Image Space Incorporated Exclusive Interview

Paul Jeffrey

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rfactor 2.jpg

In the latest addition to our series of interviews with the big hitters from the world of sim racing, RaceDepartment recently sat down with developers of the world renowned rFactor and rFactor 2 racing simulators to discuss the future of the rFactor 2, new content and what highly sought after enhancements fans can expect in future.


Founded in 1992, Image Space Incorporated (ISI) is a well respected software developer specializing in the fields of computer game development, “man-in-the-loop” simulator architectures, computer image generation, and entertainment systems integration.

ISI has a well established, and highly skilled development team, with both artists and programmers dedicated to the design and development of cost-effective, high quality software and computer products.

With experience in the latest hardware and software systems, ISI offers rapid time-to-market and real-time performance for a variety of gaming and simulation applications. A creative flair, robust technology, and in-depth knowledge of the gaming industry gives ISI the technical and creative edge required in today’s highly competitive market.

As rFactor 2 continues to go from strength to strength in recent months RaceDepartment thought this to be the ideal time to sit down with the team and discus their premium simulator, rFactor 2.

RD: Hello, many thanks for the opportunity to have a chat with you today. It’s a great pleasure for me to talk today about one of my personal favourite race simulations on the market, rFactor 2. As I usually do I would like to open up this little Q&A by asking you to introduce yourself and tell us a little about what you do over at ISI?

TW: I’m Tim Wheatley and my primary role at ISI is the commercial licensing of our products. This is for companies who want to promote their brand at a trade show, or new companies setting up sim centers where they charge for access to their hardware.

RD: Thank you. So it’s now customary in these Q&A’s to start off with some light questions about those behind the scenes and get to know a bit about who is involved in creating the sims we love. First things first, what car do you drive on a day to day basis at home and why?

TW: Toyota RAV4, because it was cheap and fits my wife, kids and dogs. Maybe one day I’ll just answer “because I wanted it” – but not today!

RD: A controversial one here - who’s the quickest virtual driver at ISI?

TW: Right now I’d say Christopher Elliott, but we’re going to say that’s because he gets the most track time...

RD: Back to the world of pixels, what would you consider your favourite racing / road car is to drive outside of rFactor / rFactor 2?

TW: I don’t have a lot of time to run sims (even our own), but I like low downforce historics, so I’ve had rare fun with the 1960’s cars in other sims. There is a fair bit of nostalgia for me in firing up a Lotus 49 in iRacing, but I prefer period tracks when I can get them, and it’s nice to see some sims doing a great job with those.

RD: When not sampling the world of the virtual racing car do you play any other type of game? What’s on your computer at the moment that you tend to gravitate towards in any free time you might have ?

TW: I’ve always enjoyed space games alongside racing sims, I’m using Elite: Dangerous whenever I need to escape real life for a bit! I don’t have a lot of time to play anything else.

RD: ISI have a stellar reputation in the sim racing (and real world racing) industry with titles like rFactor, rFactor 2 and rFactor PRO in recent years but still run a relatively tight ship over in the good old US of A, how many people do you have working on rFactor 2 at ISI currently?

TW: Most projects work under external contractors hired to do specific content, but the core team of full-time software engineers (who aren’t building cars or tracks) is four. We have two full-time car guys, two full-time track guys, plus contractors working with them. We’re a pretty compact organization.

RD: Obviously you provide simulation software for a number of racing teams simulators in the real world, what sort of feedback do you receive from the professional drivers when they sample the consumer version of the game and how do they compare it to their real life race cars?

TW: Most of what they will try in the retail version has been built by a third party, often without access to the car or data. Good third-party content and first-party items get good feedback.

RD: Along a similar line, does real life driver feedback get incorporated into the sim, and if so how useful has that been in developing the physics and feel of the game?

TW: Driver feedback is really only used on a final pass for any content we produce in-house. Our physics engine allows us to input real values and get real results from that, so provided our data is good, the cars should always feel pretty accurate before anyone drives it.

RD: What do you consider to be your greatest / most proud achievement so far in the life rFactor 1 and rFactor 2 and why?

TW: We broke new ground on a lot of features that once implemented by other engines and studios will move sim racing forward as a whole; RealRoad rubber build-up being probably the most useful for the genre.

