rFactor 2 | New Build Update Released

Paul Jeffrey

Premium
Studio 397 have deployed a new build update for rFactor 2 - adding many fixes, tweaks and improvements to the simulation.
  • Multiple UI improvements and tweaks.
  • New controller profiles for various wheel manufacturers.
  • Substantial modding support archive documentation refresh.
Studio 397 have been pretty busy of late, and today some of those labours have seen the light of day with a brand new build hitting the public version of the simulation - adding many fixes and improvements to the title in a number of key areas.


As rFactor 2 strives towards making the new UI the default interface choice for the public build of the simulation, Studio 397 have released a new update today with many tweaks, improvements and fixes to how the UI operates within the game - again taking another step forward in what is a considerable overhaul to the way the simulation looks, feels and functions when loading into the sim.

Other notable changes within the new build include a reworking of many broadcast overlay features, substantial updates to the documentation available to modding teams, additional wheel profiles, graphical tweaks and multiplayer fixes - the full details of which can be seen in the change log below:

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Update Notes 04.09.2020

Old UI (opt-out)

  • Client build ID: 5504070
  • Dedicated server build ID: 5504080
New UI (public_beta)
  • Client build ID: 5503999
  • Dedicated server build ID: 5504004
User Interface
  • Added key binding for hide cursor. This is useful when running the in-game overlays and doing a broadcast to a capture card that insists on showing your cursor otherwise.
  • All replay controls can now be custom assigned in the controller tab. By default all replay controls are mapped to the same defaults unless re-assigned.
  • Added first time start up wizard. For now only has name and nickname fields. This will be extended.
  • Added player area in the main UI. For now only has name and nickname fields.
  • In showroom we now check for upgrades on page load and do not show info if there aren't any.
  • Disabled select button in list layout for category items. When switching from grid or thumbnail layout to the list layout, and having a "category" item selected, the select button would be available and would glitch things when clicked.
  • Clear car configuration info when viewing a "category" item.
  • Updated the pop-up layout and styling.
  • Renamed event screen "Drive" button to "Passenger" when in multiplayer spectator mode.
  • Made transitioning to packages area page smoother:
    • Get packages after the page has loaded to avoid blocking.
    • Show a pop-up message while getting packages.
    • Use a dark grey background during switching to the page.
  • Enabled a chat message for single player admin commands.
  • Fixed a game crash when switching sessions.
  • Fix accessing garage data properties if data is not available.
  • All controller profiles are updated. This fixes various issues when using 'Detect' on first time hardware setup.
  • We have new controller profiles for:
    • Simucube 2 Sport;
    • Simucube 2 Pro;
    • Simucube 2 Ultimate;
    • Logitech G923 PlayStation 4 and PC;
    • Logitech G923 XBox One and PC;
    • VRS OSW;
    • XBOX One Controller For Windows.
  • Added "PlayerFileOverrides" to various profiles to ensure proper driver aids are enabled/disabled on first time wheel detect.
  • Added use thread "true" for all profiles.
  • Ensured that the "920 workaround" is set to "false" on all non-Logitech profiles.
  • Fixed profile naming and removed redundant profiles.
