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Ships within 48 hours · Estimated delivery Jul 7 - Jul 12
For Your Every Summer RSVP, with Code: SUMMER15
Description
GPR Exhaust for Aprilia Rsv4 1100 Racing Factory 2019-2020, Gpe Ann. titanium, Slip-on Exhaust Including Link Pipe and Removable DB KillerProduction Time: 10 15 DAYS Weight: 1. 6 Lbs. 3. 53 Kg. Length: 11. 02 in. 280 mm. GPR's GP Anniversary Titanium was created to celebrate the 50th GPR anniversary in 2018. It has a black titanium body, avional caps made through CNC machining, and a pentagonal exit. Its round cone shape measures 3. 5 inches x 5. 1 inches (90 MM x 130 MM). FEATURES SOUND: Upgraded sound from stock exhaust. PERFORMANCE: Upgraded performance from stock exhaust QUALITY:
Production Time: 10 - 15 DAYS
Weight: 1.6 Lbs. / 3.53 Kg.
Length: 11.02 in. / 280 mm.
GPR's GP Anniversary Titanium was created to celebrate the 50th GPR anniversary in 2018. It has a black titanium body, avional caps made through CNC machining, and a pentagonal exit. Its round cone shape measures 3.5 inches x 5.1 inches (90 MM x 130 MM).
FEATURES
• SOUND: Upgraded sound from stock exhaust.
• PERFORMANCE: Upgraded performance from stock exhaust
• QUALITY: Italian made with high-grade welding
• WEIGHT: Lighter than stock exhaust
Assembly: This kit includes the specific link pipe, with relative flanges, bushings, brackets and any screws. This allows for installation without any structural changes. The installation also involves the elimination of the catalyst and for this reason it may not be suitable for official vehicle maintenance.
ATTENTION: this article is homologated / approved for noise only, it is sold without catalyst but including the removable db killer, the customer must check in advance whether the presence of the catalyst is necessary in his country to comply with the regulations for circulation on the road network and to arry out the annual inspection. Tampering with the DB Killer and catalyst welding or antitampering screws or fastener is illegal for road use within the EU directives. It is permitted only for RACING use in the circuits. The use of the open version (without the DB Killer) on roads may does not comply with regulations governing circulation on the public road network.
This is an original GPR product, developed after GPR's experience in the World Championship. It offers an innovative design, improved performance, weight savings and a full-bodied sound.
GPR products are plug-and-play. However, GPR recommends the installation from a licensed mechanic as GPR will not accept any claims from a do-it-yourself installation. The use of racing items may require the remapping of the ECU, especially when there are additional modifications, such as the installation of a sports filter.
Made in Italy with a 2-year international warranty.
The included DB Killers are removable for racing use only. This exhaust may not road-legal and may does not meet local government regulations if DB Killers are removed.
If you buy online from a seller that is NOT GPR, we recommend you buy from a seller in YOUR COUNTRY to ensure that the item arrives with the correct approvals that must also comply with local legislation. Make sure before purchasing that the seller is trustworthy and offers the items that comply your road network.
The specific homologation certificate is provided, as well as the assembly instructions, each silencer bears the homologation code. In the event of problems encountered during the installation, it is mandatory to stop and suspend the activity, to immediately request information and / or advice from the customer care via email [email protected]
Reference: E4.A.73.DBHOM.GPAN.TO
Shipping Notes
- Free Standard Shipping on $100+ Orders to the USA.
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Exchange/Return Notes
- We offer a 30-day return/exchange service after receiving.
- Final sale items are not eligible for returns or exchanges.
- To process your return/exchange, please contact us at [email protected]
- Please click here for more details>>> Return & Exchange Policy
4.1 ★★★★★
Based on 2137 reviews
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Product Reviews
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc.
This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great.
I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development.
UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers.
Out of a ~1150 page book:
The longest chapter is ~150 pages, on Parallelism and Concurrent Programming.
Rendering Engine is ~100 pages
Collision and Rigid Body Dynamics is ~100 pages
3D Math for Games is ~50 pages
I had hoped for treatments on quaternion camera and for entity component system, but alas, no.
What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop.
The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics.
My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time.
You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019