rFactor 2 Development Roadmap - Update on DX11 Inside...

Paul Jeffrey

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rF2 Radical.png

Studio 397 have today released their latest Development Roadmap update for rFactor 2, giving fans an insight into the upcoming DX11 build and new VR implementation amongst other things.


Although for the most part the news of development progress from Studio 397 is very positive, it is a shame to hear that the proposed update to DX11 and VR support has been delayed until May 1st from the initial "end of Q1" reported during the initial development outline. To be fair with such a complex and involving process as this it is not surprising to see a delay, however I'm sure Studio 397 will be making the most of the extra time to ensure a positive experience once the update has been released.

Studio 397 have confirmed DX11 and VR support for both Vive and Oculus Rift are working in beta builds, as is a brand new user interface that will be included in the next build update. The UI will receive further enhancements and developments over time as S397 slowly add additional features and functionality over time. In other highlights from the March development update post it looks like rFactor 2 will be getting some new car and track announcements in the near future, however the studio are saving final details on those projects for another time.

Check out the full blog post update below:

DX11 Pipeline and Post FX
Over the course of the last month we have spent a lot of time to further optimise the HDR rendering pipeline. We also started adding post processing effects. This is a bit of a balancing act between ensuring we stay compatible with existing content and adding various improvements to the graphical output. Work on shaders, the shadow system, and on various other effects is also under way.

Working on the DX11 integration has allowed us to fix some things that were previously unaddressed or needed improvement. For example, we fixed an issue with stray coloured pixels in the distance, caused by MSAA artifacts. We also improved the way shadows are cast on the ground. Shadows now follow the normal maps of the materials, which means for example that the shadow on asphalt follows all the little bumps in the road. Our clouds are using much higher resolution textures, and we fine tuned ambient lighting in overcast conditions by adjusting both the color and intensity of the light.

Last month we already showed you improvements, some of which were very subtle. This month, we have a few new screenshots that will show we’re on the right track!

Night lights show a much more realistic, dynamic glow.
rF2 DX11 1.jpg


Our classic content looks great as the first rays of sunlight touch the banking.
rF2 DX11 2.jpg


The Camaro GT3 on a bright blue day at Mores.
rF2 DX11 3.jpg


Early morning going up the hill at Bathurst.
rF2 DX11 4.jpg


Virtual Reality is operational
Great news! We are already driving in VR – seeing a virtual sun rise through the trees is an incredible experience!

Our VR implementation is based on OpenVR. We chose OpenVR for its support of both headsets – the HTC Vive and the Oculus Rift – ensuring future compatibility. To complete the experience, we are integrating VR with the new UI and adjusting several other parts of the game, such as external cameras.

User Interface
The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments.

UI.png


Radical Content
We can’t wait to announce some very, very cool content news soon, for both cars and tracks. As you know, our ambition is to streamline content, aligning cars and tracks. In the meantime, the Radical SR3 is coming along nicely. We have extensive technical data from Radical and are creating the most realistic version that has ever been produced.

rF2 Radical.png


Modding
We are very happy that many modding teams have already applied to join our special forum. We have already started to share information there about upgrading custom shaders. Over the next couple of weeks we will proceed with guidelines on materials and textures as well as provide early beta builds for you to check your work. These guides will be part of a new documentation that we will publish and maintain going forward. So, if you are working on new or existing mods for rFactor 2 and have not done so yet, contact Christopher and Marcel to join the dedicated DX11 forum.

That wraps up another monthly roadmap update. We hope you are as excited as we are about what the future will bring!


rFactor 2 is available right now for Windows PC exclusively on the Steam platform.

Additional third party content can be downloaded from a variety of sources, one of which is the RaceDepartment rFactor 2 modding archive. Head over and check out the latest releases for the sim, or alternatively join in the discussion and keep up to date with the latest news at our rFactor 2 sub forum right here at RD. If downloading mods or keeping up to date with the latest news items aren't your thing, you can always sign up to one of our epic Club and League events using the software. We hold regular club racing events in our schedule, however the jewel in our crown in no doubt the RaceDepartment Le Mans Series. This is our premium endurance league using rFactor 2. Head over to the RDLMS forum to find out more!

Did you enjoy the latest development roadmap? Looking forward to DX11 and VR? Do you think Studio 397 are taking the simulation in the right direction? Let us know in the comments section below!
 
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@Rastas
whilst we can all have our favorite sim/game out the bunch, and we understand everybody has there own opinions on things.
I know i have a few gripes on certain sims.
But RD will not accept personal attacks on any members. Please remember this in future posts.
I dont have attack anyone,is just some guys here are more childish then my 6 years son,but sorry anyway ;)
A good weekend for all.
 
Oh yes! Hands down. No matter if its delayed, best sim there is, keeps me busy so meanwhile waiting. Im racing in to the current sunset... =) Ps: Really waiting those Radicals! Official Nordschleife is my waiting list also, RF2-Nordschleife-Radical... Lots of sweat incoming :)
When was an official Nordschleife announced?! Don't tease me like this :)
I can't wait for this big update! The guys at Studio 397 are starting to show rF2's full potential, I hope the delay will mean a stable release and lots of updated mod content.

