rFactor 2 | Latest Development Update News

Paul Jeffrey

Premium
Studio 397 have released their new update on the world of rFactor 2 development, including details on the progress of the ongoing graphical updates for the simulation.

Despite the dramatic changes that have swept across the entire world because of the COVID-19 pandemic of late, the team over at Studio 397 remain safe and well working from their home stations, continuing their impressive development of the simulation on a number of different fronts.

With plenty of high profile esport events having taken place using rFactor 2 amongst others in recent weeks, many could forgive the studio if they had to divert attention away from game development - however, thankfully, it looks like that isn't the case if the recent update blog from the studio is anything to go by.

Last month we did a series of weekly updates. Those have slowed down a bit as we fixed a lot of the issues that were reported and at the same time spent time to implement a few new features. We are working towards a public release of the new UI. Expect a release candidate towards the end of this month.

In that build we implemented some smaller missing features, fixes, and a significant update to the way we handle controllers in rFactor 2. In short, we have fixed the issue that if you plug controllers into different ports, the input mappings would get lost. We will get into more detail on all of these when that build is released.

Another thing that will be part of the upcoming release candidate are the new overlays. We’re sure you have seen them being used in our current broadcasts, and we are looking forward to everybody starting to use them!

There are multiple fronts of graphics development progressing at present. We have the core lighting review developments we discussed last month which have been continued in March. We are starting to see some solid improvements in the output. In addition we are reviewing the PostFX setup and making sure that everything is correctly configured there. The two of these combined will make a nice step up to our visual output. Some initial previews from those developments can be seen in the Portland images in this article.

Finally we are currently also experimenting with a technology called Screen Space Reflections, evaluating if it helps us to improve the way wet road reflections are rendered. In theory this will allow us to have more objects reflected, and a more visually correct wet experience, overcoming many shortcomings of the previous technology.

Content Update

Our content team has spent a significant amount of time supporting our graphics development but we have been working on a few extra things too. However the big announcement from last time, Portland is now very close to being done, and we will probably release that soon after our new build is public.

Additionally, we will be releasing a new layout of the Nürburgring – even more variety to an already full list of Nords layouts! Called the ’24H Support’ layout, it’s another short version of the GP – essentially it bypasses the Arena section and the final chicane.

Finally work is on going on a renovation at Silverstone! We are working on updating the track both in terms of visuals and overall accuracy, bringing it up to our current standards.



rF2 Update 1.jpg
rF2 Update 2.jpg
rF2 Update 3.jpg


Competition

Even though the new competition system is still being worked on, as we shifted our focus on getting the new UI out first, we’ve started ramping up our competitions. We’ve never had this many competitions running, and we are happy to see you all competing in them. In the BMW M2 2020 online Cup, the All-star Esports Battle and our very own GT Series, we are seeing superb racing being guided by our race control team that ensures penalties get handed out where needed and ongoing Balance Of Performance adjustments are being applied. This should actually benefit everyone, as we intend to bring such updates to the public as well.

In a good mix of both simulation and fast and furious esports battles, we’ve seen real-life legends such as Jan Magnussen, Juan Pablo Montoya, David Brabham and Emerson Fittipaldi race in our sim. This makes us proud. We’re not stopping here, the continuation of our GT series, more All-Star Esports Battles and more racing is coming up!






Original Source: Studio 397.

rFactor 2 is available now, exclusively for PC.

Have questions about the title? Drop a new thread into the rFactor 2 sub forum here at RaceDepartment and let our knowledgeable community help you out!
 
Martin, I always value your oppinion, but this is just not fair tbh. How would you put the wording to make it sound proper?
I really cant see any sign of "this is ground breaking technology" in that sentence. If you don't like the game anymore, it's fine. Just stop making things up to justify your "I hate this game", please.

I mean Martin is right, it is old technology used in games for quite a long time to generate reflections, and it is laughable that its only being implemented now. However it's use is most welcome if it gives RF2 a boost in image quality, and hopefully performance as well. Look RF2 is never going to meet current expectations of latest graphics. You can go off and play ACC or whatever latest game if that's what you want out of a Sim TBH. It's always going to be limited as it runs on DX11 and all the latest eye candy needs DX12 or Vulkan.

However if it improved the current experience of online league racing and especially long endurance races where the weather can change over time then this is amazing. Yes it's never going to meet the high bar ACC has set, but then you can't run a 24hr LMP - GTE Endurance race in ACC, and iRacing doesn't even have rain so...

