rF2: Nürburgring Nordschleife Now Available

Paul Jeffrey

Premium
rF2 Nords Released.jpg

Teasing time now over and done - the epic Nurburgring Nordschleife for rFactor 2 is finally here.


Available now via the rFactor 2 Steam Store, the new laserscanned circuit comes complete in four different racing layouts, with Studio 397 planning to add further versions as free updates in the coming months.

Retailing for a very reasonable £10.66, the track is available to purchase now.

Happy lapping folks!

rF2 Nords Released 2.jpg
rF2 Nords Released 3.jpg


rFactor 2 is a racing simulation exclusively available for PC.

For more news from the world of rFactor 2, check out the RaceDepartment rFactor 2 sub forum and join in with the community discussion. If you like racing in a clean and fun environment online, why not check out the RaceDepartment rFactor 2 Racing Club? Get yourself in on the action!

Like what we do at RaceDepartment? Follow us on Social Media!

 
 
Not a huge rF2 fan, but the nordschleife seems to be done to a very high standard. I'm getting good frame rates throughout and the accuracy appears to be top notch. I'd like to see a bit more rubber on the curbs of the Nurburgring GP like we see in real life, but its a very minor gripe.

Really good quality package.
 
I went against all my own rules for playing video games after 10pm & just had to give it a go at 12:30am after reading the positive reviews on here. I jumped in an sr3 for a race at night through to dawn. It was was brilliant fun & an excellent rendition of Nords. Track performed pretty well for me on my Index. Looks great & the best version i have used in a sim. I will stop short of calling it a masterpiece but hats off to those involved.
 
I couldn’t resist and I did 5 laps with the radical sr3.
4 DOF motion+VR+DD steering wheel system + bass shakers plus this version of the Nürburgring-= Sim racing heaven
Said this.... sadly it’s very heavy track with my CV1. Even with my 2080ti/I7-8700 it’s only 45fps every where in the track .
Any one tried it with VR?
It's working good for me. I even turned up PP's from low to medium with my Samsung Odyssey MR being driven with a 1080TI. Hope you get it figured out. Maybe it's Oculus home running in background?
 
You cannot compare the baked lighting of GT5 to the dynamic lighting of rF2 and other graphic engines: the former will almost always look better, at the expense of being fixed for eternity.
Dynamic lighting can look really dull and generally looks better in the morning or at the end of the day, when the sun is lower and there are more shadows. Speaking of which, it might not be a coincidence that the default track time for the Nords is 10h40.
I didn't really want to go too deep into that discussion.
First we need to define few topics there. Are we talking about lighting. Are we talking about dynamic range/color space. Are we talking about "too saturated/too bright curbs" etc.
BTW GT5 did have dynamic lighting, but yes, baked version of Nords looked better, for few reasons.
Obviously it's quite a challenge to make a 24-h cycle game engine which would look good enough at all conditions, while still fitting into very limited dynamic range of sRGB format, which is majority of our monitors.
Some titles do that with over-aggressive HDR which people used to hate, luckly nowadays HDR is more clever than it was 10 years ago, so you don't often see the image slowly (but still annoyingly noticeably) getting darker/brighter all the time. Some of the titles have various dynamic range presets for various times of day and weather conditions, one can still say it's "pre-baked", but the daytime/weather do change in realtime, while "pre-baked" dynamic range allows you to enjoy the experience without screen going pitch black in shadows at low sun conditions, or being overly bright at daytime.
Then, going back to albedo problem: in order for albedo to show correctly it needs more calculations going within the material/shader, and also ideally very advanced SSAO/ raytraced shadows + shadow overdraw (which in itself is excluded from a lot of game engines as it's a potential can of worms). Without it albedo very often will look just like blocky too bright or too pale diffuse. If you prebake some shading to it, one may argue that it may not correspond to current daytime conditions, say, under bright sunlight, but unfortunate thing is - if you don't prebake at least something, then it doesn't correspond with any other conditions. To my personal taste, some pre-baking of shading still wouldn't hurt to make the texture look overall good enough and fit into as much conditions as possible.
I could give you examples of engines that work totally fine and beautiful with changing lighting conditions, just to make you realize it's not an excuse.
But i dont want it to turn into bashing of rf2 as I'm still very much enjoying what this sim delivers.
 
Last edited:
What baffles me is the difference in elevation of the laserscanned versions of RF2 and AC.
Is the laserscan creating a 3d model of the surface or is also measuring the altitude of the track?

Actually sim developers aren't going on track to scan themselves anymore, they are buying the point cloud data from the track owner and a third party scanning company, so most versions you see in sims use basically the same source data. The difference comes from how this data is translated into the sims, as you have to do a lot of data processing to reduce the size of the geometry to make it run real time in a consumer PC. And then there is the aspect of trackside objects, where I suspect you will see the biggest difference between versions. Objects like trees etc. can still look quite different from version to version as they are not scanned, which will also create an illusion of different track geometry. For example if a tree blocks the view of a corner entry it may suddenly feel more steep or difficult.
 
. I'd like to see a bit more rubber on the curbs of the Nurburgring GP like we see in real life, but its a very minor gripe.

Just run longer sessions and the Rubber gradually builds up dynamically on the racing surface and curbs, think of a Green track as a track that's barely had any usage so the curbs are freshly painted :)
 
In general the final result is very impressive, tho I still think it needs trees/vegetation rearrangement (and shadows) in many places.

Why we don't have GP sprint, GP without Arena layouts? And what about the same for the combined (VLN layout)? Touristenfahrten would be cool to have too... its there in iRacing and AC. ‍♂️
 
Last edited:
I found a bug in the Replaycameras on Nürburgring-Grand Prix. The camera often films "under the ground", so that the Replayvideo isnt really a fun.
Dang. I can remember when a similar camera mistake took 2-3 years by ISI to be fixed on Indianapolis. Hopefully S397 will fix sooner rather than later.

Have you reported the bug to S397?
 
What baffles me is the difference in elevation of the laserscanned versions of RF2 and AC.
Is the laserscan creating a 3d model of the surface or is also measuring the altitude of the track?
when you scan ( with static scan at least), you get a "sphere" of points, as the points get further away, you get less accuracy. Some scanners are really accurate to 60m, others 180m, etc. , and then you have to scan a additional positions, so cover gaps/holes
in the process, you have to align the spheres to each other, and this is where you could make a mistake , which would then create a noticeable difference in the scans,

I have no experience with the scanner on car, therefore I have no idea if there is no alignmnet needed, if it's more or less acurate

I suppose people who drove there could tell you

but I do find it interesting that AC version looks similar to Gran Turismo, and Pcars, while he RF2 looks different ( height in certain sections)
 

What are you racing on?

  • Racing rig

    Votes: 528 35.2%
  • Motion rig

    Votes: 43 2.9%
  • Pull-out-rig

    Votes: 54 3.6%
  • Wheel stand

    Votes: 191 12.7%
  • My desktop

    Votes: 618 41.2%
  • Something else

    Votes: 66 4.4%
Back
Top