PS; Oh, the UI looks STUNNING and intuitive!!!
 
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^ this
I don't have an OSW but for a similar reason it's why I keep using this sim over the others.
Yeah, it's not the prettiest thing out there but how many times have people ahh'd and oooh'd at graphics only for the title to disappear into the ether as it lacked everything else?
This just feels connected. You can almost feel the road and I'm not on an OSW unfortunately, but a Fanatec CSW V1. It just feels right. You go into a corner too hot and you know what's wrong, you feel the car losing grip on the apex, the oversteer as you apply throttle too quickly etc.
If it gets a graphics reboot then great.
If it gets more content and greater focus on increasing the immersion then that's even better.
 
u know i waited so lang for rf2 to get vr support and a better multiplayer so i go to iracing and nerver was really happy with physics. But i have to say after the new tire model update it changed my mind. Its now very close to these "phyisc sims" . I still have my rf2 steamkey not activated because i was not sure about vr support or not. But now even if its looks good what rf2 looking for and i wish them all the best i think i still would sell the key and stay with iracing.... But its not easy to make every thing right what isi done rong and missed over the years.
 
  • Deleted member 130869

Radical being so advanced with the BT44 pushed aside = :rolleyes:. We've seen that too much. I can see a push for developing paid DLC and ignoring pre-existing licenses or existing content that needs updating, and that is a disheartening and sad hypothesis.
 
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Don´t worry about that. If they wan´t to sell DLC´s they need to get the game up-to-date first, in every aspect.
At his point modders would get interested, too. Soon after, we would have nice new cars and tracks from the community.
 
The dlc thing is nagging at the back of my mind too. Already paid out for the expensive version back in beta. But more than that, and this goes for every sim maker, I am sick and tired of seeing dlc after dlc of random bunches of roadcars or a random track. Someone out there must be capable of creating a proper cohesive dlc of a full series with all tracks and cars, which can be raced alongside the real life event...basically something that actually justifies the money. As it is, thank gawd for the beautiful rf2 modders providing a full roster of tracks and some very decent cars. I realise that sounds like a whinge (it is) but I do sincerely hope S397 do a great job with this. The underlying sim in this is the best there is IMO, and it's more complete than the rest. It's a golden opportunity and it'd be nice to see things done right, not just another endless stream of irrelevant dlc like all the rest.
 
The dlc thing is nagging at the back of my mind too. Already paid out for the expensive version back in beta. But more than that, and this goes for every sim maker, I am sick and tired of seeing dlc after dlc of random bunches of roadcars or a random track. Someone out there must be capable of creating a proper cohesive dlc of a full series with all tracks and cars, which can be raced alongside the real life event...basically something that actually justifies the money. As it is, thank gawd for the beautiful rf2 modders providing a full roster of tracks and some very decent cars. I realise that sounds like a whinge (it is) but I do sincerely hope S397 do a great job with this. The underlying sim in this is the best there is IMO, and it's more complete than the rest. It's a golden opportunity and it'd be nice to see things done right, not just another endless stream of irrelevant dlc like all the rest.

I partly agree with you, whilst I don't care if they charge for DLC and will gladly pay I do hope we get some Full Series (as hinted by S397). I do like random car sets like in AC as well though, so that wouldn't be a bad thing for me but overall a better focus on a full series would be great.
 
I partly agree with you, whilst I don't care if they charge for DLC and will gladly pay I do hope we get some Full Series (as hinted by S397). I do like random car sets like in AC as well though, so that wouldn't be a bad thing for me but overall a better focus on a full series would be great.
Oh aye, I don't mind paying for a dlc at all if it's going to be a proper full series expansion. That doesn't seem to be "the way" these days though, which is where my concern is based.
 
That doesn't seem to be "the way" these days though, which is where my concern is based.
R3E is the only player, so far, in that sort of package deal. It's kind of strange how people diss the R3E dlc model yet are perfectly willing to pay for all the random AC DLCs. In my mind, that does not bode well if Studio 397 offers series dlc packages, though I would be very appreciative!
 
  • Deleted member 130869

R3E is the only player, so far, in that sort of package deal. It's kind of strange how people diss the R3E dlc model yet are perfectly willing to pay for all the random AC DLCs. In my mind, that does not bode well if Studio 397 offers series dlc packages, though I would be very appreciative!

rF2 is missing a few things and needs polish but above all, it sorely needs content. Series and especially a bunch of adequate tracks to host the cars it has. There is no way full packages won't bode well, you can't possibly be supportive of pieces or individual, standalone DLC.
 
And then there's the Pandora's box of which content should be produced first... there's a hell of a lot of niche favorites and, for most of us, a number of items that would be "adequate", but people (including myself!) are very vocal when they don't like what is offered or how it is offered.

A perfect example was when Gasoline Alley was released as TPA. People who have no room in their heads for oval racing or historic cars were strident that ISI (who didn't make the mod) should not have endorsed it. The quieter contingent were only unhappy that the AI had not been calibrated (which is an easy fix that hasn't yet happened). Ironically, I think if ISI had not put the TPA label on it, I suspect the "ISI screwed up" noise would have been non-existent about that particular mod.
 
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