Plus, even though we are an extremely small team, we are proud to continue to support our products and the community around them for many years. Too many products seem to be abandoned if they do not achieve a huge critical following, and that’s not our philosophy.

rfactor 2 Classics.png


RD: The (fairly) recent inclusion of a triple screen tool in game has been a dramatic improvement to the immersion level for 3 screen users of the title, do you plan to create a more ‘user friendly’ version of this imbedded in the main game UI?

TW: If and/or when we have time. The implementation and function is obviously more important to us.

RD: Talking of the visual side of things, many people were disappointed to see the Consumer Unit Oculus Rift not supporting DX9 games (such as rF & rF2). Is this a concern to you as VR seems to possibly be the future for sim racing, and more to the point do you anticipate rF2 moving away from DX9 going forwards? Additionally I hear rumours of dropping Windows 8 support, does that mean DX 12?

TW: I think Microsoft have already dropped Windows 8 support (last month, I believe), as they’re trying to push everyone to Windows 10. The VR APIs have frankly been way too fluid for us to seriously look at, and I doubt we’ll look again at native support until after devices are in the hands of the public for a few months. Their changes in specification have obviously left things behind that we rely upon at this time.

RD: Sorry, I've got to push you on this one... could you share with us some indication of timeframe when users could realistically expect to see the move from DX9?

TW: Not able to give a timeline, or even a confirmation we’ll see that in rFactor 2 – and obviously this affects the VR answer previously. It also could be argued that modders now have a stable platform to create for, it might not be beneficial to mess with them.

RD: Still with Virtual Reality, now that users can fully view and engage with their surroundings using VR headsets, will more details and higher resolution gauges and cockpits for ISI content vehicles make an appearance in future builds do you think?

TW: We update older cars as best we can, but aren’t going to devote much time to extremely old content for minimal returns. Most newer cars shouldn’t need much of an update in this area.

RD: rFactor 2 is the platform of choice for many major leagues around the globe, specifically using the endurance features within the game and making the most of real weather / day to night transition functionality. With regards to how weather is implemented in game, does the team at ISI have plans to implement things such as rain drops on windshields (physics based rendering) / aquaplaning / puddle formation etc?

TW: We’re actually looking at this again now. We haven’t decided on what features will get dropped or pushed, and which should be implemented in short order.

RD: On a similar topic, in dry conditions can we expect to see some kind of dirt/marble pick up on tires?

TW: We’re unlikely to implement that in rFactor 2, you’ll just have to deal with the existing drop in grip on those surfaces.

RD: Keeping to the theme of endurance racing and features for a moment if I may, have the team considered the possibility to limit the set of tires available for a race weekend (endurance this is a big thing as well as F1 and many other series) and the possibility of saving part worn tyres in the garage for use in further sessions / later race stints?

TW: No, but I think we now output the tire data in the replay and plugins to allow leagues to easily track tire usage. While we can now store tire data (resume from replay does), we don’t foresee allowing them to be saved and reused within existing sessions.

RD: Again another endurance type question (although relevant, sadly, for Formula One too) – Hybrid/KERS/Brake Recovery simulation in game. Yes this is a murky and challenging area to simulate I would imagine but could add a lot to the immersion aspect of several major racing series. Does ISI plan to have this in game in future builds and if so how far along the path of develop are you at present?

TW: We’re in talks for a 2016 GP car as I speak, so we need to look at this at some point, probably when we build an updated FISI and/or GP car.

RD: Staying with the theme of cars and car features, could we maybe expect to see the ability to adjust onboard TC steps as onboard engine mapping or onboard differential Settings in future builds? The current TC settings are more a driver aid than in car setting and can sometimes feel a bit obtrusive when driving at the limit.

TW: Probably not. It’ll most likely continue to work as it does now.

RD: Moving away from this topic now for a little while and getting on to in game content for a bit, ISI have released a number of US centric Oval content of late, how big of a change in thinking was that to get it into the sim and working correctly with all the nuances involved in oval racing physics and rulesets?

TW: We’re still working on the rules, they’re incredibly complex from a design standpoint. The sheer number of variables for what appears a simple rule is just mind blowing.

RD: Are you happy with how it’s gone, the fan reaction seems very positive so far and the steady stream of 3PA oval / roval tracks has been very impressive

TW: Would like to see more of the rF1 stock car leagues moving over sometime soon. If leagues want to work with us to arrange bulk purchase deals, they should contact us.

