DX11 and VR Update Released for rFactor 2!

Paul Jeffrey

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rF2 .jpg

Its here! Its here! At last we have
the big one released for rFactor 2! DX11 and VR update released and ready to download right now...!

After months of speculation and anticipation, finally fans of the rFactor 2 simulation will have the opportunity to place their hands on the biggest update to hit the game in years, and sample the first major fruits of the development path taken by new game custodians Studio 397.

When Studio 397 first announced the deal to take over ownership and development of rFactor 2, one of the most ambitious developments planned by the studio would be the move towards DX11 and update to include Virtual Reality support within the software. In the following months Studio 397 have been working hard behind the scenes to bring these latest updates into a position fit for public release, refining what is sure to become one of the singular most substantial updates rFactor 2 has received since its initial release back in 2013.


Because a move to a brand new graphics technology and major update to include VR support for the very first time is a considerable and risky move by the developers, Studio 397 have been keen to ensure compatibility for a number of existing mods and content remains post update, without the need for mod developers to substantially re work their products to ensure functionality with the new build. Of course some mods may require adjustments to benefit fully from the new update, however this will only become apparent in the following days as a large number of players get the opportunity to try out the update themselves for the first time.

As an additional safety net for players who are maybe unwilling to move over to the new build immediately, Studio 397 have taken the wise decision to release the new update as an optional public beta build, which can be accessed by through steam itself (instructions below), this gives those not able or willing to migrate to the new build the opportunity to remain on the current foundation until manually choosing the updated version of the game.

To try the DX11 open beta, you must first opt-into the DX11 branch – this means essentially you are downloading the DX11 version of rFactor 2 – don’t worry, though! You don’t have to download everything again, it will be a small download to switch between DX9 and DX11. So, here’s how you do it:
  • Open Steam and on the right hand side right-click on “rFactor 2” to bring up the menu.
  • Click on the “Betas” tab at the top.
  • From the drop down list, locate and select the beta called “v1108-DX11-open-beta”
  • Now at the bottom of your Steam window you will see the download starting.

If you encounter any problems, make sure you validate your locally installed files.

  • To do this, from your library in Steam, right-click on rFactor 2.
  • Select “Properties”.
  • Go to “Local Files” then click on “Verify Integrity”.
The game will verify the files (this might take a moment).

If you ever want to revert, follow the same procedure, but instead of selecting a beta version, select “NONE”, which will opt you out of any betas, straight back to the latest DX9 release.

Your first steps in VR
Setting up VR and Post Processing:
  • Open the rFactor 2 Launcher.
  • In the Launcher click on the settings icon wheel.
  • Then click on the ‘Video Settings’ button.
  • In the pop up config window check the box ‘VR’.
  • Set your screen resolution to 1920×1080.
  • Start by setting the Post Effect Level to “None” (see release notes below).
Starting rF2 in VR
  • Important: First open SteamVR manually before starting single player. (We have a known issue we are working on where you will not get FFB if SteamVR is not started first)
  • Now just click on the single player icon in the Launcher and open rFactor 2.
  • The menus and UI are all in the VR space, but you will need to use mouse and keyboard.
  • There is a known issue with the replay cams, only one eye has an image.
We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):

In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:
  • None
  • Low = Glare Effects
  • Medium = Glare Effects and Depth of Field
  • High = All Effects at High Quality
  • Ultra = All Effects at Ultra Quality
At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.
  • With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
  • Improved Clouds resolution and depth.
  • Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
  • Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.
  • Shadows Normal renders shadows, taking into account the shadow receiver normal map.
  • A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
  • New Car Ambient Shadow, now working for the entire 24h cycle.
  • Fixed some “pixel” artifacts caused by invalid calculations in shaders.
  • Dedicated dynamic exposure simulation for each main camera set.
  • Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
  • Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
  • New Shader for car Dashboards, Rev Meters and Motecs.
Content updates as part of this initial build:
  • The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
  • Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!
Modding:
Known Issues:

Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!

Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: http://wiki.rfactor.net/index.php?title=AlbedoMap

There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.

As stated above, we are still optimizing performance of DX11. As confident as we are that most of you will experience a nice boost when comparing the same settings in DX9 and DX11, we are aware that some of the new post effects, especially at higher settings, require a lot of memory on your graphics card. Future builds will bring improvements.

Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.

The Road Ahead:

This release version, as we have said, is an open beta. Development is ongoing, and we will quickly move to a full release over the next few months. We will regularly provide you with updates, both in terms of code and content. This release already comes with 5 updated cars and 5 updated tracks, and we have seen some third party modders come out with releases that are DX11 compatible as well. Expect us to do more releases in the upcoming weeks, each with new content, bug fixes and further improvements.

Additionally, the full release will include updates in key areas, such as improving night driving, rain, new shaders for cars and a host of other additions. We know that strong graphics coupled with our best-in-class physics is only part of the package. We are working heavily on new content – both cars and tracks – and of course on providing you all with more functionality – including an innovative competition mechanic. We are really excited about our upcoming UI, which didn’t quite make it into this release, but will be released and improved as part of our series of frequent updates.

rFactor 2 is a racing simulation exclusive to PC. You can purchase the game directly from Steam with immediate effect.

Check out the rFactor 2 sub forum here at RaceDepartment for all the latest news and discussion with regards to the simulation. You can take part in lively debates with fellow rFactor 2 fans and take part in some great Club and League racing events..! Head over to the forum now and share the love this simulation so very much deserves...

Have you tried the new update yet? What do you think of DX11? Does the game run better for you now post update? What do you think of VR in rFactor 2? So many questions! Tell us your opinions in the comments below!
 
