rFactor 2 Build 1109 Released - Includes New Rain Features

Paul Jeffrey

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rFactor 2 Update Released.jpg

A new update for rFactor 2 has been deployed today, now featuring enhanced rain visuals amongst a sizeable number of improvements and fixes.


As detailed in the final development roadmap post of 2017 (HERE), Studio 397 have today deployed a fairly sizeable new build release for rFactor 2 that amongst other things offers players the opportunity to sample the first pass of the enhanced rain effects introduced to this venerable racing simulation. Benefitting from significantly improved visual representation over the previous rain simulation, the new build is a major step forward in one of the few remaining areas where rFactor 2 fails to live up to expectations in comparison to other similar simulators available on the marketplace today.

As well as the very visually obvious changes to weather effects, Studio 397 have committed to continue developing the wet stuff in rF2 as they look to improve the overall experience and introduce physics interaction with dynamic puddle formations and other interesting and exciting elements found in wet weather racing.

Due to the nature of the new build and visual improvements brought to the simulation, vanilla and mod content will need to be updated to make best use of the new technology employed by Studio 397. As such the Dutch developers are actively working to update all the base content of the simulation, with the following items already having been given the update treatment, with more to follow in the coming weeks and months;

Cars
  • Bentley GT3 - v1.97
  • Radical GT3 - v1.993
  • Mercedes GT3 - v1.99
  • McLaren GT3 - v1.993
  • Callaway GT3 - v1.97
  • Formula E - v1.993
  • Dallara - v1.96
  • USF 2000 - v1.94
  • Camaro GT3 - v1.94
  • Corvette C6R - v1.93
  • Nissan 370Z GT4 - v1.93
  • Brabham BT44B - v1.95 >>>You need to manually subscribe HERE
  • Brabham BT20 - v1.95
  • Stock Car - v1.96
  • EVE -v1.98
  • Spark - v1.98
  • Formula Two - v1.95
  • Honda Civic BTCC - v1.99 (Physics Update: New tires)
  • Kart Cup - v1.92
  • Nissan GTR GT1 - v1.93
  • Howston G4 - v1.96
  • Howston G6 - v1.96
  • Megane 2013 - v1.95
  • Clio 2010 - v1.93
  • Howston Dissenter - v1.94
Tracks
  • LimeRock - 2.02
  • Mores - v1.82
  • Nola - v1.30
  • Indianapolis - v2.04
  • Silverstone - v1.84
  • Brianza - v2.04
  • Malaysia - v1.82
Before playing the new update it is also worth noting the following information;
  • Important: Make sure to update any SteamCMD servers to get the latest!
  • Delete contents of the folders CBash and shaders located in \Steam\steamapps\common\rFactor 2\UserData\Log
Full build 1109 change log (December 21st 2017)

Improved Lighting

  • We developed an Image-Based Lighting for Ambient (IBLA) solution that substantially improves lighting in our graphics engine.
  • IBLA acts on the colors of the scene, taking into account information from the surrounding environment when drawing each object.
  • The resulting lighting system gives the final image a more realistic look and it improves the perception of depth for the driver.
  • This new system uses new ambient probes that have been added to most of the tracks. It is recomputed dynamically as weather or time conditions change.
  • IBLA does not introduce any noticeable performance penalties and its features have been exposed to Mod Dev. Furthermore, tracks that do not have set IBLA yet will automatically have a default set of probes assigned to them.
Rain Effects