RD: Speaking of tracks, its been a long while since the last “major” official track release, can you share with us some highlights of what tracks fans might expect to see in the coming year?

TW: Our track team spend their time helping the 3PA guys and working on their own projects. I think ISITrackTeam on Twitter does a petty good job of teasing upcoming content, whether that is their “rising sun” updates, or Toban (which is probably next).

rFactor 2 Suzuka.png


RD: Same question , this time related to upcoming car content. We heard many months ago about a proposed Super GT car and more recently the Daytona Prototype, how are things progressing with these?

TW: As always with cars it seems, we’re waiting on data. Teams have two seasons: Winter vacation and racing season. We have quite a few cars at a similar state, so once data starts to come in we’ll have a good batch of releases (including those you mention).

RD: Does the team have any inclination to include further historic content, possibly a playmate to the sublime BT20 Grand Prix car in future?

TW: We have some licensed, but they’ve simply never made it to the top of the stack yet. As a historics fan, this pains me greatly! We’d welcome inquiries from mod groups interested in working on licensed content.

RD: Of course many old historic cars use the classic h pattern gearbox and heal and toe technique, how does the team intend to penalise those who use paddle shift and no clutch to prevent laptime advantage against drivers using an h pattern configuration?

TW: We still have plans to release an updated drivetrain model.

RD: The Third Party Affiliate Scheme (3PA) seems like it’s been a huge success for ISI since its inception, how does this work? Do you approach people or do they have to apply to ISI with a finished product?

TW: Either way. Usually we have a track model we are offered by a studio using our engine, we then find someone to work on bringing that track up to spec. In a few cases people have come to us with near completed content of varying quality and we’ve helped them to complete it.

rFactor 2 Suzuka 2.png


RD: Will ISI be looking into the possibility for enhanced rF2 support to run more than 40 cars on the grid during an online event? Of course that has been seen already but in practice it has shown that running more than 40 cars online regularly leads to issues such as stuttering/connection loss and other critical issues?

TW: Nothing stopping you from running more than 40 cars. If you have issues I’d look into how plugins being used cope with the data, or how the server load is.

RD: Also on the topic of multiplayer / player to player interaction could we have a little insight into the developer’s thoughts about a robust player ranking system similar to the system we see in titles like iRacing?

TW: You won’t see a feature like that from us, but we obviously would and have supported any organization wishing to develop their own version. Our plugin system can be used for many features like this that instead of charging a subscription for, we want to see people able to do for themselves – if they want.

I think you’ll see a public launch of a few sites over the next few months.

RD: Regarding match maker, is this side of the sim due for further support and polish and could be expect more features in the theme of things like Chat, Iobby, filters, and a working matchmaker Iist where you can see how many people are online including Steam and non Steam clients?

TW: Yes, we’ve been looking at this lately (within the past two weeks).

RD: The damage model in rF2 is more restrained than some other titles at present, would it be possible, and is it considered on the teams to do list, to add features around suspension damage i.e when riding curbs / going off road in a violent way cause noticeable damage to your cars suspension and do plans exist to create a more sophisticated damage model in general?

TW: It might be something we look at in the future, but not sure what will/won’t be seen in rFactor 2.

RD: rFactor 2 has been in development for a number of years now and continues to be improved and developed with each new build released by the team. Do you at ISI have a development timeframe for this title, basically how much longer do you expect to support rFactor 2 before retiring development and looking to move onto rFactor 3 and/or other projects?

TW: Internal planning and discussion on another title (not rF3) has taken place, but rF2 is still our focus product at this time.

RD: If money and other blockers were no issue, which Marques would you ideally like to see licensed in the sim?

TW: All those tracks who are used to being paid by Sony and Microsoft for console titles, unable to comprehend what a niche sim racing title even is, and why their budgets differ. Though I’d focus more on racing cars than road cars, the same applies.

RD: Rumour has it that the exclusive Porsche licence comes up for renewal soon, any chance of seeing some of the German sports and racing cars in future for rF2?

TW: Not if they sit themselves behind an agency who’re more interested in their fees than promoting the brand they’re licensing.

RD: Almost finished now… so do you guys want to tell us anything else that we haven’t already covered so far in this interview? This is a chance to speak directly to our many thousands of readers here at RaceDepartment.com who follow with interest the development of rFactor.

