rFactor 2 Development Roadmap Released

Paul Jeffrey

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rFactor 2 Dev Roadmap 1.jpg

The last 'Development Roadmap' of 2017 has been released for rFactor 2, with plenty of exciting news regarding the new rain effects, lighting, content and more!


It has been a very busy year for rFactor 2 developers Studio 397, ending in the brand new build update released earlier today, and it looks like things are continuing on an upward trajectory as the current year comes to an end.

In the last of 2017's roadmap posts Studio 397 go on to talk about the new "rain build" update and plenty of other exciting stuff, all of which you can read about below:

When we look back over the past 12 months we are incredibly proud of what we have achieved, additionally we are grateful of our ever-growing community who continue to support us.

Now with Christmas on the way let the sales begin! rFactor 2 is currently half-price, so make sure you get involved if you haven’t already right here. If you were interested in the Formula E Energize Pack or the GT3 Power Pack, look no further, we have created a bundle for a limited amount of time – check it out here

Over the past few months we have been working heavily on improving the graphics engine in many ways, so let’s look at a few updates:

Lighting:
Our lighting has been transformed, reflecting the environment, this is called IBLA – Image Based Lighting and it substantially improves the overall lighting in our graphics engine, creating a richer, more realistic view. This technology will help us improve and develop the engine and bring in new elements.

rFactor 2 Dev Roadmap 2.jpg
rFactor 2 Dev Roadmap 3.jpg
rFactor 2 Dev Roadmap 4.jpg


DX11 is now Go!
We are now bringing our DX11 as the default build people will see for the first time. With that we will be no longer supporting DX9, in fact, this is our last official supported version of DX9 – already you will not receive some of the visual benefits, such as the windscreen effects and moving wipers. Removing DX9 will allow us to concentrate on one build and enhance it – it also means new users see rFactor 2 in the correct light!

We do recognise that many draw to screen plugins are affected, however, our intent it to bring in tools to allow new ways to show data on screen without impacting stability or performance. Shortly we will have an update for the HUD which will provide access to additional data.

Cache folder:
Ever since we migrated rFactor 2 to Steam, we’ve been getting a lot of user feedback about the implementation of our “cache” folder and how it holds a lot of components that not everybody wants installed. Because it came with the base install, there was no good way to delete that folder as Steam would simply download those files again if you did. We’ve now removed that folder completely. On first launch we will still subscribe you to all Studio 397 content, but you will be able to unsubscribe from any item you don’t need.

Rain:
Our rain is still work in progress in many areas, however we are pleased to to bring a significant change, creating more atmosphere in and out of the car. We have converted much of our content to incorporate rain, however there is still work to which will go into early 2018.

Cars:

Our cars now simulate rain effects, including wiper animations and spray. There are different levels of detail which affect the windscreen which the ‘Rain Drops’ option in the display menu will control. These effects include water on the windshield as well as the car body with ripples dependant on your speed.

Tracks:

Tracks now have additional reflections, with the real road being redone. Kerbs also reflect correct in wet conditions and now on some tracks we will start to see dynamic puddle buildup, based off research and CAD. Currently these effects do not affect physics, however we intend to build that in as well.

rFactor 2 Dev Roadmap 5.jpg
rFactor 2 Dev Roadmap 6.jpg
rFactor 2 Dev Roadmap 7.jpg


3rd Party Content
We have mentioned this a few times before and now are starting to build the framework to allow creators to potentially license products. Our ambition is to help legitimise creators within our community and promote their incredible work. Our first venture will be with Kartsim, who have created a super realistic Karting platform and laser-scanned kart tracks – stay tuned for more info.

Final note
As we said before, thank you so much for your continued support! We are super-excited about 2018, with lots of new features and content coming – not only that with the world looking at sim racing as a bona fide esport we are in a great position to bring you not only great competition infrastructure, but the events to go with it!

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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Excited about the latest Roadmap contents? Looking forward to the future of rFactor 2? Let us know in the comments section below!
 
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eSport....yes, why not? If virtual football is why not virtual racing where you do actually pretty much everything bar the danger?
The only difference about taking a virtual car and a real car out is G forces and danger. And i'm saying that as person who does drive race cars occasionally for fun (lucky my family run a team).