  • Fixed stuck 'look left' on TS-XW profile.
  • Thrustmaster F1 wheel Integral profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS, TS-XW.
  • Thrustmaster Racing wheel profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS.
  • Thrustmaster F1 wheel Integral profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS, TS-XW.
  • Thrustmaster Racing wheel profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS.
  • Added correct max torque to Fanatec CSW v1, v2, V2.5 and Direct Drive profiles.
Modding Support
  • Published a ton of new information about modding for rFactor 2 on the documentation website.
  • Large update to modding documentation, will full documentation on PBR material system, dedicated Development Tools section and more.
  • First official release of 3ds Max 2021 Plugins.
  • First official release of Material Editor.
  • First official release of Maps Converter Tool.
  • Added Loch Drummond (PBR Track) to ModDev.
  • Added ability to disable auto albedo correction on pre PBR shaders.
  • Added ability to choose cube Fresnel default settings on pre PBR car body shader.
  • Corrected Deformable Tire shader naming in Max Plugins.
  • Exposed Atmospherics section in Wet file to configure Haze and other settings..
  • Updated ModDev to use main game HUD.
  • Added ability to save preset positions in the Scene Viewer.
Graphics
  • Added new pit exit marshal textures.
  • Small refactor of glare settings in PostFX
  • Many other minor tweaks to various shaders and settings.
Multiplayer
  • Significantly improved logging for multiplayer sessions.
  • Fixed race conditions in our low level socket node list.
  • Increased the size of an internal array to accommodate all possible cars in a session.
  • Fixed an issue where not just the server would send out node reordering messages.
  • Changed some very "spammy" log messages.
  • Fixed several crashes where some code would reference invalid data.
  • Added descriptive names to all threads.
  • Improved the handling of an application crash to ensure logs get flushed.
Broadcast Overlays
  • Made qualifying box sector colors correspond to best lap sectors instead of absolute best sectors.
  • Added fallback for drivers with no last name set.
  • Added dropdown in control panel to select overlay configuration.
  • Made replay transition follow the configured series color.
  • Added an option to show more data in tower field 4 (gap to next, number of pit stops).
  • Added an option to automatically enable race update box when timing box is enabled.
  • Fixed pit timer getting stuck after leaving pit lane.
  • Fixed displaying of gaps to leader/fastest lap time in tower and banner.
  • Extended field 2 data with manufacturer and team logo.
  • Added turning lap time green or purple in the qualifying box after the lap.
  • Added option to minimize boxes in the control panel.
  • Fixed starting order not working with multiple events.
  • Fixed replay jumping to wrong time.
  • Cleaned up the CSS to make it easier to make changes in the custom.css.
  • Added a replay marker button to mark replay events.
  • Updated team name and car number to use the entries from the .VEH file.
  • Added mixed/overall standings option.
  • Added an option to toggle between driver name, team name and description.
  • Made b-roll a standalone element.
  • Added option to condense tower by hiding field 2 or 3.
  • Fixed schedule slide date comparing.
  • Added an option to start the overlay in multi-class or single-class mode.
  • Updated banner behaviour based on the selected car class (or mixed/multi-class mode).
  • Rearranged control panel.

