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!
 
When it comes to software in general, when people make comments like "I don't understand why ......", it's obvious the reason is exactly that, you don't understand what the task involves.
Absolutely no clue, not one iota of programming knowledge but have been known to declare "it would only be a few lines of code", or they know how long it should take.

Do you think devs like people complaining about their product?
If it was easy don't you think it would be done.



From what I have read and watched about the way rF2 was developed and written, your UI devs would have probably not returned to work after day one's lunch break. :confused:

Actually you don't need technical knowledge of programming in order to critique a UI. Just like you don't need to know how to make a film in order to critique one, or to review a restaurant meal without the skill of being able to cook it. In fact it's not even the programming I'm criticising, it's the design and approach. It is literally the worst UI of any racing sim I own, by a very long distance.

Like I say, the fundamentals of the sim are brilliant, but the menu system is woeful. I really hope they can improve it substantially.
 
select cars and tracks. They are working through several graphic updates so are only just now starting to update the DLC cars with the latest interior PBL graphics, the Ferrari 488 GTE is the first car to have improved graphics inside and out, not sure about the new Radical XX DLC. The only 3 tracks with the latest graphics are Le Mans 2018, Silverstone, and Portland.
They have made several changes to the lighting system that will affect all cars and tracks regardless of the shaders used. Some older tracks will look better, some worse if they use techniques that don't mate with the new lighting updates.
Older cars, especially the ISI cars will most likely not receive the full graphic update. 3rd party tracks are up to the mod makers to update. Portland and Silverstone are meant as guides for track makers to use the latest improvements.
 
select cars and tracks. They are working through several graphic updates so are only just now starting to update the DLC cars with the latest interior PBL graphics, the Ferrari 488 GTE is the first car to have improved graphics inside and out, not sure about the new Radical XX DLC. The only 3 tracks with the latest graphics are Le Mans 2018, Silverstone, and Portland.
They have made several changes to the lighting system that will affect all cars and tracks regardless of the shaders used. Some older tracks will look better, some worse if they use techniques that don't mate with the new lighting updates.
Older cars, especially the ISI cars will most likely not receive the full graphic update. 3rd party tracks are up to the mod makers to update. Portland and Silverstone are meant as guides for track makers to use the latest improvements.

OK thank you. So we might well see a slight improvement on every track as the lighting is improved on the rfactor engine. But the ones we will see most improvement are Silverstone, Portland and Lemons. Got it. Thanks.
 
Just 1 thing I'd like to say about rFactor 2.
In my opinion 1 of the best sims in the industry overall.

My only gripe.
Why can't 396 Studios code their wheel calibration (and other hardware) like iracing does it?

This can be very confusing and time consuming for many people.
I really believe they would have a larger user-base if Hardware Calibration was more user friendly.

But like I said,One of the best sims in the industry.
 
iRacing is based on Indycar Racing/ Nascar Racing/ GPL. Coded principally by David Kammerer.
S397's rFactor2 comes from the ISI product line led originally by Cjon Camej: SCGT/ F12000/ F1 Championship/rFactor1/GTR/GTR2/AMS/AC/Project Cars(at least some of it). So if I came from the second group of sims, would I not want iRacing to change they way THEY do things?
 
iRacing is based on Indycar Racing/ Nascar Racing/ GPL. Coded principally by David Kammerer.
S397's rFactor2 comes from the ISI product line led originally by Cjon Camej: SCGT/ F12000/ F1 Championship/rFactor1/GTR/GTR2/AMS/AC/Project Cars(at least some of it). So if I came from the second group of sims, would I not want iRacing to change they way THEY do things?
Sorry but AC shares not a single byte with rFactor.. or am I wrong? :cautious:
 
iRacing is based on Indycar Racing/ Nascar Racing/ GPL. Coded principally by David Kammerer.
S397's rFactor2 comes from the ISI product line led originally by Cjon Camej: SCGT/ F12000/ F1 Championship/rFactor1/GTR/GTR2/AMS/AC/Project Cars(at least some of it). So if I came from the second group of sims, would I not want iRacing to change they way THEY do things?

Gjon ;)
 
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