TW: I guess the biggest recent event is Steam, and we are pretty happy with how well the transition to Steam has gone. We encourage people to look into the Workshop as we continue to find new ways to make it a bigger part of rF2!

RD: Now comes that time where I ask you to think up an imaginative way to say no without hurting my feelings….. An unapologetic attempt to secure a RaceDepartment exclusive piece of news! Anything you want to share with our many readers that aren’t already widely known in the sim community?

TW: We are looking into possibility of paid mods as part of rF2. I’ve mentioned this a few times but it’s getting serious now. There’s no reason someone shouldn’t be able to give the community what it wants when developers aren’t able to.



Big thanks go out to Tim at Image Space Incorporated for kindly taking time out of a busy schedule and answering our questions here today. Visit the rFactor 2 section of RaceDepartment for all the latest news regarding this sim.

rFactor 2 is available to buy now on the Steam platform or as a standalone edition direct from the ISI website.

Enjoyed our interview? What do you think of rFactor 2? How does the game perform in your opinion? Let us know in the comments section below!
 
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...but I also don't believe that everything is wrong as you make sound it like. My glass is full enough.
Ok. But this is not what i think either. In fact, when someone posted in this thread: "still better than Assetto Corsa" i sugested to close the thread with this sentence ehehe (the complete fair, my judgement in AC is based in a few minutes trying only)
Anyway, the moderator deleted the major important part of my post, the funny one, where i was comparing you guys to that **** information minister in the **** war that become a meme. Some how it is related to religion, race and stuff forbidden on fórum rules.
os: i put the *** to be safe, it is not bad words
 
Tim Wheatley said:
What that means? Still working on rF2. What does the other mean? That basically the way you might get things like DX11 and Rift will be from people paying us to do it, via commercial licenses and the like. Those could then come back into the rF2 product. Oh no, how terrifying.

I'll believe it when I see it. Given the glacial pace of development so far I can't comprehend how ISI can see doing some form of side project (whatever it is) as helpful to rfactor 2. And I am not talking about resources here. I can fully understand that it might help them finance further development of the sim.

However, if we look at 'progress' they are making with rf2 then it becomes obvious that, even if their other project does in fact contribute to VR or dx11, it's simply not coming to rfactor before end of 2017. Of course I am being optimistic here, a more realistic view is that dx11 or even native support for VR is not coming at all.

That said we could all be wrong here. ISI's communication, for a while now, has been clearly stuck in the 'opposite day' where talking about the future of their title means saying nothing at all. Last year ISI supposedly didn't even consider Steam release. I am not blaming Tim here, from this interview and information on forums it looks like he doesn't know sh*t and simply tries to work with whatever info he gets.

As for me, I am getting any enjoyment I can out of this sim and, as frustrating as it can be, it is also extremely satisfying when things come together. After the last few months I stopped viewing it as an ongoing sim and instead I treat it as engineering software on life support, which is fun to toy around with when you find an awesome track/car combination. Anything we get from ISI at this point is, from my point of view, a welcome and desired addition, but hardly an expected one.

As for why people aren't excited about new track... We already have at least one decent version of Suzuka, unless they are going to give us a laser scanned version there's no reason to get a hard-on when you see a couple of random screenshots. Also, we already have a number of tracks specifically from that group and quality is all over the place. Homestead is awesome, but for example Bathurst is a depressing mess of ugliness and crippling optimisation where I get 150fps at the top of the mountain and less than 60 near the pits. Wouldn't be a problem if we had dx11, but right now, and in the forseable future, rf2 runs with truly prehistoric efficiency of 2004 games...
 
You should quote the part he says ISI does not operate on debts and getting money from other projects is the way they'll improve rF2. Then it all makes sense.
We may not like it as sim racers, but from business side ISI is 1000000000% right because in the day the owner wants (or has to) to close its doors he is the one that would have debts to pay not us.
 
You should quote the part he says ISI does not operate on debts and getting money from other projects is the way they'll improve rF2. Then it all makes sense.
We have nowhere near enough information about ISI's financial and structural situation to make that judgement. Whatever they chose to do, I am sure it will be in the interest of the firm. I was talking strictly from a consumer perspective of someone who bought rf2 and still plays it semi-regularly.

