July Development Roadmap Released for rFactor 2!

Paul Jeffrey

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rFactor 2 July Dev Update 2.jpg

Studio 397 have revealed their latest 'development roadmap' detailing the future of the rFactor 2 simulation, as planned during the month of July.


With development pushing ahead at full steam, Studio397 have revealed what the future looks like for rFactor2 in the coming weeks and months..


Competition
As we previously announced, McLaren’s World’s Fastest Gamer starts soon, and we are really excited that rFactor 2 was chosen as the flagship qualifying platform. This competition aligns with the overall competition structure that we are currently building, allowing tournament style events that extend all the way to a license progression system. Our competition platform will be unique in many ways: we will have our own structured competition and, in addition, support the community. We actively believe in the strength of our community to run outstanding events, both online and onsite. Specifically, APIs will be made available to allow sanctioned leagues/competitions to integrate with our overall structure, providing visibility and consistency. We are also developing our license structure based on an overall percentage rating and a system that penalizes drivers for off-track or bad driving by giving time penalties instead of relying on an independent safety rating.

Content
We have some even more exciting news: it’s no secret that we are releasing a McLaren GT car. And now, we are pleased to announce that it will be….drum roll please… the awesome McLaren 650s GT3!

This McLaren will be used in the World’s Fastest Gamer competition and will be available for you all as a paid item in our upcoming item store at the start of August. We’re really excited to launch with this car, which was developed in close cooperation with McLaren. But that’s not all! This car will also be part of a soon-to-be-released wider pack, reaffirming our ambition to align our content! What a tease!

Many of you saw our rendition of Zandvoort at the Max Verstappen days. Since then, we have optimised and further enhanced the track. Like the McLaren above, Zandvoort will be used in the World’s Fastest Gamer competition and will be released as a free addition. Check out some screens below!

rFactor 2 July Dev Update.jpg

rFactor 2 July Dev Update 2.jpg
rFactor 2 July Dev Update 3.jpg
rFactor 2 July Dev Update 4.jpg


Additionally, we are working on some new significant track projects and will share more in the next couple of months.
DX11

Ever since the beginning of the year, we’ve showed you the evolution of our DX11 graphics engine. Right now, we’re close to the point where we are happy enough with the visuals and performance of this engine to soon switch it to become the default. We will keep the DX9 engine around as an option for a little while longer, at least until we’ve rolled out the new overlays (see below). This also does not mean we are done developing the engine. We still have many bigger and smaller improvements to make it look better, and we will keep pushing those out in the upcoming months. At this point, we would also like to thank everybody who actively participated in our open beta. Your input was very helpful and allowed us to improve the whole engine, and VR mode, a lot quicker and better.

UI
Not only are we putting the final touches on our in-game user interface, as you have read above, we are also about to roll out the first parts of the new competition infrastructure, which will fit right in with the new UI. To show you some of the last details we are currently working on, we’ve captured two details of the UI, starting with the calibration screen for your wheel and pedals. As you know, you could always calibrate axes visually, but when specifying the ranges of motion and the deadzones, you had to physically move your wheel or pedal in the right position to set such a limit. Now we’ve included not only the exact numbers, but you can also directly edit them to fine tune them exactly the way you want without having to mess around with text files.

rF2 UI Clutch.png

A second detail we’d like to show is what we’ve done with the garage setup screens. There was already a way to compare, and we made that a bit smarter, but we also added a quick way for you to see what changes you made to the current setup compared with the one you saved last. In the shot, you see two gear ratios that have an orange font. Those are ratios you’ve changed. That way you can quickly get an overview. It’s little things like this we are still tweaking. We know it’s taking a bit longer than you, and we, anticipated, but the wait is almost over!


rf2 Gears UI.png


Physics
One of the things we have been working on over the last few months is our tyre model. You may have noticed some changes in the latest version of the Radical, and you will also see them in the upcoming McLaren. These updates reflect our work on improving accurate tyre fidelity. We have a number of tyre updates underway, making one of the best tyre models in consumer racing simulation even better.

