DX11 and VR Update Released for rFactor 2!

Paul Jeffrey

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rF2 .jpg

Its here! Its here! At last we have
the big one released for rFactor 2! DX11 and VR update released and ready to download right now...!

After months of speculation and anticipation, finally fans of the rFactor 2 simulation will have the opportunity to place their hands on the biggest update to hit the game in years, and sample the first major fruits of the development path taken by new game custodians Studio 397.

When Studio 397 first announced the deal to take over ownership and development of rFactor 2, one of the most ambitious developments planned by the studio would be the move towards DX11 and update to include Virtual Reality support within the software. In the following months Studio 397 have been working hard behind the scenes to bring these latest updates into a position fit for public release, refining what is sure to become one of the singular most substantial updates rFactor 2 has received since its initial release back in 2013.


Because a move to a brand new graphics technology and major update to include VR support for the very first time is a considerable and risky move by the developers, Studio 397 have been keen to ensure compatibility for a number of existing mods and content remains post update, without the need for mod developers to substantially re work their products to ensure functionality with the new build. Of course some mods may require adjustments to benefit fully from the new update, however this will only become apparent in the following days as a large number of players get the opportunity to try out the update themselves for the first time.

As an additional safety net for players who are maybe unwilling to move over to the new build immediately, Studio 397 have taken the wise decision to release the new update as an optional public beta build, which can be accessed by through steam itself (instructions below), this gives those not able or willing to migrate to the new build the opportunity to remain on the current foundation until manually choosing the updated version of the game.

To try the DX11 open beta, you must first opt-into the DX11 branch – this means essentially you are downloading the DX11 version of rFactor 2 – don’t worry, though! You don’t have to download everything again, it will be a small download to switch between DX9 and DX11. So, here’s how you do it:
  • Open Steam and on the right hand side right-click on “rFactor 2” to bring up the menu.
  • Click on the “Betas” tab at the top.
  • From the drop down list, locate and select the beta called “v1108-DX11-open-beta”
  • Now at the bottom of your Steam window you will see the download starting.

If you encounter any problems, make sure you validate your locally installed files.

  • To do this, from your library in Steam, right-click on rFactor 2.
  • Select “Properties”.
  • Go to “Local Files” then click on “Verify Integrity”.
The game will verify the files (this might take a moment).

If you ever want to revert, follow the same procedure, but instead of selecting a beta version, select “NONE”, which will opt you out of any betas, straight back to the latest DX9 release.

Your first steps in VR
Setting up VR and Post Processing:
  • Open the rFactor 2 Launcher.
  • In the Launcher click on the settings icon wheel.
  • Then click on the ‘Video Settings’ button.
  • In the pop up config window check the box ‘VR’.
  • Set your screen resolution to 1920×1080.
  • Start by setting the Post Effect Level to “None” (see release notes below).
Starting rF2 in VR
  • Important: First open SteamVR manually before starting single player. (We have a known issue we are working on where you will not get FFB if SteamVR is not started first)
  • Now just click on the single player icon in the Launcher and open rFactor 2.
  • The menus and UI are all in the VR space, but you will need to use mouse and keyboard.
  • There is a known issue with the replay cams, only one eye has an image.
We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):

In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:
  • None
  • Low = Glare Effects
  • Medium = Glare Effects and Depth of Field
  • High = All Effects at High Quality
  • Ultra = All Effects at Ultra Quality
At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.
  • With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
  • Improved Clouds resolution and depth.
  • Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
  • Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.
  • Shadows Normal renders shadows, taking into account the shadow receiver normal map.
  • A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
  • New Car Ambient Shadow, now working for the entire 24h cycle.
  • Fixed some “pixel” artifacts caused by invalid calculations in shaders.
  • Dedicated dynamic exposure simulation for each main camera set.
  • Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
  • Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
  • New Shader for car Dashboards, Rev Meters and Motecs.
Content updates as part of this initial build:
  • The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
  • Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!
Modding:
Known Issues:

Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!

Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: http://wiki.rfactor.net/index.php?title=AlbedoMap

There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.

As stated above, we are still optimizing performance of DX11. As confident as we are that most of you will experience a nice boost when comparing the same settings in DX9 and DX11, we are aware that some of the new post effects, especially at higher settings, require a lot of memory on your graphics card. Future builds will bring improvements.

Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.

The Road Ahead:

This release version, as we have said, is an open beta. Development is ongoing, and we will quickly move to a full release over the next few months. We will regularly provide you with updates, both in terms of code and content. This release already comes with 5 updated cars and 5 updated tracks, and we have seen some third party modders come out with releases that are DX11 compatible as well. Expect us to do more releases in the upcoming weeks, each with new content, bug fixes and further improvements.

Additionally, the full release will include updates in key areas, such as improving night driving, rain, new shaders for cars and a host of other additions. We know that strong graphics coupled with our best-in-class physics is only part of the package. We are working heavily on new content – both cars and tracks – and of course on providing you all with more functionality – including an innovative competition mechanic. We are really excited about our upcoming UI, which didn’t quite make it into this release, but will be released and improved as part of our series of frequent updates.

rFactor 2 is a racing simulation exclusive to PC. You can purchase the game directly from Steam with immediate effect.

Check out the rFactor 2 sub forum here at RaceDepartment for all the latest news and discussion with regards to the simulation. You can take part in lively debates with fellow rFactor 2 fans and take part in some great Club and League racing events..! Head over to the forum now and share the love this simulation so very much deserves...

Have you tried the new update yet? What do you think of DX11? Does the game run better for you now post update? What do you think of VR in rFactor 2? So many questions! Tell us your opinions in the comments below!
 
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Looked damn good, tried it yesterday. When hitting on the track with UPDATED content, feeling was unreal, reflects, lightning on the sky, life like colors... Just close to perfection. Just how SIM should look, real life like, not those other blingbling's. I was just getting a bit of stuttering here and there, and user interface did have a bit of bugs. But yeah, keep on going with the good work studio 397! :thumbsup:
 
All I can say is Wow! I forgot how much fun RF2 is, but in VR it is even more exciting. I had no problem with getting it to start in VR because of the directions in the First Post, follow them! Thanks @Paul Jeffrey for the excellent article and thanks to Studio 397 for doing an excellent first pass at this update.
I'm using the CV1 rift and have a GTX980 and it runs on high just fine.
Tried the Dallara at Atlanta, the Houston at Oulton Park, and the Nissan GTR at Mt. Panorama and all three were unbelievable. The feeling of speed in the Dallara is spectacular! The physics are excellent and the immersion in VR is unreal. I play all of the VR ready sims at various times and this is right there with the best. The UI is much better than most of them for VR and the visuals are as good as any ( I admit I'm not to picky when it comes to graphics)!
It is a bit hard to use the race displays because they are not in the right place but I really didn't have time to see if they can be moved to be in the proper screen position. The LCD display on the Dallara is super bright and very difficult to see for some reason because of the glow around the numbers. The Display on the GTR is just fine so maybe they need to be tweaked or maybe I can do it myself but it is late and I don't have the time to check everything out.
NOTE: if you are using VR then it takes a long time to load the track and car after you hit RACE. On my machine it took about 1 min 20 seconds to load the track and cars so be patient. The UI is very responsive though.
 
Hmm ,just loaded the indycar at Nola and bam ,20 fps.

It's not all bad though because it runs at a steady frame rate with no stuttering or lag,I can drive as bad as I usually do with more fps.

Runs like the old GP3 and 4,where a frame rate of 26 was perfectly acceptable.

My old qx 9650,the limiting factor.

Still pretty happy and the sim has been transformed with the dx 11 facelift.

IMO,it has gone near to the top of the queue.

The ai is amazing and the update gives it a real feel of immersion.
 