Whether dx11 comes in 2016, because ISI chose to increase debt or in 2018, because they chose not to is non of my business. What affects me as a consumer is whether the sim's engine is running like a piece of sh*t for one more year or three years instead

I am sure they have legitimate reasons for making their financial decisions in the way they do. I was simply pointing out the obvious dillusion that some people in this thread operate on, as if the actions ISI decided to take ment that we might get dx11 or VR in the future. We might get it, but from what Tim has outlined it looks like that support is not coming in a timely fashion. And yes, it makes a difference whether that support comes in a first half of 2017 or if ISI gets around to working on it in 2018.
 
You should quote the part he says ISI does not operate on debts and getting money from other projects is the way they'll improve rF2...

There are other ways to get money these days,

- Paid DLC (still working great for Kunos/SMS/iRacing/everyone else)
- Crowdfunding (worked great for Reiza)

Instead they charge for online which just reduces participation. Frustrating as heck.
 
There are other ways to get money these days,

- Paid DLC (still working great for Kunos/SMS/iRacing/everyone else)
- Crowdfunding (worked great for Reiza)

Instead they charge for online which just reduces participation. Frustrating as heck.
I suggested this to them and they also should do a partnership with a studio with a business model ike Race Room while keeping it a modding platform.
We can't for them to do it tho, if they want to keep going as they are, not having debts is the best for them

We have nowhere near enough information about ISI's financial and structural situation to make that judgement. Whatever they chose to do, I am sure it will be in the interest of the firm. I was talking strictly from a consumer perspective of someone who bought rf2 and still plays it semi-regularly.

Whether dx11 comes in 2016, because ISI chose to increase debt or in 2018, because they chose not to is non of my business. What affects me as a consumer is whether the sim's engine is running like a piece of sh*t for one more year or three years instead

I am sure they have legitimate reasons for making their financial decisions in the way they do. I was simply pointing out the obvious dillusion that some people in this thread operate on, as if the actions ISI decided to take ment that we might get dx11 or VR in the future. We might get it, but from what Tim has outlined it looks like that support is not coming in a timely fashion. And yes, it makes a difference whether that support comes in a first half of 2017 or if ISI gets around to working on it in 2018.
10/10 logic heh...
If we can't make judgement in one way you can't make in another way either for the same reason. Just saying. ;)
 
10/10 logic heh...
If we can't make judgement in one way you can't make in another way either for the same reason. Just saying. ;)
You must have misunderstood me. The argument you presented is that what ISI is doing is the correct decision for them. I said that we have nowhere near enough information to decide either way, but I am sure that whatever they did or didn't do, they made a choice based on what they as developers need to do.

However, based on what we know from Tim (the fragment I quoted) basic logic and understanding of how time works, we know that pursuing other projects is not helping to boost the development speed of rfactor 2. If ISI is suffering from financial problems then yes, pursuing other projects might give them resources to finish the development of rfactor 2. Eventually. At some point. In very distant future. I didn't argue other way. I simply said that if this is the plan, then we have no hope of seeing dx11 or VR in a reasonable time.

To reiterate: I was not making any judgement as to what is good or bad for ISI or why they are doing things the way they are doing. I have no bloody idea. I was simply talking about what it means for those people who want dx11 or VR support. Whether it's good for ISI, I have no idea nor do I care. I care about the quality of this sim, because that's what I paid for. I don't work for ISI and have no ties to them. I also don't masturbate to the idea of what this sim might be 5 years from now when everyone moves on.
 
Well maybe "not rF3" is not a side project, it could well be their next major sim. Who knows. rF2 is already over 3 years out as official non-beta release. ISI might not be getting much more sales from it, especially considering that multiplayer, which is the running source of income from rF2, is quite dead (apart from leagues). Also they can't move to a paid DLC format for rF2 suddenly, as existing customers have been promised free content with the yearly multiplayer fee only. I see the options to make cash with rF2 quite limited in year 2016.
 
03-09-16 Tim Wheatley: "Not going to support VR for less than 1% of customers as it seems right now. It's going to have to be in a lot of people's hands and create NEW sales if it's going to be a part of this product. We're in no rush."

COMMUNITY Q&A
Graphics/Performance

Q: Any internal talks about DX11 in the future ? Is the move to DX11 much to complex?
A: It’s not about complexity, it is about benefit. There isn’t enough benefit to using it right now, though that does not mean there won’t be benefit going forward (though that might be with DX12, DX13, etc).

