Triple Screen Support, New GT3's, 64 Bit and More Released in New RaceRoom Update

Paul Jeffrey

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RaceRoom Updated.jpg

Sector3 Studios have released the much anticipated new update for RaceRoom Racing Experience, and it contains plenty of goodies to get your hands on...


This new update has been brewing in the background for quite some time over at Sector3 Studios, and with plenty of new features, fixes and content it looks very much like one of the more substantial updates to the RaceRoom Racing Experience game in recent memory.

Now containing a new 64 bit version that should allow much larger grids in offline mode, the long awaited and much needed triple screen support, improved damage and a total reworking of the GT3 car physics to bring all GT3's in line with the latest content releases today, this is one impressive looking new build!

Check out the full change log below:
  • 64-bit executable to allow the game to use more memory
  • First pass for true triple screen support. Right now handled through startup arguments. Full details and instructions on the forums. ( LINK )
  • Game is now providing more information to all players present on a Multiplayer server whenever the server is waiting for players who are still loading into the game.
  • Added a bindable key to reset FFB while driving.
  • Hud_options.xml residing in My Documents is no longer encrypted, allowing players to edit and move HUD items around.
  • Video settings: Car Reflection Quality on High now draws reflections at full framerate.
  • Added support for Thrustmaster TS-XW Racer wheel
  • Updated Fanatec SDK to v3.2
  • Xbox One controller - changed default keybindings to match the Xbox 360 pads
  • Game no longer allows to drive a sequential gearbox car with an H-shifter. H-Shifter users no longer need to change the H-Pattern gearbox option manually depending on the car they picked. They can now always leave the option always enabled and let the game decide when to use it or not.
  • Damage system - Fixed a case where the point of impact would not translate properly to the visual damage (for example formula cars were hard to damage visually)
  • Damage system - Fixed an issue where car deformations could sometimes switch on and off when going backwards in a replay
  • Damage system - Prevented detachable parts of the cars from detaching when mechanical damage is disabled (to prevent loss of downforce after losing a wing)
  • Damage system - Fixed detachable parts randomly disappearing in replays or being visible when they shouldn’t.
  • Damage system - Fixed damage not being visually repaired for opponents in multiplayer after the opponent returned to garage to fix it.
  • Fixed some issues with the 8-shaped layout of Suzuka where cameras or blue flag detections could be confused by the crossing section.
  • Fixed an issue where the game would fail to restart the engine if the player cancelled the pitstop right after confirming it.
  • Fixed an issue where the game could start stuttering when playing long replay files.
  • Fixed an issue where a traffic cone would be sometimes visible in a seemingly odd location when playing a replay
  • Fixed car class specific pitstop actions that could sometimes not trigger in multiplayer
  • Fixed a case where Fanatec CSW 2.5 would be listed twice in controller profiles menu and would not be recognized after being turned off and on again while driving.
  • Fixed so Opponent Strength setting is now properly used in Free Practice mode (was always using adaptive AI setting)
  • Fixed missing results at the end of a race session on single lap layouts such as Nordschleife Tourist.
  • Fixed an issue where lap timer would randomly stop on a Hillclimb run after restarting several times in a row.
  • Fixed an issue where performing a pitstop at Anderstorp could sometimes result in a cut track penalty.
  • Fixed a case where the game could sometimes show an Off Track Warning (Black and white flag) for a split second.
  • Fixed a case where the player could on some occasion be wrongfully asked to give back one position for overtaking under yellow.
  • Fixed visual suspension vibration of NSU TTS opponents in Multiplayer
  • Fixed a label on the HUD during warmup session that was wrongly stating “Position”
  • Fixed a case where attempting to close the game window while in a replay would prevent exiting the game normally.
  • Fixed an issue with the Bosch DDU7 data display where its white variant would feature some data in green that was hard to read.
  • Fixed an issue with the Bosch DDU8 data display where the gear indicator could sometimes remain red.
  • Fixed an issue with the data display in the BMW M235i Racing where fuel amount wouldn’t show the proper unit until player adjusted fuel. Fixed the fuel gauge not matching up.
  • Fixed an issue where the Pitlane limiter notification wasn’t showing on the KTM data display
  • Fixed an issue where a white flag warning would show during rolling start procedures
  • Removed “Allowed to overtake” related text from yellow flag HUD elements since many users reported the extra information led to confusion.
Sound, Physics & AI:
  • AI - Improved overall behavior when racing in a pack. Stress factor reduced, and improved on the tendency to sometimes turn into the player car.
  • AI - Rate for AI calculations is now increased for AI’s in the direct vicinity of the player
  • AI - Fixed an issue on tracks like Zolder where an AI willing to enter the pitlane would easily disregard the presence of other cars on the racing line.
  • AI - Modified the DRS activation logic to allow DRS on all tracks
  • AI - Increased pace of AI in qualifying sessions
  • AI - If an AI car breaks down, it now clears the ideal racing line and slows down once safe to do so. If coming to a full stop within 7 meters of the track, the game will remove the car after 20 seconds.
  • AI - No longer ignoring other cars at the end of race sessions
  • AI - More respect for track limits during rolling start procedures
  • AI - Shouldn’t be caught slowing down for cars exiting pitlane anymore
  • Grip level in Practice sessions has been increased.
  • All cars now have reworked gearshift volumes and reverb effects.
  • Fixed a case where gearshift sounds were missing when driving with AI’s.
  • GTR3 Car class - Updated physics and tire model
  • Reduced the rate at which tires get dirty when driving on dirty tarmac (10% slower) and when driving on carpets, astroturf, tarmac runoffs etc (80% slower)
  • Tires now get clean at the same rate, regardless of what kind of dirt is on the tire.
  • P4/5 Competizione - New cockpit sounds, Fixed the cockpit camera that wasn’t looking straight horizontal.
  • H-pattern gearbox cars driven with Autoclutch enabled no longer get an automatic drop of throttle input upon gearshift.
  • Hockenheim - Tweaks to cut track detection
  • Indianapolis - Tweaks to cut track detection
  • Laguna Seca - Tweaks to cut track detection
  • Lausitzring - Tweaks to cut track detection
  • Portimao - Tweaks to cut track detection and some AI speed tweaks.
  • Paul Ricard - Tweaks to cut track detection and some AI speed tweaks.
  • RaceRoom Hillclimb - Fixed TV camera showing the opposite end of the course when using the reverse layout and looking at the car at the starting position
  • Sepang GP - Fixed a cut track warning when taking the last turn a bit wide. Added all alternative camera sets.
  • Sonoma Sprint - Fixed a cut track warning in the final turn
Art:
  • All cars aside from modern DTM now benefit from 360 degrees steering animation. DTM cars will have to be updated at a later point due to the need for retexturing branded driving suits and helmets.
  • All tracks using the hot weather light settings (ie: Paul Ricard) have received light adjustments
  • Bentley Continental GT3 - Moved the data display up in the cockpit
  • BMW M235i Racing - Car no longer produces visual backfires
  • BMW M6 GT3 - #7 now has its golden rims and #97 received some color balance tweaks
  • Formula RaceRoom U.S. - Reduced reflectiveness of the rims
  • KTM X-Bow RR - Car no longer produces visual backfires
  • Spa-Francorchamps - Some optimizations to improve performance on this track.

