when people aren't playing.

I've made genuine friendships through mobile racing game communities. People I've never met IRL who I talk to every day about cars, life, whatever. The game was the introduction, the car culture is the glue.

Has anyone else experienced this?

reddit.com
u/Savings-Growth880 — 25 days ago

I've been thinking about why I — and apparently most of us — find collecting virtual cars so deeply satisfying. Like, I know intellectually that I don't "own" anything. It's pixels. But the dopamine hit when a new car drops into my garage is real.

I think there are specific psychological mechanisms at work:

Completion drive. Seeing 47/200 cars collected creates a tension that demands resolution. The incomplete collection nags at you. This is the same mechanism that makes Pokémon addictive, but cars feel more "adult" and therefore more socially acceptable to obsess over. GT7, Forza Motorsport, Racing Master — they all surface that X/Total counter because it works.

Identity curation. Your garage is a statement about who you are. All JDM? You're signaling something. All hypercars? Different signal. A perfectly curated 20-car garage says more about a player than a full 200-car collection. We're building identity through selection.

Proxy ownership. Most of us will never own a McLaren P1. The gap between desire and reality is enormous. Racing games bridge that gap just enough to scratch the itch. When GT7 renders that P1 in photorealistic detail and lets you hear the engine — or when Racing Master lets you open the doors and sit in the interior on your phone — for a moment, the proxy feels real. It's the same reason people watch supercar YouTube channels.

Rarity and status. Limited-time cars, event-exclusive rewards, hard-to-unlock vehicles — they create in-group status. "I have the X" means "I was there" or "I put in the work." It's the same psychology as sneaker collecting. Forza's Playlist exclusives, GT7's Legendary Dealer rotation, Racing Master's event cars — all the same mechanism.

The "just one more" loop. Every racing game is designed so that the next car is always achievable. Just two more races. Just one more event. The drip feed is perfectly calibrated to keep you in the loop.

Gran Turismo understood this from day one. The entire game was built around the car list first, racing second. Every racing game since has followed that template because it works on a fundamental psychological level.

What's the car in your collection that gave you the most satisfaction to unlock?

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u/Savings-Growth880 — 25 days ago

Most G8 reviews cover general use. Here's a racing-only perspective after 4 months of daily use.

Sticks for steering: 8/10. Hall Effect = zero drift after months. For racing this is critical — even tiny drift means your car never tracks straight on straights. Stick tension is lighter than Backbone, which I actually prefer for racing (less fatigue on long sessions).

Triggers for throttle/brake: 7/10. Analog range is good but the curve feels slightly non-linear — first 30% of travel covers ~50% of input range. Fine throttle modulation at low speed requires very precise finger pressure. Linear curve would be better for racing.

Ergonomics: 9/10. Phone sits close to hands, weight is centered. 25-minute sessions with no hand cramp. Backbone gives me pinky fatigue around minute 20.

Latency: 9/10. USB-C direct connection = functionally zero input lag. Cannot perceive any delay between trigger press and throttle response.

Racing-specific verdict: Excellent for the price. If you're choosing between G8 and Backbone specifically for racing, G8 has better stick longevity (Hall Effect) and better ergonomics, Backbone has slightly better trigger feel. Both are massive upgrades over touch.

reddit.com
u/Savings-Growth880 — 25 days ago