There is not going to be VR support or DX11 as I understand statements from ISI:sleep:
 
You must have misunderstood me. The argument you presented is that what ISI is doing is the correct decision for them. I said that we have nowhere near enough information to decide either way, but I am sure that whatever they did or didn't do, they made a choice based on what they as developers need to do.

However, based on what we know from Tim (the fragment I quoted) basic logic and understanding of how time works, we know that pursuing other projects is not helping to boost the development speed of rfactor 2. If ISI is suffering from financial problems then yes, pursuing other projects might give them resources to finish the development of rfactor 2. Eventually. At some point. In very distant future. I didn't argue other way. I simply said that if this is the plan, then we have no hope of seeing dx11 or VR in a reasonable time.

To reiterate: I was not making any judgement as to what is good or bad for ISI or why they are doing things the way they are doing. I have no bloody idea. I was simply talking about what it means for those people who want dx11 or VR support. Whether it's good for ISI, I have no idea nor do I care. I care about the quality of this sim, because that's what I paid for. I don't work for ISI and have no ties to them. I also don't masturbate to the idea of what this sim might be 5 years from now when everyone moves on.
Honestly you didn't understand it. Did you ever see the amount of money when they talked about Sim Raceway and iRacing?Well, just never mind. ISI has way more patience to deal with this stuff than I do :D so I better ignore from now on or I'll get in trouble :roflmao:
Do I like the way rF2 is going? Nope. But in the end of the day the guy that can make or lose money is the one taking decisions, and I'm glad he is doing the ones that will keep his bank account "sane". Hate to see people going brankupt in debts (and doesn't seem hard to happen in the virtual racing market), it just makes it too hard for them to rise again.
 
Honestly you didn't understand it. Did you ever see the amount of money when they talked about Sim Raceway and iRacing?
WTF does that have to do with anything I said? I was discussing the retarded notion that some people have that ISi expanding/focusing on other projects, whatever might be, might result in VR/dx11 being implemented in rfactor 2. Even if ISI was working on these things RIGHT NOW it would take months, possibly a year, since we saw any kind of progress in that direction. The idea that ISI focusing on something else might motivate them enough to bring over dx11/VR eventually means it would take at least two years from now to see any progress. Again, for some reason you are interested in discussing how these decisions impact ISI. I don't work for ISI. I don't care. I care how these decisions affect the product I paid for. At this point I think you are seriously trolling. And I don't mean it in 'oh you desagree with me then you are a troll'. I mean trolling as in intentionally derailing discussion. You don't even engage my argument, instead you started your own little argument about something else entirely.

Well maybe "not rF3" is not a side project, it could well be their next major sim. Who knows. rF2 is already over 3 years out as official non-beta release. ISI might not be getting much more sales from it, especially considering that multiplayer, which is the running source of income from rF2, is quite dead (apart from leagues). Also they can't move to a paid DLC format for rF2 suddenly, as existing customers have been promised free content with the yearly multiplayer fee only. I see the options to make cash with rF2 quite limited in year 2016.
Agreed. It actually makes me quite sad that rf3 isn't happening, because from the looks of it, if we want to see major improvements we will have to wait until rf3 happens. You also correctly recognised the problem with implementing DLC into rfactor 2. For years it was kind of 'accepted' that you pay yearly subscription (or an additional lifetime fee) to support further development of the content. Bringing out the DLC model right now would antagonise a lot of people. Especially because many of the zealots have been claiming for years that rf2 has some kind of superiority, because it doesn't have DLC. :roflmao:

That said, Tim has mentioned paid mods which would be based on licenses that ISI has acquired over the years. How is that any different? Tim has said that it would be similar to official third party tracks, like the 3PA tracks and that some of that content could even be sold using DLC system within Steamworks. As far as I'm concerned it's essentially outsourced DLC where you simply put the workload on more capable teams. The rationalisations I've seen from some folks over at ISI forums are bending reality to the point where someone claimed that after ISI puts such system in place this sim will still be somehow superior 'those bad sims over there', because it doesn't have DLC. O.o

03-09-16 Tim Wheatley: "Not going to support VR for less than 1% of customers as it seems right now. It's going to have to be in a lot of people's hands and create NEW sales if it's going to be a part of this product. We're in no rush."
I think this sums things up quite nicely and explains how out of touch ISI is. They seem to believe there is a way to boost rfactor2's sales. :roflmao: This thing was on market for 3 years since it left the beta stage. During those 3 years the basic sim has barely changed with the exception of a few worthwile mods here and there. Everyone who was interested in this sim already has it. There is no way to magically generate increase sales of a three year old product.
COMMUNITY Q&A
Graphics/Performance

