Unsigned alpha builds for macOS arm64, Linux x86-64, and Windows x86-64.
This release contains no game data. At first launch, choose the .cue sheet for a legally obtained PAL Rage Racer disc image; the selection is saved locally.
Highlights:
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Opt-in modern renderer next to the faithful PS1 one: z-buffered rendering at a configurable internal scale, optional 16:9 presentation, an uncapped interpolated frame rate, an extended draw distance, and FXAA. Create a
rage-port.cfgnext to the executable to enable it:renderer=modern modern.internal_scale=4 modern.aspect=16:9 modern.fps=vsync modern.post=fxaa modern.texture_filter=linear
Without the file, the classic PS1-accurate renderer is used.
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Renderer effects: CLUT-aware texture filtering (
modern.texture_filter=linear), optional highlight glow (modern.bloom) and colour grading (modern.grading=vibrant), smooth per-vertex depth cueing. -
The distant road no longer shows sky-coloured lines across it in the modern renderer (the authored LOD strips tile again like the GTE's integer output).
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Rear-view mirror fixes in both renderers: rivals no longer scroll against the track, the mirror stays correct while sliding in and during pause, and rival cars no longer show black shadow plates over their lower half.
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Car models no longer sink into the road at hill crests.
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Engine and effect audio restored: the engine drone, skids and impacts play and track the revs (SPU loop-address and pitch-update fixes in the PSY-Z layer).
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CD audio pauses during data loads the way the PS1 drive does, so the prologue music no longer bleeds under the menus.
Optional: 100% complete save — Rage-Racer-0.3-alpha-complete-save.zip contains a retail-format PAL memory-card save (save data only, no game assets) with the Advanced Series, all classes, all 13 cars with top upgrades, max money and first-place records unlocked. Unpack the bu00 folder into the directory you start the game from and load slot 1 from the title-screen memory-card menu; see the bundled README.txt for per-OS details.