Overlays
We have been working hard to create a solution for overlays. As you know, we aren’t great fans of rendering over rFactor 2 screens as this can cause issues that become hard for us to resolve. We have built a solution using HTML. Shortly, we will be allowing 3rd parties to develop their own overlays, not just for broadcast, but for in-game HUDS through an API.

Misc
For those of you who don’t know, this year’s Sim Expo will be held on the 16/17th September at Nurburgring – another great chance for all of sim racing to come together. We will be there, of course, showcasing some cool future features and content, so make sure you pop by!


rFactor 2 can be purchased from the Steam platform right now and is available exclusively for PC.

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...

Happy with the new roadmap update? Looking forward to seeing the changes filter through to the sim? Let us know in the comments section below!
 
ive ran rf2 since near enough release date, firstly with a amd 6970 2gb card and a phenom x4 955 and it ran smooth as silk mostly medium to high with 3x1080p mons, then i moved to this pc and ran it all maxed out with the same 3x1080p mons, ive used dx11 for a bit and it ran fine with mostly max settings, now ive got rid of the 3 mons because im moving to vr very soon and back to dx9 only due to the use of trackmap and deltabest but for me ive never had any problems running rf2 in many configurations with its many diffrent builds through the years and i know many who are exactly the same.
 
you need to stop comparing rf2 with ac or iracing they are diffrent games from diffrent developers and with diffrent levels of optimization, ac was built with a dx11 engine, rf2 is being updated to dx11, it will come in time, it cant be expected to be perfect with such a huge job, we need to be thankfull its actually getting done because left to isi we'd still have dx9 for the forseeable future.
 
AC , AA , Raceroom all at 1080p with a GeForce 950 M mobile.set to high or mid.even with AA 2 x.
Intel I5 @ 2.3 upto 3.2 MHz .No Problems.
But Rf2 at the Moment with Mixed content is worse..Dx11 Tracks 1975 Cars Dx9....
No stabile settings for one Game,Always switching the gfx settings each Car AND track..for optimum.
This is Not normal,and spoils the Fun immensely.
 
I mighe be wrong, but that gtx 960 looks a bit wrong in that config...It's the most important part to gain fps and yet it's the one where apparently you decided to save money. I'd never buy 3 screens with a 960 for the simple reason that a game not well optimized or simply new is going to give you so much trouble.
 
I5 4440,Asus GTX 660,8G ram DDR3,MSI B85 board,around 100fps whit all in max,DX11,1920x1200 single screen,around 70 whit 40 AI cars..............
For me is great,no need a 2.000€ pc to run rFactor2 or any other sim.............
rFactor2 Mod Mode 2017-07-12 13-16-00-56.jpg
 
The plans are pretty good. Execution needs to be a bit better as recent fumbles show. I'm hoping S397 resources are not overstretched.

[Geez, added two people to my ignore list for the first time in ages. Their message is fine, but their delivery is like reading Trump tweets, so bye-bye!]
 
my pc has less than a year, and it's quite good
the graphic card could be better though...
but, it manages to run all sims i know in max (full hd, not 4k) with just one monitor
with three, i have to reduce some candy (which is normal)

the thing is.. why can i have decent fps with AC (with three monitors), for example, and very very very low fps when playing the dx11 (three monitors) version of rf2? with just one monitor works fine (less fps than the dx9 and assetto by far, but works fine)

is it my pc? ... no it is not...
it's yet to be optimized dx11 version of rf2... plain and simple

dont know why
but i have more fps in RF2 dx11 (up too 200FPS) 1 screen 2580x1080 144Hz / this post effect setting at medium all other settings high / full :confused:
 
I mighe be wrong, but that gtx 960 looks a bit wrong in that config...It's the most important part to gain fps and yet it's the one where apparently you decided to save money. I'd never buy 3 screens with a 960 for the simple reason that a game not well optimized or simply new is going to give you so much trouble.
Pretty much, that resolution is between 2.5k and 4k, quite a lot for a 960. And with multiview it gets even worse.
And let's face it... not all games from same genre will have same performance either. Don't know why people expect it from sims with very different graphics and physic engine and budgets. Especially when the other sims got static environment
 

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