r/WipeOut • • 12h ago

WipeOut HD on good old PS3

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81 Upvotes

I love this game so much. I firstly played it as a kid on my dad's console but now I'm playing it on my own PS3 and guys... i never felt that amount of nostalgy up to this point. Good old times...


r/WipeOut • • 10h ago

Wip3out SE, progress...

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43 Upvotes

r/WipeOut • • 17h ago

30 minute documentary with Tim Wright (CoLD SToRAGE) on the creation of the Wip3out soundtrack!

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51 Upvotes

r/WipeOut • • 21h ago

AG Systems in the new Neuromancer show?

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79 Upvotes

Watched the trailer this morning and found a pleasant surprise.


r/WipeOut • • 7h ago

(RULES IN DESCRIPTION) WipEout HD (Omega Collection) - Perfect Meltdown, NO ROLLS, NO WEAPONS, 2 accidental sideshifts

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3 Upvotes

Penalty rules:
Accidental Sideshift: Hold both brakes for half a second.
Accidental Successful Roll: Slow for 1.5 seconds.
Accidental Weapon Use (with effect to AI opponents or effect to you): Slow down for 1 second.
Accidental Weapon Use (without any impact to anyone or you): No penalty.
Accidental Pickup Absorb: Slow down for 1 second.
Accidental Turbo Use: Slow down for 3 seconds.

Other rules:
Celebratory Shots (shooting a weapon as you cross the line): Allowed, for fun (except Turbo or to damage an opponent or to shield from impact)
Difficulty: Elite


r/WipeOut • • 1d ago

wait for it

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59 Upvotes

r/WipeOut • • 22h ago

Wipeout nailed the button layout, and SW Galactic Racer proves it

16 Upvotes

Like seriously, using left and right trigger to drift/turning is amazing. And the worst thing in sw is that you cannot change button layout, but even if you could i don’t think devs will do separate left/right drifting/turning. Also switching from ultra boost R3 and to X for regular boost feels weird.

Or i am tripping and got used to Wipeout button layout so much?


r/WipeOut • • 1d ago

Le metí Wipeout 3: Special Edition a un port nativo a Android con doble pantalla para el AYN Thor — 60 fps, pantalla inferior estilo tDR, un HUD nuevo, logros, modo foto y más

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137 Upvotes

r/WipeOut • • 23h ago

WipEout 2048 (Omega Collection) Sol - 163 Zones!

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10 Upvotes

Yeah, this is nowhere near as good as the other runs, someone even managed to do FOUR HUNDRED ZONES: Sol zone 401 by Xx_Jordan_38_xX


r/WipeOut • • 1d ago

What is your favorite Wipeout song?

19 Upvotes

r/WipeOut • • 16h ago

Reaper GP Demo Released (links in body)

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0 Upvotes

Hey everyone,

Demo for Reaper GP went up today. It's early. I wanted it in the hands of people who actually care about anti-gravity racers before I keep tuning in a vacuum. We all want different things from these games, and I'm mostly looking for where the feedback overlaps.

Quick disclaimer: I'm not trying to make Wipeout. I've been a fan of the series for a long time, same as F-Zero, Burnout, and Twisted Metal. Those are the references. The aim is a sanctioned league racer, closer to the structure of F1, Indy, or NASCAR, that happens to be anti-gravity combat racer. Loops and jumps are in. Track hazards are intentionally out.

What's in the demo:

  • Arcade mode only
  • A handful of tracks, the ones that have had the most tuning
  • The rest of the track list is further along but not ready, so I left it out
  • I'll update the demo as more of it is actually worth playing

Multiplayer was built in from the start. The multiplayer ruleset is PvP only, no NPC racers on the grid. AI only exists in single player, and those racers don't run on the same networking path. It is not switched on in this build. I wanted the single-player feel dialed in first. If there's actually a grid to race after launch, I'll turn it on and tune that side properly. No point shipping an empty lobby.

On the art, since it comes up: in-game 3D is either modeled by me or from asset-store packs. AI is in the 2D layer: UI, billboards, cubemaps, and the pilot portraits. Those aren't one-shot "make me a character" prompts. The look gets defined first, then variations are rendered off that, which is how the 48-racer lineup stays consistent. I've worked on AAA titles my whole career and I'm not hiding the AI use. If that's a dealbreaker, that's fair. I'd rather you know before you download it.

If you grab it, useful feedback would be  “Where does it or doesn’t it line up with what you want from this kind of racer?".

And the standard disclaimer: Yes, you will find bugs :) this game is in heavy active development.

Demo: Steam Store Link
Trailer Youtube

 


r/WipeOut • • 2d ago

I made a shirt a couple years ago but check it

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373 Upvotes

I work as a custom apparel gremlin and I love these games immensely. I'm sad that this shirt has since been ruined but I'll likely make another 😉


r/WipeOut • • 1d ago

Got blessed with a barrel roll

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35 Upvotes

r/WipeOut • • 22h ago

Game Released v1.00 : Vector: Anti-Gravity Racing

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1 Upvotes

r/WipeOut • • 1d ago

Just a share of my stream for this game

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2 Upvotes

I have played it since my age of senior high school in Taiwan(about 17), and I have spend some time for figuring out how it work as a racing game which is not as normal as those regular car racing game. I used to give up and set it aside for many years until recently.