Curious to see what all the fuss is about with these new GT3 cars and physics? Check out our long test drive and physics developer interview below:

RaceRoom Racing Experience is available exclusively to PC on a free to play platform with additional content available at a further cost.

Love RaceRoom? Want to share the excitement with your fellow community members? No worries, we have all this and more at the RaceRoom Racing Experience sub forum right here at RaceDepartment:
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Impressed with the new update? What feature do you like the sound of the most? What are your impressions of the new GT3 cars? Let us know in the comments section below!
 
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Well this is weird.... Tried the 64bit and was noticing the backgrounds stuttering when I turned a corner. Tried a few things no difference. Tried 32 bit and problem solved. Anyone else had similar?
For me 64 bits and triple monitor setup my frame rate is (to my surprise) slightly higher than before. For me personally everythings seems to run a bit smoother than before. Could depend on hardware and/or software. Videosettings in game are all around medium.

My system specs are:
Intel Core i5-4690 on Asus H97-Pro motherboard
16 GB ram
Asus Strix Radeon RX470 4GB videocard (driving three full-hd screens)
Windows 10 Pro 64 bit

@Celestiale when the patch just was released and the servers where just up again the whole game was lagging like crazy. But know it should run just fine. Maybe a reboot of your system will do the trick (because freshly initialized internet connections, Steam freshly initialized etc).
 
Does anyone know if there is a "lock view to horizon" setting, like in Pcars 2 and Assetto Corsa?
You can bind a key to the head movement setting. At 0 it locks to the horizon. I set mine to 15 to smooth out the worst bumps on some tracks.

Does anyone know if the 64 bit upgrade affects VR in this game?
After our race people were reporting better performance in VR, though I myself already had smooth performance so didn't notice much. A few non-VR users have reported stuttering and poorer performance though.

As for my take on the patch, it's epic! :thumbsup: The three new cars are absolutely brilliant. I've never really liked Corvettes but the new one sounds fantastic and drives like a dream, wonderful car! I tried a bunch of the older ones too and the new physics are sublime. It was well worth the wait, and the new cars are well worth the money. :cool: I'm really looking forward to playing with the HUD file tomorrow too.

By the way, if any premium members would like to get together for some laps in the new GT3s then we have a test server up and running. It's called RD GT3 Test Server, and the password is the usual club password. Maybe see you on there tomorrow!
 
@Celestiale when the patch just was released and the servers where just up again the whole game was lagging like crazy. But know it should run just fine. Maybe a reboot of your system will do the trick (because freshly initialized internet connections, Steam freshly initialized etc).
Unfortunately it didn't. After reboot still stuttering in the Menu, and not able to choose a car..but thanks for trying to help
 
Did you use the same car/track in those short races?
The game keeps logs for each car/track combination so trying the same car/track at first will likely get you there faster. Once they match you for that first specific combo, they should already be much closer in other cars/tracks.