Cars
  • Added dynamic drops on the windshield and the body of the car.
  • These drops respect gravity, so they will run down the sides, and each single drop will have its own lifespan.
  • The drops also respect airflow around the car when driving, making them move in appropriate directions.
  • The effect is not scripted but generated in real time, and it varies depending on factors like the amount of rain drops falling from the sky, the speed of the vehicle, or the particles generated from another car in front of you.
  • Wipers on cars are now functional and will clear the windscreen in two different user configurable speeds.
Tracks
  • Vastly improved reflections of the surroundings that become visible as the track gets wet.
  • Added blurred reflections for the “Ultra” Road Reflection setting.
  • Improved shaders for the real-road surfaces and added new shaders to match closely the properties of elements like curbs in dry/wet conditions.
  • Added highly detailed puddle maps that allow puddles to form in the appropriate places on tracks.
New HUD Options
  • Added options to show tire wear and ride height as text parameters.
  • Added tire wear percentage to the vehicle status MFD.
  • Increased the accuracy of fuel consumption with an extra digit.
  • Fixed a bug with TireAverageTemp text parameters, which would not show up in the HUD because of a space in their names.
  • Added a “delta best” parameter that you can add to a HUD, showing time lost or gained compared to your fastest lap in milliseconds. Works for all cars (not just player). Included optional text coloring of the text output so positive and negative values can result in different colors.
  • Added a more accurate fuel indication as well as one that shows the fuel you used in your last (full) lap, or zero otherwise.
  • Added a gauge for showing the “delta best” with a range of -1.0 to +1.0 seconds.
  • Added predicted number of laps remaining based on fuel used for last lap.
  • Added current rain percentage.
  • Added minimum and maximum track water depth.
  • Added an option to disable font scaling for the chat and message box (apart from using comic sans, non-linear font scaling is about the biggest sin a designer can commit).
  • Added weather info (rain intensity and min/max water depth) into the MFD for HUD and in-car use.
  • Designed a new default HUD that takes advantage of the new features. (Coming soon)
Other/Fixes etc.
  • The plugin API will no longer invoke callbacks that provide ScreenInfoV01 data that used to allow plugins to render to the screen. Doing this directly has been deprecated with the release of DX11, and alternatives are to either use information that is available in the updated HUD or wait for a new plugable HUD system to be released in 2018.
  • We have removed the “cache” folder from our install, so all content will now be downloaded from the workshop. This means the base install is much smaller. Upon first launch you will be automatically subscribed to all Studio 397 content and while that is downloading the Launcher will show a progress dialog window with screenshots of all content items it is downloading for you.
  • Generating Mip Maps from reflections, this gives smoother reflections as a result.
  • Formula E liveries for TeCheetah, Mahindra and Venturi updated to 2018.
  • Formula E driver helmets updated.
  • Formula E driver suits updated.
Known Issues/troubleshooting
  • Rain effects are visual currently. However, we are working on physics impacts.
  • Some content is still to be updated to include the rain effects such as cars and tracks.
  • Performance is constantly being reviewed
  • Rain drops on external cameras under review
  • If you are experiencing strange graphical issues, delete the contents of your cbash and shader folders located in \Steam\steamapps\common\rFactor 2\UserData\Log
  • Important: Make sure to update any SteamCMD servers to get the latest!
To help you get the most performance out of the new update Studio 397 have released basic graphics setting guidance that can be found HERE.

rFactor 2 is available from Steam as a PC exclusive title now.

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...

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Tried the new build yet? What are your impressions of the new rain effects? Like the new direction of the sim? Let us know in the comments section below!
 
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DX11 performance (and experience in general) is still not good, especially not for what it offers that DX9 didn't, I really don't think it was ready to be made default. Then again, I kinda understand it had to happen sooner or later. But it's certainly not making me want to play rF2 more, and judging from various discussions I see, I'm far from the only one... :/
 
rF2 was working just fine for me until the move to DX11.

But when I tried the DX11 Beta version, stutters and freezes all over the place. Even following all recommendations, delete shadows, cbcash...etc etc...as soon I was on the track with another cars, the whole thing fells apart.

I tried the graphics sugestions from Studio397, high end, mid range, low end...to no avail.

So, to me of course, this whole DX9 DX11 saga is a huge debacle that is driving me away from what I consider a good Sim.

I'am using the older Phenom II X4 965 Black Edition Deneb 3.4 Ghz plus a Nvidia GTX 970 and 8 Gig System Ram. Just like you my system ran DX9 very good with no stutters with FPS decent but as soon as i transfered over to DX11 my problems such as extreme stuttering and pauses was so bad it made me sick to drive. Then i started to do some serious investigating and troubleshooting to discover the problem. The following suggestions transformed my DX11 Stuttering into a awesome buttery smooth running game which now runs even better than DX9 though i'am still using Post Processing set to default "none" for testing.

I present you the steps i done to make my DX11 as good or better than DX9 with no stuttering:

1) If you ever installed the Trackmap or any other DX9 addon Plugins then it's very important to remove your Trackmap and any other addon Plugins from both your "Bin32 & Bin64" folders!

2) Equally important to delete the "d3d9.dll" from both your "Bin32 & Bin64" folders, plus delete the Trackmap folder from the plugins folder!

3) In the player file > C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\UserData\player
look for a file called "CustomPluginVariables". Open in Notepad and be sure you remove the Trackmap & all other DX9 addon Plugins data lines from this text file or turn them "Off". ex. "Enabled" :0

4) I also deleted my "player.JSON" to ensure i have fresh settings!

NOTE: Until ALL the remnants of the Trackmap & any other DX9 addon Plugins are completely removed there is a good chance it will interfere with your DX11 and create stuttering or other issues!

Refer to step (3) This is my "CustomPluginVariables" after removing all DX9 addons. Note: this "SharedMemoryMapPlugin64.dll" is needed for running "Crew Chief" and won't interfere with DX11.
The "KnockoutQualifying", "StockCarRules" and "TrackIR_Plugin" i don't use thus why i set Enabled "0"
{
"KnockoutQualifying.dll":{
" Enabled":0,
},
"SteamPlugin.dll":{
" Enabled":1
},
"StockCarRules.dll":{
" Enabled":0,
},
"TrackIR_rF2_Plugin.dll":{
" Enabled":0
},
"rFactor2SharedMemoryMapPlugin64.dll":{
" Enabled":1
}
 
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Regardless if Marcel is able to help you or not, DX11 shouldn't drive you away from rF2. I don't like DX11 for a number of reasons so I've never made the change and probably never will but rF2 in DX9 is still the game I'm putting more hours on.

