Paul Jeffrey

Premium
Studio 397 have dropped a surprise new circuit configuration into rFactor 2 - adding the yet to be raced brand new 2020 Zandvoort Grand Prix layout to the simulation.

Included as an additional configuration to the already available original Zandvoort venue, the new release today bring with it the brand new Formula One layout of the track - a first appearance as official content within a racing title. The new layout includes multiple changes over the much loved traditional circuit, including the now famous final banked corner designed and built especially for the aborted return to Grand Prix racing - a race that should have taken place this very weekend.

The new configuration is available as a free DLC for rFactor 2, and can be found at the rFactor 2 Steam workshop if it hasn't already downloaded automatically.

In a rather cool move from Studio 397, the version available today will closely match the current build state of the real world location. In the real world, the race track itself is very much ready for action, but the infrastructure and buildings around the track are still very much in a state of development - something Studio 397 have replicated in the simulation with an intention to update and develop the content in the months to come as it evolves towards hosting the upcoming Dutch GP.

The new circuit is available to download now from the Steam Workshop.

The release notes post in full can be read below:

The weather along the Dutch coastline this weekend was rather typical for May. The sun and clouds both fight for attention. Trying to make their presence felt to the people on the beaches below. But this was not supposed to be a normal weekend. An enormous amount of people would have flooded the area, cheering for their favorite driver, enjoying the fast cars that would have graced the beautiful track of Zandvoort. Then everything changed.

What could not continue in the real world, most certainly can in the virtual world. We therefore decided to release on this day the brand new 2020 layout of Zandvoort, for everybody to enjoy in rFactor 2. For free!

rf2 2020 Zandvoort.jpg


If you look at the real track today, it is certainly ready to race, but all the surrounding buildings, grandstands and other infrastructure are very much still under construction. Our pre-production release today reflects that. We’re trying to remain close to the current state of the track and will keep updating it in the months to come as it evolves towards the upcoming Dutch GP.

Much has been said and written already about the changes to the track, all aimed at improving the racing, but let’s highlight some of the most important ones as we take you around a virtual tour of the track.


The lap starts on the longest straight, that takes you to the Tarzanbocht, a banked 180 degree turn that is traditionally a good overtaking spot. One apparent change here is the location of the pit exit, which used to be on the inside of the corner entry, but has now been moved to the corner exit, with a wall making sure there is no way to merge too early.

rf2 2020 Zandvoort 2.jpg


The corner exit takes you onto a straight that bends towards the left and sets you up for the next right-hander called Gerlachbocht. Exiting that is where the next big change is. The Hugenholtzbocht, named after the famous dutch designer of race cars and tracks, John Hugenholtz, is made wider with more banking to offer a faster exit and possibly multiple lines through the corner.

rf2 2020 Zandvoort 3.jpg


More speed means an even faster passage over Hunzerug and the Rob Slotemakerbocht towards Scheivlak, the only corner on the track that has its own TV channel, a clear indication that that’s a good spot to watch a lot of action. The jury is still out on how high downforce open wheelers can go side by side over this straight and through this blind corner, but if they do it will certainly be a memorable moment.

rf2 2020 Zandvoort 4.jpg


We’re now basically at the back of the circuit where much of the existing layout remains untouched. The next straight brings us to the Mastersbocht, another high speed turn with a curbstone on the apex that you can hit hard, but not too hard. The anonymous Bocht 9 and Bocht 10 follow, two long, slow and wide corners that seem to never end and where you can drive many different lines, making sure at all times your exit onto the next straight is good as that one leads to another popular overtaking spot.

rf2 2020 Zandvoort 5.jpg


The Hans Ernst Bocht is another place to out-brake your opponent and while this corner had been modified fairly recently for DTM, placing less forgiving curbstones on the inside of the second part off this right-left turn, it was changed again, removing those curbs again in favor of more friendly ones.

rf2 2020 Zandvoort 6.jpg


This exit takes us to the penultimate corner, Kumho, which generally takes some lifting and light braking. Exiting this corner is where DRS will be enabled as the last corner on the track is again one that is completely modified. The Arie Luyendijk Bocht is now wide and very much banked like on an oval and you can therefore take it flat out, launching you onto the final straight at high speed and potentially setting you up for a pass through the first turn again.

rf2 2020 Zandvoort 7.jpg


This completes our lap around the track. Needless to say we’re excited to be the very first to bring you this track in a racing simulation. We hope you’ll enjoy driving it. You can subscribe to the track in the workshop here if it has not already automatically installed for you.