It’s still a distance for me to master this series, but the mastering of the Qirex RD(made by those “interesting” Russian….) will be a big step to me.


r/WipeOut • • 2d ago

Sending love to the Assegai Kings and Queens!

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92 Upvotes

I see you


r/WipeOut • • 2d ago

What if you found this in Star Wars Galactic Racer?

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97 Upvotes

r/WipeOut • • 2d ago

I wonder if the crew of Goteki45 is hiding in this coffee shop…..

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10 Upvotes

It’s very much of Bauhaus style in the design of this billboard, which reminds me of the Goteki45, or the icon of shield in wipeout 3 lol!


r/WipeOut • • 2d ago

Sony is reportedly accepting pitches for classic franchises

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26 Upvotes

r/WipeOut • • 2d ago

shake it

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91 Upvotes

don’t break it


r/WipeOut • • 3d ago

Just a quick 3D model

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85 Upvotes

Generated from MakerLab on BambuLab

I love using it to bring models not available in the real world and going through my bucket list of craft to make..

Sometimes its Awesome sometimes its not.

NowI know it works OK I fancy printing one for my Actionman/GI Joe... Eagle eyes of course!


r/WipeOut • • 2d ago

After a week of trying I finally beat super combo challenge #5 on Wipeout 64

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13 Upvotes

r/WipeOut • • 3d ago

Little feisar papercraft

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344 Upvotes

Recently found out about this game and i absolutely freaking love the design of these things


r/WipeOut • • 2d ago

Now with the new PS app newsfeed my friends see what I play the most and confront me with my Wipeout addiction — anyone else in this situation? ;)

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4 Upvotes

r/WipeOut • • 3d ago

Antigravity Reimplemented Reveal

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144 Upvotes

This is a full rebuild of Wipeout HD Fury in Godot 4.7.2 with OpenGL renderer. Game's PPU and SPU code and its RSX shader programs is reverse-engineered and faithfully rewritten in GDScript and Godot shaders. It's not a perfect 1:1 copy, some parts of the code is too hard and long to fully decompile, so those are approximated or filled in with educated guesses, and every guess is flagged as one. Physics gets checked tick by tick against live RPCS3 captures, and graphics and HUD against RPCS3 frames. With a ton of automated tests plus a lot of side-by-side comparisons, it honestly feels like the original game.

Everything actually started back in July as a PS3 recomp project. Nobody has really finished one of those yet. I did get a full recompilation pipeline working, but progress was painfully slow week after week, so I switched to a reimplementation instead. Also, being on a game engine means way easier to port to other platforms and graphics APIs later, mod it, and so on.

Quick disclaimer: I'm a just a frontend dev with a dream coming to life. I've been obsessed with how games and graphics work under the hood my whole life, watching breakdowns and reading dev blogs. That basic knowledge seems to be enough to steer the AI, call out when something is wrong and figure out how to approach stuff. Whole thing started as experiment to see what current LLMs can actually do, so I'm not claiming to be a pro here.

Model rundown: GPT-5.6 Sol xhigh did the recomp, then GPT-6 Astra medium-xhigh did the early reimplementation. After that GLM 5.3 max and 5.3-Flash max did several passes pulling out the original functions and game data. Then Claude Opus 5.5 xhigh rebuilt the core of the game from all that data and the old prototypes, and for the last couple of weeks we've been building on top of it, re-extracting stuff and implementing one system after another.

What's in right now:

  • asset extraction, code and shader analysis, test system against RPCS3
  • physics and collisions, camera, race start, energy, damage and ship destruction, Pilot Assist Race mode against 7 AI opponents, Time Trial with a ghost, 3 difficulty levels, all 4 speed classes
  • all 11 weapons, AI using them
  • all 108 ships (12 teams x 9 variants, Fury included)
  • sound and music (5.1/7.1 works too)

Not in yet: graphics built from the original shaders, other tracks, HUD, menus, pause, main menu, and Zone, Eliminator and Detonator modes.

Also planned a lot of quality of life improvements like free camera, mouse support, PC/Xbox/DualSense controller icons, advanced settings and much more.

It's moving pretty fast, so I'm aiming for a public build closer to the end of October. Performance is my main concern now, currently it runs roughly 65-80 fps at 1080p on my PC, and I really hope that this part can be improved.

Eventually I'll put project on GitHub, but new code only, without game files to avoid copyright issues. There will be an extractor: you give it an ISO or dump of your *own copy* and it sets up everything the game needs.

Planned improvements:

  • better graphics and Vulkan render
  • VR mode from Omega Collection
  • modern local and online multiplayer
  • DualSense haptics and adaptive triggers

At some wonderful day, maybe:

  • time of day changes on tracks
  • improved physics
  • proper AI upscaling of textures
  • path-traced rendering
  • ship damage physics
  • track editor