Original Source; Studio 397 forum.

rFactor 2 is available exclusively on PC, via the Steam network.

Want to get the best from your rFactor 2 experience? No worries, head over to the rFactor 2 sub forum here at RaceDepartment, start up a new thread and let the community help you out!

rF2 footer.jpg
 
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I absolutely prefer the graphics of rfactor2 to ams2 or acc. They look too gamish, rfactor2 is on natural side and i love watching my races replays, just like watching real race on tv. Especially the lastest tracks like lemans, portland, monaco, silverstone or the new screens of nords, just perfectly natural, only the night will be a little darker. Just use quality mods or official content, there are rubbish mods that has low quality.

good work s397, keep rf2 better. The performance keeps getting better i think.

i have all ams2, acc, iracing but i found myself playing rf2 all the time.
 
I love this sim. I never fire it up.

RF2 needs serious tidying up in all areas. Nothing about it is polished and that will make a lot of ppl myself included abandon it. Its just too messy in all departments. Loading times is a prime example. Fire up ACC and see how that is supposed to be done. Even buying DLC is more complicated in RF2. There is nothing that beats RF2 if you find the right combo but its just too much of a hassle and a frustrating experience to get there.

If you have your dream car standing 10 miles away and a really nice car standing right in front of your house. 9 times out of then you can settle with a really nice car thats conveniently right next to you instead of walking 10 miles to get your dream ride. Thats how most ppl work - the hardcore RF2 users are faithfully walking the 10 miles but most ppl wont.
Wow! That's a spot on way of putting it, you really need to make time for a proper RF2 session
 
Detractors say "one of the best physics" without saying whats better :rolleyes:

It is not just physics rF2 dominate...imho

Where are all these other better sims "Modding support" change-logs :rolleyes:
  • Published a ton of new information about modding for rFactor 2 on the documentation website.
  • Large update to modding documentation, will full documentation on PBR material system, dedicated Development Tools section and more.
  • First official release of 3ds Max 2021 Plugins.
  • First official release of Material Editor.
  • First official release of Maps Converter Tool.
  • Added Loch Drummond (PBR Track) to ModDev.
  • Added ability to disable auto albedo correction on pre PBR shaders.
  • Added ability to choose cube Fresnel default settings on pre PBR car body shader.
  • Corrected Deformable Tire shader naming in Max Plugins.
  • Exposed Atmospherics section in Wet file to configure Haze and other settings..
  • Updated ModDev to use main game HUD.
  • Added ability to save preset positions in the Scene Viewer.


Yes...... your better sims sold you out :confused:
 
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I had such high hopes for this title when it was announced.
It is both good...but yet extremely frustrating all at the same time.
The not so good...
After all these years, joining a multiplayer session is still hit or miss...mostly miss.
Things like smoke, grass kick-up, etc... are simply horrible looking.
Loading takes forever.
We still have 'crab-claws' for hands.
The good....
Road-feel and sounds are quite good...along with a decent car selection.
S397 has really pushed it forward with updates and content.
I still believe ISI got off far easier than they should have.
 
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"VRS OSW" profile !

what's mean VRS ?

VRS is Virtual Racing School, they have a monthly subscription service where you get great setups and tutorials for iRacing. Also includes a browser based telemetry app (again iRacing only) that's really helpful for analyzing your progress. You can find decent iRacing setups for free, but the telemetry and the tutorials make it worth it.

They came out this year with a 20 Nm Direct Drive wheel called the DirectForce Pro that uses the Small Mige Motor (RF2 is calling it OSW because that's one of the same motors earlier DD wheels used, but it's not the same, different and MUCH SMALLER control box and different software). I own the DirectForce Pro and so far it's my favorite simracing upgrade with my pedals being a close 2nd...so much more consistent with this wheel and these motors are proven workhorses so don't have to worry about them breaking down prematurely. Best deal in DD wheels in my opinion.

Glad S397 added a VRS profile because now the auto-rotation now works for my wheel! Thankful for the update as it's become my favorite sim when talking about the pure driving experience. May have to try some RF2 club races soon. One thing I wish was a little better are the dashboards...drove the Ferrari 488 GTE today and it looks so weird after having driven the same car in iRacing and ACC...the fonts don't look quite right. Don't want to complain like these RF2 threads tend to devolve into (it's a small issue), but I hope it's eventually addressed, unless the game engine itself has a limited number of fonts to use?
 
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Its fine for me, no flickering, no lag and VR is superb. Must be his set up. Hint: Get a cheap 250GB SSD and use it as your dedicated RF2 drive........game changer for me.

I don't have performance issues in the menus but I do get the flickering, particularly if I don't look at the menu straight on. It's not great.
 
I'm looking forward to get used 2080 card, ramp up my nice 2k monitor to 144hz and boost rF2 graphics and drive lots of updated Nordschleife, Nurburgring, Le Mans, Portland, Azure, older official content, Reiza pack tracks, lots of awesome mod tracks and whatever is yet to come. Drive and race cars that are awesome. Looking forward to competition system, and getting free to participate in JustRace system that is already functioning, perhaps SimRacing.GP system will work well too. Looking forward to modding possibilities for Blender users (we believe in you - Traveller !) with newly released modding documentation and tools.
 
25 years ago there was not much.
How so? Roughly between 1994-1996 alone following great sim racing titles were released:
  • IndyCar Racing
  • IndyCar Racing II
  • NASCAR Racing
  • Nascar Racing II
  • Formula 1 Grand Prix
  • Grand Prix II
  • Network Q RAC Rally Championship
That is IMO quite a big list of quality sim racing titles for a timespan of two-three years around 25 years ago. Stretch to 1997 and you get Papyrys CART Racing and Microsoft's CART Precision Racing as well as Ubisoft's first sim F1 Racing Simulation.
Mid to late 90s was full of terrific racing sim titles, pretty much two or more released every year.
 