I hope this ugly short depth of field effect, overly present in the screenshots, is not rendered in the sim. I don't remember having seen it (I play in VR and have to lower the post process effects)
And if the feature is in the game, I hope it can be deactivated even with the maximum graphic settings.

Racing sims and games which try to emulate this effect generally fail by overdoing it.
A total waste of time and budget imo, just following the trend of adding (not using) short depth of field in pictures, as if it was a filter.

It isn't, post processing DOF only works for the TV view, for taking photos and making broadcasts look more lifelike. It isn't applied to any cockpit views. Post processing in the cockpit only affects the lighting effects here. Personally I like the DOF, it's a clever idea as it hides the basic looking tracks in the background and highlights the quality of the car in focus. What S397 is talking in this update is a better method of reflecting the road surface in the rain.
 
Well I do like how S397 does keep plugging away. Says they are finally fixing that irritating bug where your controller inputs get lost when you swap things around. That should have been one of the first thing they should have fixed IMO.

Hopefully this Screen Space Reflection development will stop the game being a slideshow in the rain, but not holding my breath. Meanwhile in 2020 everyone else is probably looking into raytracing for their sims. :roflmao:

Personally I'm just bracing myself for disappointment when we are forced to use the new UI build in a long endurance league race. Can see the Red flags already. Fingers crossed though.

It is all going in the right direction I think just unbearably slowly.
Well i have played some RTX enabled games, framerates plummet.
Raytracing with 4K @ 120FPS+ or VR will take a few GPU generations.
 
@Trebormoore84 sure, it might be an old technology, nobody denied that. my point is that in the development news, author is simply stating what they are working on, which is what everybody (well, majority) demanded not so long ago. there is nothing even close to what Martin is suggesting:
"as if it was some groundbreaking new technology and not something that has been part of game graphics for like a decade now "
This is what author said in development news:
"Finally we are currently also experimenting with a technology called Screen Space Reflections, evaluating if it helps us to improve the way wet road reflections are rendered. In theory this will allow us to have more objects reflected, and a more visually correct wet experience, overcoming many shortcomings of the previous technology. "
Sorry, even if I try very hard, I cant see any signs of suggesting ground breaking new technology or that this technology is fresh, or/and never used before in the gaming industry.

I don't know what happened to this community in last two years. RD was a place to go to ease your mind, read some news and/or race with exceptionally nice guys and in general; have a good time. The more the simracing industry is developing, the more moronic we behave. Why are we like that? It should be the other way around! We should be very thankful to software developers for the prices we're paying for their products. Yes, iRacing is somehow expensive and I cant afford it, but all other titles are pretty much affordable. Yet every single time we can see people arguing whether the price of single track should be €9,99 or €13,99!! How sick is that? :D My monthly income in last two years was from €700-€900, before anyone starts singing the sad song.
 
Players : I hate rF2's graphics, it's ugly.
Dev update : We are working on these areas with this technology.
Players : Omg i hate 397 , this technology is from 2000's!
I want 2025's technology.

I don't get it , what do you guys want?

In my case:

-Championship mode;
-Customizable career mode;
-Customizable tutorial in-game;
-A menu as good or better than RH menu (I believe they are in the correct path);
-Music in the menu (like in rFactor1);
-Lots of TGM and TBC templates to ease modding;
-Random and unknown weather;
-Track ambient and track temperature that affects lap times;
-Proper shifting for manual cars and shifting damage;
-Functional AI in rain;
-Best mapping for specific 3D models as default for quick modding;
-Videotutorials covering all possible modding areas;
-A quicker way to develop AI in the game. Something better than the AIW Cam editor inside rF2's developer exe. Look at Guitarmen's rF tool.
-Overall, effective modding tools that make modding way shorter, straightforward, intuitive and more effective;

...essentially a rFactor2 as easy to mod as F1C and as customizable as rFactor1. And conceive rFactor2 as a GOOD videogame without losing nothing of it as a sim and training tool. :(

When a game is good and is well done from a game developer viewpoint, graphics and minor bugs become forgettable.

From my part, I do not demand anything from any company.
 
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It isn't, post processing DOF only works for the TV view, for taking photos and making broadcasts look more lifelike. It isn't applied to any cockpit views. Post processing in the cockpit only affects the lighting effects here. Personally I like the DOF, it's a clever idea as it hides the basic looking tracks in the background and highlights the quality of the car in focus. What S397 is talking in this update is a better method of reflecting the road surface in the rain.
Sure I wasn't writting about the graphical improvements announced by S397, I know it wasn't about the DOF feature.
It wasn't my point.