Q: Any internal talks about DX11 in the future ? Is the move to DX11 much to complex?
A: It’s not about complexity, it is about benefit. There isn’t enough benefit to using it right now,
I can only assume the rationale is the same as in the case of VR. They don't care about dx11 if it doesn't bring additional sales. He must be talking of the benefits that ISI would be getting out of it, because it's pretty clear that from a users perspective everyone would benefit from a move from dx9 to something more efficient. It just seems like ISI doesn't really care about developing the sim for its existent base and instead wants to attract other people. I can admire the optimism, but it's not like Assetto Corsa or iRacing users have no idea that rfactor 2 exists or what it offers. They just don't care about rfactor 2 in its current state. The only way to generate a significant amount of new sales would be to burn the whole thing to the ground and start working on rfactor 3. If rf3 was released on Steam Early Access, without insane online passes, tomorrow it would probably attract more people than rf2.

EDIT:
There isn’t enough benefit to using it right now, though that does not mean there won’t be benefit going forward (though that might be with DX12, DX13, etc).
Wow, I am speechless. Is there a single game on the market that actually uses dx12 as of now btw? I mean Tim is stating, in quite clear terms, that by the time they will updating their antient engine to something more efficient, dx13 might be released? Is that year 2020 and windows 11? I mean it's cool that they think people will care about rfactor 2 for 4 more years, but how realistic is it?
 
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03-09-16 Tim Wheatley: "Not going to support VR for less than 1% of customers as it seems right now. It's going to have to be in a lot of people's hands and create NEW sales if it's going to be a part of this product. We're in no rush."

COMMUNITY Q&A
Graphics/Performance

Q: Any internal talks about DX11 in the future ? Is the move to DX11 much to complex?
A: It’s not about complexity, it is about benefit. There isn’t enough benefit to using it right now, though that does not mean there won’t be benefit going forward (though that might be with DX12, DX13, etc).

There is not going to be VR support or DX11 as I understand statements from ISI:sleep:
03-09-16 Tim Wheatley: "Not going to support VR for less than 1% of customers as it seems right now. It's going to have to be in a lot of people's hands and create NEW sales if it's going to be a part of this product. We're in no rush.

There is not going to be VR support or DX11 as I understand statements from ISI:sleep:

Have you even read what you quoted? In no word is there mentioned anything, that there won't be VR support, nor that there won't be DX11 support. That there won't be DX support right now, does not mean that it is completely ruled out. ISI ruled out steam support at a certain time, now we have it. You guys should stop reading too much into stuff and actually take the given information as is word by word and comprehend that. As I see it, the future options for rF2 are pretty open, so nothing to worry about.
 
Have you even read what you quoted? In no word is there mentioned anything, that there won't be VR support, nor that there won't be DX11 support. That there won't be DX support right now, does not mean that it is completely ruled out. ISI ruled out steam support at a certain time, now we have it. You guys should stop reading too much into stuff and actually take the given information as is word by word and comprehend that. As I see it, the future options for rF2 are pretty open, so nothing to worry about.

Yes I have read what I quoted. In no words is there mentioned that there is going to be VR support or DX11 and this of course means that answer is no if you do not believe in Santa Claus, do you?
I have also read how TW arrogantly replays to WhiteShadow about Nvidia SLI in that thread.
Nvidia SLI is ten years old technology and everybody who owns Nvidia SLI gaming PC knows that rFactor2 profile is from 2011 and produces 30 fps in sli versus 60 fps for a single card.

03-10-16 Tim Wheatley: "SLI is supported, the technology isn't great with any DX version, either due to people not buying x16 mobos, or not installing drivers properly for their mainboard. 'Not supported' would come across to me as a lie."

02-11-16 Nvidia Support says: "Game by it self is poorly optimized there is nothing we can do"

03-10-16 Tim Wheatley: "I disagree with (not that I disagree, SLI sucks, but we support it - ask AAA games if they all support it... Tip: they often don't, because it sucks)."

TW is making bold statements against world leading graphics card manufacturer who has about 70% of the marked that they product sucks.:speechless: As I see there is lot to worry about, unfinished cars, gfx performance etc. and if Santa Claus is coming one day with VR support or DX11 I am sure that he is giving you broken toys as gift and is not going to do anything to fix that.:roflmao:.

