rFactor 2 | New Build Update Released

Paul Jeffrey

Premium
Studio 397 have released a new build update for rFactor 2 tonight, adding a number of fixes, tweaks and improvements to the PC exclusive racing simulation.

The new build is available to download the next time a player restarts their Steam client, with some key highlights including improvements to the lighting transitions on dynamic time of day, rendering improvements to the way clouds are presented within the game - improving the look of skies within the game, UI tweaks and various other changes, detailed in the update log below.

Update Notes:
  • Added back-end support for detecting the state of the Steam overlay so we can advise people to turn it on when trying to show them a shopping cart.
  • Fixed a possible deadlock.
  • Changed the lighting at dusk to gradually transition the fog color, preventing a sudden light change.
  • Improved the shutdown of a dedi so it no longer exits with a non-zero return code.
  • Fixed an issue where if we failed to load a custom skin we would not correctly fall back to the default skin.
  • Fixed an issue where blurred reflections did not show up.
  • Made the material editor port configurable in the scene viewer and changed it to 5396 by default so it won't conflict with the default port that rFactor 2 uses.
  • Allow up to 128 scene paths in the scene viewer.
  • Fixed an issue where upgrades did not correctly show in the showroom when selected.
  • Enforced loading the correct upgrades before we initialize physics online.
  • Added a few missing control options in the menus so they can be assigned again in the UI.
  • Significantly improved the way we render our clouds, resulting in much better looking skies.
  • Server will now kick a client using a custom team if file transfers are disabled because that client would be kicked when a race starts anyway.
  • Various auto exposure tweaks were done, also to the cockpit view.
  • Only pause the first session now if the setting is enabled on a dedicated server.
  • Fixed UI mouse click control.
  • Converted old FSAA values to new MSAA ones.
  • Corrected some inconsistencies between the viewer and rFactor 2.
  • Fixed some compound rendering issues in the showroom.
  • Improved the camera editor in dev mode by fixing some assets for it.


Original Source: Studio 397

rFactor 2 is available now exclusively on PC.

Got questions? Our community have answers! Check out the rFactor 2 sub forum here at RaceDepartment for a great way to engage with your fellow fans of the simulation.

rFactor 2 footer.jpg
 
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Never be about gfx for me

Nords 64 F3 5 laps started last finished 7th 20 seconds back

59 AI finished race on the same lap with barely a incident

Yes sure sure ......rF2 AI is bad :O_o: :rolleyes::p

64 cars @ 100 fps solid dream on other sims

Can't drive AMS2 Historic anymore ( as much as I would like rF2 to look like it ) they are a joke the physics and handling and AI are shockers
Just feels like pCars2 to me maybe a touch better but still all the silly noises and such like glass
breaking when car that collide that have no glass ... just one instance of canned BS

GRAB_000.JPG





NORDS 64 CARS.jpg
GRAB_005.JPG
 
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the lego car only shows up if you are on the track when someone joins the server that is using their own personal skin, when you esc back to the pits their skin will then be downloaded to you and then the lego car changes to their skin. I think its done that way to stop stuttering when on track.

I actually think it's a block of cheese, rather than Lego. Most likely a nice English Cheddar.
 
To a server? How d'you do that?
He's right. Maybe a bit of a superlative but not far. Via CM you don't lose a lot of time, 3 clicks (online -> choose server -> join) and you are loading to the server. Since there are no animations and loading between those steps, it takes up to 10 seconds if you know what server you want to join. And the loading itself is quite quick, not ACC level quick but decent on an SSD. rF2 can take terribly long to load, especially big tracks first time loading after install or update. Subsequent loads are not THAT bad. Not great, but not terrible.
 
He's right. Maybe a bit of a superlative but not far. Via CM you don't lose a lot of time, 3 clicks (online -> choose server -> join) and you are loading to the server. Since there are no animations and loading between those steps, it takes up to 10 seconds if you know what server you want to join. And the loading itself is quite quick, not ACC level quick but decent on an SSD. rF2 can take terribly long to load, especially big tracks first time loading after install or update. Subsequent loads are not THAT bad. Not great, but not terrible.
Connecting to a server using CM takes a similar amount of time to connecting to a sever on rF2 for me. There are obviously variations to this with loading a track for the first time etc, but in general, no difference worth a mention. There is still the extra time to load rF2 base game OC, but that doesn't worry me and the point about switching cars without leaving a server is still a valid one IMO.

But we digress. No need to drag this any further OT. :)
 
It sorta makes you wonder what happened during the initial development of rF2 when issues like this are being patched how many years down the line...
As you probably realise, most of these issues (and the ones that will never be fixed) were actually caused down the line (the price we pay for having a game that's updated over and over instead of just fixed and finished).
 
As you probably realise, most of these issues (and the ones that will never be fixed) were actually caused down the line (the price we pay for having a game that's updated over and over instead of just fixed and finished).
Could you qualify this comment in some way, perhaps give examples and reference them? Otherwise it really doesn't mean a great deal IMO. OK that comes across as a bit of a snarl... sorry. But I hope you see my point?

EDIT: I've just realised that the recent bug in VR with the outline of the UI showing (?) would be a great example of what you're saying. :roflmao:

But yeh "most of these issues" would still need something to back it up IMO. :thumbsup:
 
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yeah that Black Outline bug is annoying but more dominant and obvious in Open Wheelers, I did an race online yesterday and didn't notice it for the full 45minutes duration.

Whilst not a game breaking issue it would be nice to have it fixed sooner rather than later though, one thing I detest about Gaming Companies in general is releasing Updates that Break something or cause a new issue then they don't get fixed for ages....looking at YOU Asobo (Microsoft Flight Sim 2020) as a prime example!
 
Connecting to a server using CM takes a similar amount of time to connecting to a sever on rF2 for me. There are obviously variations to this with loading a track for the first time etc, but in general, no difference worth a mention. There is still the extra time to load rF2 base game OC, but that doesn't worry me and the point about switching cars without leaving a server is still a valid one IMO.

But we digress. No need to drag this any further OT. :)
I was referring to the whole process, on my system rF2 takes the most time to set up by far whatever I want to do, but all right, let's leave it at that. On a side note, I keep seeing in this thread that one can change cars. Is it something that can be done offline as well?
 
So you have to pit to see skins lol :O_o: umm so ???

Can you change cars in AMS2 RRE iRacing pCars and ACC while in your garage ? Big no !
rF2 can.
So to test 10 GT3 cars in those other sims means 10 room reloads .................and you reckon rF2 is slow lol :confused:

Where especially does it hurt? Perhaps we're able to help you. No one is trying to steal something from you nor do we want to start this stupid tribal thing.
 

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