Original Source: Studio 397.


rFactor 2 is available exclusively on PC.


Want to know how to get the best from the sim? Start a thread in the rFactor 2 sub forum and let our community offer you the benefit of their massive combined experience.
 
Last edited:
dude, you're knee-deep in the amateur, childish b.s....why so bitter?...did Marcel Offermans run over your dog or something?

rFactor 2 must have really done them over to still feel the need after 7-8 years I can't reconcile that

It's sad for me because all it takes is a couple special laps to see why others like it

Still it is easy to understand, only 10% think physics is most important aspect

Wish I had got them in F3 Rookies back in the day
I would have converted most of them , no problem ;)

P.S. I don't mean I could have them all think rF2 is best but just see it in a different light
 
Last edited:
You are seriously "at a loss" why some of us seem to care about the fact the sky is green(ish) in rF2 (well, pretty much everything is) or the fact the tarmac is full of purple and green speckles? I mean, by that logic...why even simulate real-life tracks if we can't get the very basics of the environment right? We could just drive on Tron-like virtual circuits consisting of colourful beams of light (OK, that might actually be pretty cool...for a while, at least).

And I really wish it was as simple as "well then just don't notice the purple tarmac or green sky"...

View attachment 369291

(Note that in this instance, the color saturation has been increased by about 50% to show the speckles/chroma noise more clearly. And yes, it can absolutely be seen/noticed while driving, not just from an external view like here.)
I never noticed anything like that(I know it's increased saturation) , or green sky etc. but I don't watch too much replays and sometimes don't notice graphic issues so who knows. Unless more people have such issue, maybe something is wrong in settings or your monitor.
 
Unless more people have such issue, maybe something is wrong in settings or your monitor.
More people have such issues.

I'm also reasonably sure nothing is wrong with my monitor that is regularly HW calibrated for photo editing.

I mean...

AC2-Win64-Shipping_2020_05_04_05_01_14_368.png

rFactor2_2020_05_04_05_26_24_343.png


This is untouched straight from the games, no ReShade, no editing, nothing. Though the upper screenshot might be a bit too much on the warm side.
 
More people have such issues.

I'm also reasonably sure nothing is wrong with my monitor that is regularly HW calibrated for photo editing.

I mean...

AC2-Win64-Shipping_2020_05_04_05_01_14_368.png

rFactor2_2020_05_04_05_26_24_343.png


This is untouched straight from the games, no ReShade, no editing, nothing. Though the upper screenshot might be a bit too much on the warm side.
What game is on top? It looks like real. The bottom is much worse, especially reflections on the car, but I don't see excessive green sky
 
Last edited:

Stealing because I'm about to go big on the triple monitors, upping from 27" to 43" for the immersion. I still have a few days to chicken out.

Nah, go for it. I'm on superultrawide 49" 32:9 and wish for more height and width. Was thinking about 32"-triples, but my system couldn't cope. Are the 43" TVs?
 
I had to really look close to see if the top one was a game or reality:). But the car looks bad, even for rF2 standards. With good livery and lighting/reflections updated cars can look very good.
Just for the record, I didn't cherry pick the car. I just incidentally did a race at Zandvoort in the Aston on Saturday (planned a week in advance without even realizing it kinda coincided with the Dutch GP date, much less knowing there will be a Zandvoort update in rF2), so I thought I'd just pick the same car in rF2 and did a comparison shot. I originally didn't even intend to post it here, it was just for my Discord. But it was kinda handy for the discussion here, so...
 
More people have such issues.

I'm also reasonably sure nothing is wrong with my monitor that is regularly HW calibrated for photo editing.

I mean...

AC2-Win64-Shipping_2020_05_04_05_01_14_368.png

rFactor2_2020_05_04_05_26_24_343.png


This is untouched straight from the games, no ReShade, no editing, nothing. Though the upper screenshot might be a bit too much on the warm side.
You should at least have the same time of day and the shadow setting on max setting and Post Effects set to high in RF2 for any sort of comparison and I don't think either screenshot looks correct. If it's ACC it has a yellow tinge to it and RF2 a blueish tinge to it. Not all monitors are equal in rendering colours, IPS monitors are usually the most accurate at producing colours and also have a much better viewing angle. I have RF2, AC, ACC and AMS and the colours look different for each game on the same track and time of day.
 