I my be in the lucky pile. Or I can read what others here have posted.
I disabled my 64bit plugins and made sure both regular and Dev video settings had 60hz instead of 24hz
Now it's just about balancing with the new PP settings
V Sync will not work when forced in NCP or Inspector. I've only tried GPU and Video in game though so I'll try software next but heard it wasn't ideal.
Most settings on high or max but no reflection on.
I'm hitting 115 with cars around me or 200+ when in the lead.
I have 3770k not oc'd, 8GB Corsair Dominator Ram and GTX 1070
All in all I'm very happy with what I'm seeing. Replays are a little stuttery and I think I'm getting slight microstutters during game play but it's not very noticeable. I.E. you have to look for it.
I'm gradually easing the settings up and will test on different car and track combos to find the sweet spot.
Well done Studio 397!
Looking forward to the enhancements to this update along with any content you have planned. Please do release some paid for DLC too as I do feel that this injection of hard work into one of my favourite sims does warrant some sort of reward for you and the team. :thumbsup:
 
Im pretty sure this is because there are exactly no differences in the textures, only in the new DX11 shaders, which is why i believe we are seeing the strange anomalies and poor performance with modded content.

still all a bit messy yet. its still just to much of a pain to get this software going properly
Did a clean install, no plugins, no mods. Raced original Nissans at different tracks, same for Renault megane Trophy (sound is aweful). When i would compare DX9 straight next to DX11 probably i would see difference but apart i cant see. Maybe more shine but that is it
 
Yeah Flakier than Cadburys flake.

Am seeing all kinds of things in VR ....menu flickering up and down, cars flipping over ,name tags flying.
With the quality of VR sims like AC, Iracing, lfs . Its hard for me to live with this

.Am pretty much forcing this on myself because of VR. Really thought the standard of beta would be higher.
This is for those with high end PC systems...my pc has never been able to handle Rf2.

So it looks you are blaming Rf2 while its your computer thats failing its like you are trying to drive as fast as a Ferrairi with your Deux Cheveaux .
That you run all the others you mentioned is probably because they are with very low requiered minimum standards (yes i own them too )

I had a low end computer before the one i have now and rf2 has been running with that as a oiled machine 80 FPS easily

cadbury-flake2-600x600.jpg
 
Yes, I realize that. As someone else mentioned, Reiza maintains two versions of AMS. This works great, I can switch between the two in seconds. If I have problems with the beta I just switch until fixed or improvements are released. I realize this would require much more to download and additional storage but still the best for most I would guess.
With that said, I haven't tried to revert to the rF2 DX9 version yet, I don't know how long that takes.

yes agree on Reiza BUt then you need 2x the space on your computer and concerning rf2 in ISI time and in the time when 397 was on the takeover Everybody (at least a lot) was complaining and crying:cry::cry::cry::cry: about the fact that there was content in it that they didnt want and that was taking up space on theire hard drives and then now you want people to load another 20GB or so (i personaly agree with you that in reiza its good and i would do it in a heart beat :roflmao: )
 
I saw this vid and then lost it again from the post i saw it in. I thought it might be useful to some of us.
He seem to explains it real good, now i think i understand it a bit more. i never knew which setting to use on my monitors, 60htz or 120htz depending on the game i run and the frame-rate i can achieve to get the best picture. I did get rid of the stuttering.

 
View attachment 189120 View attachment 189121

RFactor seems to think my RX480 has -54MB of VRam in the game UI settings and -1024 in the launcher video settings. Getting around 30 fps on medium settings.

It might say you only have that much but it definitely runs alot more, I have 11gb of Vram but on the setting screen it only displays 1gb, but then I can max out every setting and get 150+ fps, sometimes 200+ fps
 
Some help rF2 gurus. I have triples (5760x1080) , and enabled Multiview, tried fullscreen and windowed, but the car doesn't line up on my left screen. How do I take screenshots? I press F12 (says screenshot saved) but I can't find any pic, checked userdata\screenshots but it's empty.
And when I press [ and ] to adjust FOV, although it shows the FOV value changing, nothing changes on the actual car view.
 
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