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Frame rate seems fine for me - 90 FPS when starting 24th at Silverstone. Everything pretty much maxed out, AA level 3, post processing on High. But, I'm getting large black squares flickering around the car on Silverstone. On NOLA, the shadows are very strange, very large at times, flickering on/off. Note, I did purge the CBASH and Shader files before starting for the first time.
i7, GTX1070, 16GB, 2560x1440 (haven't tried on my triples yet)

I found that the shadows were bugged, similar to what you're describing, when I had them set to Max. Turned it down to high and seems to have fixed my problem
 
People with AMD cards should be used to issues with beta games by now. Developers will support Nvidia first before adding AMD support, since Nvidia is more prevalent in the gaming community. AMD users just need to be a little bit more patient. ;)
 
Got different FPS results with different tracks. Barber, over 100FPS.. Oulton 65-75FPS. I tweaked the game through the NVIDIA panel and added Reshade 3.0 to add some level and SMAA to clear up the picture. Worked wonderful. Still disapointed with the framerates results with DX11. I run Automobilista everything maxed out @150 FPS with many cars, all tracks.
 
Its so strange to read some of the problems people are having, especially with a NVidia 1080 GTX. I have a new computer I built at Christmas, with a 1080GTX, and all I did was download the beta, set the post processing to high, resolution to 1920x1080, refresh to 144hz (I have a fast monitor), and vsync to none, and I am getting over 160fps at Silverstone, and NOLA, with 30 car grids, using the USF2000, and BTCC cars. For the most part the graphics look great. The only thing I noticed so far is that on the Ford Focus BTCC cars, the back window gets a huge sun glare off of it. Hope everyone gets it working, because for me it looks a lot better than it did before dx11.
 
Its so strange to read some of the problems people are having, especially with a NVidia 1080 GTX. I have a new computer I built at Christmas, with a 1080GTX, and all I did was download the beta, set the post processing to high, resolution to 1920x1080, refresh to 144hz (I have a fast monitor), and vsync to none, and I am getting over 160fps at Silverstone, and NOLA, with 30 car grids, using the USF2000, and BTCC cars. For the most part the graphics look great. The only thing I noticed so far is that on the Ford Focus BTCC cars, the back window gets a huge sun glare off of it. Hope everyone gets it working, because for me it looks a lot better than it did before dx11.


You run the game in 1080p! This is why you have no issues. I run the thing in 3400x1440. Automobilista 150 FPS, Assetto Corsa 125+ FPS, Raceroom, the same with pretty much everything maxed out. Maybe with real DX11 content, we will get better results??? I can't even imagine running that game on a 3 screens setup! LOL
 
It's not content related tho, it's build. Someone just said in Discord he had 60+ fps with full grid AA and PP in closed beta with a RX460 and now he is not getting 20fps, so something changed and caused all this. Hopefully it's something they can quickly revert or fix tomorrow (or today depending on where ones lives)
 
It's not content related tho, it's build. Someone just said in Discord he had 60+ fps with full grid AA and PP in closed beta with a RX460 and now he is not getting 20fps, so something changed and caused all this. Hopefully it's something they can quickly revert or fix tomorrow (or today depending on where ones lives)

Yep. I reinstalled Rfactor 2 from scratch. Installed the Beta update, tweaked the video in-game and with the Nvidia Panel. Not much differences. Run like sh*it on the more demanding tracks. "Naked tracks with only grass.. It is fine lol! Awaiting patches...
 
I found that the shadows were bugged, similar to what you're describing, when I had them set to Max. Turned it down to high and seems to have fixed my problem
I actually fixed my shadow issue - by deleting the files in folders CBASH and Shader "again". Very strange, I deleted before running the first time but had to delete the newly created files for some reason. Looks pretty good now, still don't know why I can't enable vsync though.
 
Before unninstalling you should have waited a bit more or just read forums a bit more, it looks like most people with fps problems are on AMD cards (me included), so that's probably something that will be fixed soon
But yes... this is why it's not only a beta, but a proper beta, you even need to go to the beta tab and activate it

A proper beta would be a completely separate install, like Reiza's AMS beta. No interference whatsoever with the core installation that we have paid for. Ability to switch back and forth between beta and regular so you can actually see and determine what the differences are. Needing to get rid of plug-ins and the rest of the horror story so many are suffering is complete bollocks.
 
Wishful thinking on what 'innovative competition mechanic' is. Before I speculate does anyone know what that means?
 
FPS down from 120's @ 1440p & max settings to 20's and 30's with some settings reduced.Uninstalled,deleted all rf2 folders,reinstalled same thing.Reverted back to dx9 and back to normal again with great fps.Needles to say very disappointed,and dx11 graphics don't look much better ether.:rolleyes::(

AMD 6350
16 gig ram
GTX 1080
 
This is what happened when you polish a turd! They should have started with a fresh game and delivered us a brand new title with 2017 graphics with the lovely physics of Rfactor. Nothing is much fun to drive a car on the limits with RF2.
 
No permutation of enabling Vsync (either in-game or via Nvidia control panel) will work. Dropping back to DX9 fixes this. Even running in windowed or borderless doesn't work, which is quite an achievement.

Unfortunately, even at 4k with AA=5 and everything maxed out, poor old rf2 still looks about half as nice as R3E and maybe 75% as good as AMS. Something about the rf2 graphics engine just isn't efficient. Then again, it's only a beta. I will always love rf2, but I don't think it'll ever look good. I applaud the devs for keeping at it, and I hope they prove me wrong.
 

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