PS. This sentence blows you cover: "I personaly find it refreshing that a developer writes an honest statement, and not this stupid PR nonesense that you can read everywhere." Be careful my friend, when you are hiding behind your PC, nick is easy to change but not the mans mind. :thumbsup:
 
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Once again you only take a part of the quote so that it fits your argumentation. If you don't know how to quote properly and read carefuly what is written and comprehend it, it does not make any sense to discuss with you, sorry. Little tip: I even underlined that important part for you. Easy to overread, if you want to rage and find something to nitpick about. And your complain about SLI sounds like a broken record: yes, SLI is supported, but it runs like crap (even according do the developers of rF2 so that they NOT recommend it). If you are still that stubborn to use it, you deserve to be dissapointed by low frame rates. Most people I know, don't use SLI for obvious reasons. You spend tons of money for little gain. It is clever marketing by NVidia to sell more graphic cards, nothing more. I know, that it feels crap to be one of those people with SLI, but blaming ISI for crap SLI performance when they don't recommend it, is like shooting yourself in the leg. That something is supported, does not mean that it will run great either. Ever tried to play a game with minimum specs? There we go: If I were you I would go with the solution that is recommended by the game devs (i.e. recommended specs).

Anyway, I am not hiding behind my PC, so stop with your paranoia. If I actually would have chosen to hide myself I wouldn't have simply left a number from my usual nickname or do you really think that I am that dumb? It is actually amusing that you accuse me of something that has nothing to do with the topic at all, nor that it actually matters in any way, nor that I actually don't know why should have to be careful. Are you some kind of an internet police dude? But go ahead, if it makes you happy. I like reading paragraphs of paranoid people ... my friend :inlove:
 
Hold on. I want to make sure you aren't just paraphrasing and this is an actual quote:
03-10-16 Tim Wheatley: "SLI is supported, the technology isn't great with any DX version, either due to people not buying x16 mobos, or not installing drivers properly for their mainboard. 'Not supported'
Does Tim honestly believe that people who have the knowledge to use SLI would make something this stupid? So far I've been giving him the benefit of the doubt but if he really responds in such a way on ISI forums then he's at least partially responsible for creating cancer equivalent to twitch chat. I can't imagine a situation where this kind of gaslighting from a developer would be acceptable.
 
Once again you only take a part of the quote so that it fits your argumentation. If you don't know how to quote properly and read carefuly what is written and comprehend it, it does not make any sense to discuss with you, sorry. Little tip: I even underlined that important part for you. Easy to overread, if you want to rage and find something to nitpick about. And your complain about SLI sounds like a broken record: yes, SLI is supported, but it runs like crap (even according do the developers of rF2 so that they NOT recommend it). If you are still that stubborn to use it, you deserve to be dissapointed by low frame rates. Most people I know, don't use SLI for obvious reasons. You spend tons of money for little gain. It is clever marketing by NVidia to sell more graphic cards, nothing more. I know, that it feels crap to be one of those people with SLI, but blaming ISI for crap SLI performance when they don't recommend it, is like shooting yourself in the leg. That something is supported, does not mean that it will run great either. Ever tried to play a game with minimum specs? There we go: If I were you I would go with the solution that is recommended by the game devs (i.e. recommended specs).

Anyway, I am not hiding behind my PC, so stop with your paranoia. If I actually would have chosen to hide myself I wouldn't have simply left a number from my usual nickname or do you really think that I am that dumb? It is actually amusing that you accuse me of something that has nothing to do with the topic at all, nor that it actually matters in any way, nor that I actually don't know why should have to be careful. Are you some kind of an internet police dude? But go ahead, if it makes you happy. I like reading paragraphs of paranoid people ... my friend :inlove:

Sure it is me who takes a part of the quote so that it to fits my argumentation and ISI is a honest company and writes an honest statement, and not this stupid PR nonesense which Nvidia does.
Just to you knowledge, ISI edited they recommendations regarding SLI after release of rFactor2 as most of the honest companies does when they don`t follow or don`t understand instructions from Nvidia. You don`t have to worry about my frame rates, yes, you read right - it does not limit me.

PS. You know that when police stops you they often asks stupid questions and if you start to explain they know that you have something to hide, my friend :whistling:
 
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