I even agree with real race driver when they say its actually easier in a real car as you have much more feel to work with....

I'm talking about how there is little to no interest or viewers when compared to actual "esports" like StarCraft or DOTA that fill arenas and are watched by millions on live streams. Please don't take that as me saying anything about simulators not being accurate.
 
KartKraft instead is like a ghost: until they will release something we can't know. But the trailer is definitely cool. ;)
That's why I was/I am still hoping about KartKraft resurrecting from the dead, perhaps in rFactor2 — althought KK was born to be an UE4 game —, since visually it looks amazing and with a great sense of immersion unlike other karting mods I've tried!
Let's see...
 
  • Deleted member 130869

@gianlucaP
KartSim is not KartKraft (Delta Studios) or Kart Racing Pro (PiBoSo, worth a look). There's nothing related to any of those, it's a very interesting new enterprise. Believe me. If you pay close attention you'll see KartSim has a different and better driver body than the ISI karts too.
 
@gianlucaP
KartSim is not KartKraft (Delta Studios) or Kart Racing Pro (PiBoSo, worth a look). There's nothing related to any of those, it's a very interesting new enterprise. Believe me. If you pay close attention you'll see KartSim has a different and better driver body than the ISI karts too.
Read:
[..Our first venture will be with Kartsim, who have created a super realistic Karting platform and laser-scanned kart tracks...]

From Steam:
KartKraft is an intense, hyper realistic kart racing game with real kart physics, laser scanned circuits

If you consider Kartsim was the first name of KartKraft and now Kartkraft is apparently in ghost mode... do the math :D
Can you show us any link related to Kartsim? Because on Google you can find only Kartsim as the old name of KartKraft.
More likely I'm wrong, but who knows.
 
  • Deleted member 130869

@delpinsky
KartSim has their FaceBook page here. Also I knew Zach Griffin and he is not the person behind KartSim. He shifted his original Kartsim into KartKraft and acquired funding to expand into Black Delta Studios. I can't expand any further beyond this so if this isn't enough, you'll have to take my word for it. If that's not enough, I can't do anything else :p.
 
Good to see more updates coming at a faster pace to this title....too bad its taken 5yrs just to get to this point.
Rain effects look decent in some pics and terrible in others....first 2 picks with no rain has spray that looks like a blown turbo than the bottom 3 pics driving in the rain have little to no spray?
I just got into Karting this year so ill be keeping my eye on that to see how it turns outs....I haven't tried the 2 karting sims mentioned above.....but have found the other popular sims that feature karts to not be all that realistic.
 
Good to see more updates coming at a faster pace to this title....too bad its taken 5yrs just to get to this point.
Rain effects look decent in some pics and terrible in others....first 2 picks with no rain has spray that looks like a blown turbo than the bottom 3 pics driving in the rain have little to no spray?
I just got into Karting this year so ill be keeping my eye on that to see how it turns outs....I haven't tried the 2 karting sims mentioned above.....but have found the other popular sims that feature karts to not be all that realistic.
have you tried Karting in Rf2 ?
 
There seems to be a bit of confusing info about KartSim...

Sessions like these are expensive...

KartSim (not releated to Kartkraft or KRP) is started by Tony Irfan. He wanted to create a karting training tool to do this at home.
The team consist of hardware guys, software guys, coaches, track and car artists to create these kind of simulators on the rF2 platform. More info on the hardware and software configurations: contact them via Facebook.

KartSim.jpg


First package of karts and track will mimic the UK SuperOne Championship: a virtual SuperOne Championship will run togheter with the real championship.

Karts: Yoss (Apex) and Miro (URD Physics)
Tracks: James Mabe, Alex Coutie, Sergio Loro, Adam Farmer, Gijs van Elderen

UK Track pack:
Buckmore Park
Clay Pigeon
Fulbeck
Glan y gors
Larkhall
PFI
Rissington
Rowrah
Shenington
Whilton Mill

Karts:
Iame Cadet
Honda Cadet
Mini X30
Junior X30
Senior X30

TBH: I don't know which karts and tracks (or all) will be made available thru the rF2 steam shop.
 
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