I dont even use GPU Z...lol.
Will have to install.
@MPortnoy . To me also, I would stick with DX9.
But it looks like DX9 will not receive further updates? this will make my participation in the leagues I race, impossible.

There was a huge outcry from the community that rF2 is outdated with its DX9 graphics. S397 listened to the feedback and transformed the engine to DX11 and gave everyone over half a year of beta access to adapt to this change. Now the same community wants to stay on this 10+ years old DX9 interface. Go figure.
 
There was a huge outcry from the community that rF2 is outdated with its DX9 graphics. S397 listened to the feedback and transformed the engine to DX11 and gave everyone over half a year of beta access to adapt to this change. Now the same community wants to stay on this 10+ years old DX9 interface. Go figure.

Yeah, well don't count me in that group cause I've never been in favour of this update. I don't care about graphics tbh, the game looks just fine in DX9, but DX11 broke a lot of my track and car mods so I'm not going to drop my content just to get bluer and shinier skies. And don't get me started with the plugins, for which there's no replacement atm.

Tbh, i would've preferred if S397 had started fresh with a new game in DX11 using rF2's engine instead of patching a 4-5 year old game but let's not go there, i guess there's a good reason why they didn't go that route, most likely money.
 
Starting fresh with a new game would have required new licensing contracts etc.
Some decisions have not been so smart, but at least there is some progress. I believe that they should have had things like plugins etc sorted before going to DX11 default, but at the same time making DX11 default frees up developer time/resources to continue the step forward.
If you or the groups you race with have issues and want to run a previous build, it is very much possible; however future feature will not be available.
 
Thank you @Marcel Offermans for keep improving this gem of software.
With recent update on tyre model, rf2 is better than ever. The slidey feeling on the limit has gone.
Also good job with the DX11 transition.
In my system (1060 3GB) the game will play flawlessly at 1440p and also looks really nice and clean.
Actually, currently i feel myself returning back to rf2. It's not the best in every compartment but in my hardware (G27) it's sublime.

 
Well I am really enjoying RF2. Really pleased with the admission that the tyre model was a bit borked. I am one of the few people it seems in the sim world that want a race car to have grip (they are sort of engineered to be good at cornering, both tyres and the car itself)....
A GT3 car is actually "arcade" so I think the sims should reflect that and not be scared to....anyway..
gt3 aston.jpg

gt3 aston 3.jpg
 
Well the gt3 pack is awesome!
So much detail/feedback thru force feedback, tire sounds, the way the tires start gripping a pleasure to drive. Had the chance to practice raceroom 8 hours for 2 weeks and jumped into this, its night and day.
I really wish i could drive online, but couldn't find an active server .
 
I noticed that the image in my wing mirror is flickering on and off.(goes grey) occasionally. It's not a total game breaker but it's annoying and spoils immersion. I never noticed it before the latest update, does anybody have any ideas?
 
No just the side mirror (outside the cockpit). Only one side mirror is visible in forward view (single monitor). The internal "rear view" mirror is fine and so are virtual mirrors. Noticed this in the Dissenter, for sure, but I think in other cars too.
Thanks. :thumbsup:
 
There was a huge outcry from the community that rF2 is outdated with its DX9 graphics. S397 listened to the feedback and transformed the engine to DX11 and gave everyone over half a year of beta access to adapt to this change. Now the same community wants to stay on this 10+ years old DX9 interface. Go figure.
So what is your point? The community is always wrong? Dx9 looked great? Dx11 works flawlessly for everybody?

Dx9 rf2 looked pretty bad and that was the opinion of everybody except the hardcore rf2 players. Move to dx11 was justified and people were even hoping it could improve performance as it has apparently done with iracing. Now that dx11 is here it has some issues. Are people not allowed to say they have issues?

The same "community" that kept attacking other people for wanting better graphics fidelity and performance in rf2 are the same people who are now attacking those who report issues with dx11. Go figure. With some people you are always the wrong kind of person with wrong opinion.
 
Thought I would fire-up rF2 to check out the new rain for myself. It doesn't get past the white background splash screen.

Confirmed video config is correct.
Did a Steam file integrity check.

Still won't load.

I had previously reverted from the Beta to the standard build. Launcher unhelpfully says 1109, which due to the numbering system is almost irrelevant and I don't know any way to see the real build details.

Any suggestions how to get rF2 to load? Haven't used it in a while (too busy with other sims), but for many years I used it daily and never had a problem loading, ever.
 

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