How so? Roughly between 1994-1996 alone following great sim racing titles were released:
  • IndyCar Racing
  • IndyCar Racing II
  • NASCAR Racing
  • Nascar Racing II
  • Formula 1 Grand Prix
  • Grand Prix II
  • Network Q RAC Rally Championship
That is IMO quite a big list of quality sim racing titles for a timespan of two-three years around 25 years ago. Stretch to 1997 and you get Papyrys CART Racing and Microsoft's CART Precision Racing as well as Ubisoft's first sim F1 Racing Simulation.
Mid to late 90s was full of terrific racing sim titles, pretty much two or more released every year.

You read it complete wrong. Yess gpl grandprix serries was very good. But today we have VR.. more simracing hard ware.. porn graphics.. audio porn, online racing, big communitys to share or hobby and some people complain the whole time
 
You read it complete wrong. Yess gpl grandprix serries was very good. But today we have VR.. more simracing hard ware.. porn graphics.. audio porn, online racing, big communitys to share or hobby and some people complain the whole time
No, I read it exactly as you wrote it.

You are talking about technological advancement now, which has happened generally in computing and sim racing has nothing to do with it. More computing power and power of the internet is a thing just has happened and naturally modern games look and sound better and you have active internet communities nowadays, although I can argue that usenet pretty much covered what we have in these forums today.

Truth is that quality sim racing titles were released in 90s several titles per year. They also represented the best technology could offer those days, including ”porn graphics and audio porn” as well many also online racing.
 
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I'm looking forward to get used 2080 card, ramp up my nice 2k monitor to 144hz and boost rF2 graphics and drive lots of updated Nordschleife, Nurburgring, Le Mans, Portland, Azure, older official content, Reiza pack tracks, lots of awesome mod tracks and whatever is yet to come. Drive and race cars that are awesome. Looking forward to competition system, and getting free to participate in JustRace system that is already functioning, perhaps SimRacing.GP system will work well too. Looking forward to modding possibilities for Blender users (we believe in you - Traveller !) with newly released modding documentation and tools.

These cards will sell well second hand now because the new RTX 3070 will cost
500 $/€ being more powerful than the RTX 2080 TI which still is on sale at
1.200 $/€ or so... How much will that 2080 cost you? Maybe in a few weeks
time you can find a RTX 2080 TI at that price or even cheaper...
 
No, I read it exactly as you wrote it.

You are talking about technological advancement now, which has happened generally in computing and sim racing has nothing to do with it. More computing power and power of the internet is a thing just has happened and naturally modern games look and sound better and you have active internet communities nowadays, although I can argue that usenet pretty much covered what we have in these forums today.

Truth is that quality sim racing titles were released in 90s several titles per year. They also represented the best technology could offer those days, including ”porn graphics and audio porn” as well many also online racing.

I'm done with the discussion fine if that's your opinion but you're not reading right. because my point is that at least many people complain so much
 
There are certainly times when rF2 is running all cylinders properly, and it is always amazing time. I think it is happening more and more often as time goes by and development goes forward. Also as a user one gets more used and keeps on navigating faster, doing better choices, knowing what is worse and what is better.

@passenger I suppose it is logical to assume that new 2080Ti should become a lot cheaper in near future, maybe 2x cheaper ? No need to speculate that it should become more cheaper in used market. I am not an expert on these things, so hard to predict, but I expect card like 2080super to get ~350$ before end of the year in used market, or perhaps even cheaper ? Right now in ebay 2080super has buy out options with prices around 600$. And there is still lots of time before October, when 3070 will be released, and that one really will make a difference in the market, being not worse than 2080Ti and costing 700$ less. It is interesting time, and most importantly better performance in rF2 ! Now have to work out how much of bottlenecking will be caused by weak processor lol
 
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