3 races later, much closer. I'm faster by 0.5-1 sec in qualifying (with default setup), but not necessarily when racing because the AI will sit on the apex in some corners and I have to take avoidance. It's like following a passive-aggressive person with roadrage. Really makes me work on my traffic chess moves.

I'm crap at standing starts, so fall behind by 5-6 cars from the pole. Once I find a way around, I pull away.
 
Well, tried fiddling a bit with the HUD file.

So far I've only managed to move the track map (the position numbers are -1 to 1 with 0 being the center of the screen) and make the virtual mirror smaller (but not larger - it doesn't seem to accept values above 1). The position of the virtual mirror seems to be resetting at certain points. And so far I didn't find out which item, if any, influences the popups that show up over the mirror. It's possible they're not even there to adjust since none of the item names seem to apply :(
 
  • AI - Improved overall behavior when racing in a pack. Stress factor reduced, and improved on the tendency to sometimes turn into the player car.
Since I last played R3E over a year ago, the AI is now very good at holding their line. Really good at it, enough so that any time I've been jostled when side-by-side, it's been my fault. Was occasionally tapped from the rear, but they're love taps rather than knocking me out.
  • AI - More respect for track limits during rolling start procedures
Looks good where I tested.

I could not agree more, I too abandoned it months ago thanks to the stupid behavior of the AI and today I could race like a normal person for a while, they still fight, but normally

Actually, I was expecting more from the GT3 Physics update, I mean feels good, but not like a breakthrough, just, good

Thanks for the work, though, lots of stuff, clearly
 
I have been enjoying R3E and the more I use it the more I like it. WOW, this update was noticeable straight away with the triple monitor support, which was a breeze to set up with the detailed instructions, well done. Then took the Calloway Corvette at Mid-Ohio with 15 AI for a few laps and it felt like night and day compared to the C6 GT3, well done. Running with AI had several occasions going at it side by side into turns and absolutely zero contact. Some of the passes were aggressive, them passing me, and it was clean...so cool, well done.
 
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What kind of breakthrough were you expecting with the GT3 physics update?

More of a body of car feeling, movement, not just tension, horizontal and diagonal feel movement back to your wheel, combined with the screen move feeling, more noticeably in hard swings at high speed, and things like that; a couple sims have that, and it feels a lot more like real cars, you know who they are...
 
3 races later, much closer. I'm faster by 0.5-1 sec in qualifying (with default setup), but not necessarily when racing because the AI will sit on the apex in some corners and I have to take avoidance. It's like following a passive-aggressive person with roadrage. Really makes me work on my traffic chess moves.

I'm crap at standing starts, so fall behind by 5-6 cars from the pole. Once I find a way around, I pull away.

Well, I didn't say the AI was better than rF2 :p They can get sloppy and aggressive.
I did a race today with the new Callaway in Shanghai and had trouble qualifying inside the top 10 but they did brake early especially in slow corners during the race. Still great fun.
The more you race it now tho in other cars/tracks the better it should get. Not everyone has the patience but i prefer it than having to fiddle with the slider.
 
GT3 cars Feel amazing, the new merc :inlove::inlove:
i deleted my old profile and just run it stock, made all new profile but did not alter any ffb settings why cant all cars feel this good out the box with my wheel

Wow what a update if this is signs of things to come i cant wait,
Absolutely agree...thanks for reminding me about the 'Delete Old Profile'...now it feels fantastic with the stock settings in game.
 
Had a go at setting up the 'Triple Screen' support by typing all your measurements in the Steam properties of Raceroom...initially when I measured everything carefully, entered the numbers, got into the cockpit in game the dash was really close and when adjusting the seating and FOV I had the chair ears coming into view at the sides...I did not want this...so played around with the numbers in the set up and found (for me anyway)...adjusting the 'A' amount to less eg I sit at 90cm from screen, I set a new amount at 50cm...this seemed to push the entire Dash away from you when in cockpit view...from there I adjusted with the mapped buttons..seat forward / back and FOV forward / back and this worked great...NO chair ears.
I also adjusted the angle of my screens eg they are at 45, new setting 16...this seemed to wrap the image on the side monitors towards your head a bit more.
If anyone tries this your appearance may vary...but I am very happy with it now as I can drive using the cockpit rear view mirror and both side mirrors.
 
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If I should delete an old FFB profile as referred to above does it mean just delete a controller profile or is there a specific FFB related file to remove?

Can someone explain the concept behind FFB reset and when it should be used?

There is a virtual mirror goggle but mirror doesn't appear when in cockpit, thought it did before but not sure, minor thing, just wondered...
 
Well, tried fiddling a bit with the HUD file.

So far I've only managed to move the track map (the position numbers are -1 to 1 with 0 being the center of the screen) and make the virtual mirror smaller (but not larger - it doesn't seem to accept values above 1). The position of the virtual mirror seems to be resetting at certain points. And so far I didn't find out which item, if any, influences the popups that show up over the mirror. It's possible they're not even there to adjust since none of the item names seem to apply :(

Hey Martin, did you manage to move the Mini MoTeC? It seems that i can not move it...
 

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