You're basically stating that this horrible short DOF is the good way to hide the ugliness of the game.
Personally I don't think rfactor 2 is especially ugly, I think it looks very good sometimes.
And I don't mind it is not current gen graphics.

What I find ugly is that overdone short DOF effect, obviously used only in replays, but it doesn't feel real and the false "bokeh" is awful, appearing as a low resolution image, not the bluriness you get from focusing on a specific point, with your eyes or with a regular camera. It is absolutely not lifelike. I am not against this feature, although I personally think it is pointless, it is just badly implemented and atrocious.

I think it's better S397 focuses on other major issues than on this aspect though, it doesn't affect the gameplay and the performance. I obviously prefer driving than watching replays ;)
 
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I have to say I find it unintentionally funny when someone in 2020 says something like "we are currently experimenting with a technology called Screen Space Reflections" as if it was some groundbreaking new technology and not something that has been part of game graphics for like a decade now ;)

Don't get me wrong, it's nice they're thinking about implementing it, it's just the wording is...yeah ;)
I'm inclined to agree and at risk of being bombarded with insults from the hard core elitists it is starting to sound like Turn Ten Studios opening their bi annual launch of whatever number Forza it is with ^For the 1st time ever in a sim^ lol. The fact that everyone else is using it and it's already developed doesn't seem to matter. And no I am not trying to compare RF2 or any other genuine sim with an arcade game, just using the quote as an example. I like RF2, I just wish they'd hurry up and get it all done, it is starting to drag out a bit now IMO
 
Go to your rF2 root folder and rename your 'UserData' folder to 'Userdata_1'. Then go to Steam Library, right click on rFactor2, click properties, click local files tab, click 'Verify Integrity Of Game Files'. Then let it do its thing. This will take a while, and you may need to resubscribe to workshop items, but it literally transforms the game.

My loading times went from about 3+ minutes, to about 20-30 seconds.
Thanks for this hopefully it will solve one of the biggest poblems I have with this sim, I like the sim but like others lose interest when it takes so long to load. Surely though we shouldn't have to do this to rectify a prob with a sim, should not the devs have already done this?
 
@Trebormoore84 sure, it might be an old technology, nobody denied that. my point is that in the development news, author is simply stating what they are working on, which is what everybody (well, majority) demanded not so long ago. there is nothing even close to what Martin is suggesting:
"as if it was some groundbreaking new technology and not something that has been part of game graphics for like a decade now "
This is what author said in development news:
"Finally we are currently also experimenting with a technology called Screen Space Reflections, evaluating if it helps us to improve the way wet road reflections are rendered. In theory this will allow us to have more objects reflected, and a more visually correct wet experience, overcoming many shortcomings of the previous technology. "
Sorry, even if I try very hard, I cant see any signs of suggesting ground breaking new technology or that this technology is fresh, or/and never used before in the gaming industry.

I don't know what happened to this community in last two years. RD was a place to go to ease your mind, read some news and/or race with exceptionally nice guys and in general; have a good time. The more the simracing industry is developing, the more moronic we behave. Why are we like that? It should be the other way around! We should be very thankful to software developers for the prices we're paying for their products. Yes, iRacing is somehow expensive and I cant afford it, but all other titles are pretty much affordable. Yet every single time we can see people arguing whether the price of single track should be €9,99 or €13,99!! How sick is that? :D My monthly income in last two years was from €700-€900, before anyone starts singing the sad song.

Yes I agree with you. Apologies for over complicating it. I tend to get overly excited reading through this stuff and overthink it all. Its simply more nice development in the right direction.
 
Every few months I hear about a new 'roadmap'.
I have not been 'keeping score'....
What percentage of those updates/improvements are actually coming to fruition?
I must admit, I've not played the title consistently for a few months.
I've barely seen the new interface in an online post.
Last time I opted to play Rf2 things ran okay but simple things still need fixing...smoke, etc....
 
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Sim with the best physics but a busted ass online lobby system which is why people dont play it out side of sandboxing by them selves....So Sad they are willing to fix things but the bleeding bloody broken elephant in the room no one at 397 seems to care about.....
Yeah you need some dedication for leagues,more casual races here on RD club or :

But even the "Sim with the best physics" is no loner so evident.
 
This is true. It's nice to just race when you can be bothered but there's nothing like preparing for a weekly event and participating with the same people that you get to know. I don't think sim racing should solely rely on leagues, because an iRacing style system is important for all new sims to have, but it's not like EU and NA drivers cannot find races in their time zones. The tricky part is for lower population areas and people that don't work / aren't available at regular times. For these, you can join a foreign league that matches your time availability as well. There's always a work around, the main thing is that you WANT to race.
 
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