OK, so I really have no idea what the purpose of this exercise was supposed to be, especially given the fact that none of what you emphasized has any real effect on what I was pointing out, and also the fact that ACC in that screenshot was nowhere near max details either, but here, we've done it:

i-BJ692gJ.png

i-ZWjHrFw.png


And what a difference it isn't! ACC still has way more natural colors and looks good, except now it's slightly less warm than in the previous screenshot (because I've switched the colors from warm to neutral), and rF2 is still blue with weird colors and the tarmac is still full of purple and green speckles (in fact it might be even more obvious in this light).

Worth every minute spent on it...

(And no, ACC still isn't near the maximum detail here, I didn't touch the settings at all, apart from the color balance setting.)
 
Last edited:
OK, so I really have no idea what the purpose of this exercise was supposed to be, especially given the fact that none of what you emphasized has any real effect on what I was pointing out, and also the fact that ACC in that screenshot was nowhere near max details either, but here, we've done it:

i-BJ692gJ.png

i-ZWjHrFw.png


And what a difference it isn't! ACC still has way more natural colors and looks good, except now it's slightly less warm than in the previous screenshot (because I've switched the colors from warm to neutral), and rF2 is still blue with weird colors and the tarmac is still full of purple and green speckles (in fact it might be even more obvious in this light).

Worth every minute spent on it...

(And no, ACC still isn't near the maximum detail here, I didn't touch the settings at all, apart from the color balance setting.)

This is a great example that really illustrates that the main issue here has to less to do with the engine and more to do with the quality of the actual modelling and texture work. When you look closely Kunoz is doing a lot of very clever work to make resource light foliage that looks excellent. iRacing doesn't have an amazing graphical engine either, compared to ACC, but they still manage to do a good job with the textures and detailing. Currently Le Mans and Sebring look pretty good for what the engine can do, but a lot of the other tracks look quite poor, Nurburgring in particular. I really think they need to bring some new talent in, to just work on these aspects.

Apparently a new methodology for dealing with track lighting is coming soon, as well as wet weather (currently a wet track is just a glass surface instead of soaked cement and is super laggy) so those could help, but you only need to look at Reiza's work with AMS2 to see what the current standard for track and curb textures should be. Even if you can't dedicate the resources to good foliage, the track itself, which you're looking at constantly, should look great. Hopefully once they release Portland, if it's done well and sells well, those same people helping them can work on the back catalogue.
 
ACC looks great in that pic, but that is with a track that's "finished" compared to a Pre-Alpha track that clearly isn't (so I'm not really sure on the point of yet another comparison).
I'm not saying when it's complete it'll look the same or better, i don't think it will as ACC tracks look amazing, but i think it'll get closer and up to Sebring/Le Mans standards for sure which is just fine by me.

But then if you're a graphics junky then that's cool as ACC is great for that, i personally prefer to run a Sim that works in VR properly though...regardless of looks(!).
 
I had to really look close to see if the top one was a game or reality:). But the car looks bad, even for rF2 standards. With good livery and lighting/reflections updated cars can look very good.
Totally honest here. None of the two images look anywhere near photo realistic to me.
The bottom look much worse though.
Unreal engine can generate photo realistic scenes but they are static using the light mass option.
 
After scouring the workshop for hours, I learned that Zandvoort was updated for anyone already subscribed to it. So, I didn't get to try it until last night. It's pretty darn good! Now I got to run it while I am not about to go to sleep. LOL.
 
The reason of this banking is that F1 cars can open DRS in that turn already, and that way increasing the length of the start/finish straight, enabling overtakes before the Tarzanbocht. For other cars I agree with you, it’s easy flat out now, but you can drive different lines in that corner now, so maybe these cars can overtake each other in this corner now. I experienced that already in a few races I did on this new layout in rF2.
The DRS zone will begin right after the banking.

The banking is completely unnecessary for F1 cars since the old corner was easily flat out anyway.

 

Latest News

What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


Results are only viewable after voting.
Back
Top