rFactor 2 Build 1109 Released - Includes New Rain Features

Paul Jeffrey

Premium
rFactor 2 Update Released.jpg

A new update for rFactor 2 has been deployed today, now featuring enhanced rain visuals amongst a sizeable number of improvements and fixes.


As detailed in the final development roadmap post of 2017 (HERE), Studio 397 have today deployed a fairly sizeable new build release for rFactor 2 that amongst other things offers players the opportunity to sample the first pass of the enhanced rain effects introduced to this venerable racing simulation. Benefitting from significantly improved visual representation over the previous rain simulation, the new build is a major step forward in one of the few remaining areas where rFactor 2 fails to live up to expectations in comparison to other similar simulators available on the marketplace today.

As well as the very visually obvious changes to weather effects, Studio 397 have committed to continue developing the wet stuff in rF2 as they look to improve the overall experience and introduce physics interaction with dynamic puddle formations and other interesting and exciting elements found in wet weather racing.

Due to the nature of the new build and visual improvements brought to the simulation, vanilla and mod content will need to be updated to make best use of the new technology employed by Studio 397. As such the Dutch developers are actively working to update all the base content of the simulation, with the following items already having been given the update treatment, with more to follow in the coming weeks and months;

Cars
  • Bentley GT3 - v1.97
  • Radical GT3 - v1.993
  • Mercedes GT3 - v1.99
  • McLaren GT3 - v1.993
  • Callaway GT3 - v1.97
  • Formula E - v1.993
  • Dallara - v1.96
  • USF 2000 - v1.94
  • Camaro GT3 - v1.94
  • Corvette C6R - v1.93
  • Nissan 370Z GT4 - v1.93
  • Brabham BT44B - v1.95 >>>You need to manually subscribe HERE
  • Brabham BT20 - v1.95
  • Stock Car - v1.96
  • EVE -v1.98
  • Spark - v1.98
  • Formula Two - v1.95
  • Honda Civic BTCC - v1.99 (Physics Update: New tires)
  • Kart Cup - v1.92
  • Nissan GTR GT1 - v1.93
  • Howston G4 - v1.96
  • Howston G6 - v1.96
  • Megane 2013 - v1.95
  • Clio 2010 - v1.93
  • Howston Dissenter - v1.94
Tracks
  • LimeRock - 2.02
  • Mores - v1.82
  • Nola - v1.30
  • Indianapolis - v2.04
  • Silverstone - v1.84
  • Brianza - v2.04
  • Malaysia - v1.82
Before playing the new update it is also worth noting the following information;
  • Important: Make sure to update any SteamCMD servers to get the latest!
  • Delete contents of the folders CBash and shaders located in \Steam\steamapps\common\rFactor 2\UserData\Log
Full build 1109 change log (December 21st 2017)

Improved Lighting

  • We developed an Image-Based Lighting for Ambient (IBLA) solution that substantially improves lighting in our graphics engine.
  • IBLA acts on the colors of the scene, taking into account information from the surrounding environment when drawing each object.
  • The resulting lighting system gives the final image a more realistic look and it improves the perception of depth for the driver.
  • This new system uses new ambient probes that have been added to most of the tracks. It is recomputed dynamically as weather or time conditions change.
  • IBLA does not introduce any noticeable performance penalties and its features have been exposed to Mod Dev. Furthermore, tracks that do not have set IBLA yet will automatically have a default set of probes assigned to them.
Rain Effects

Cars
  • Added dynamic drops on the windshield and the body of the car.
  • These drops respect gravity, so they will run down the sides, and each single drop will have its own lifespan.
  • The drops also respect airflow around the car when driving, making them move in appropriate directions.
  • The effect is not scripted but generated in real time, and it varies depending on factors like the amount of rain drops falling from the sky, the speed of the vehicle, or the particles generated from another car in front of you.
  • Wipers on cars are now functional and will clear the windscreen in two different user configurable speeds.
Tracks
  • Vastly improved reflections of the surroundings that become visible as the track gets wet.
  • Added blurred reflections for the “Ultra” Road Reflection setting.
  • Improved shaders for the real-road surfaces and added new shaders to match closely the properties of elements like curbs in dry/wet conditions.
  • Added highly detailed puddle maps that allow puddles to form in the appropriate places on tracks.
New HUD Options
  • Added options to show tire wear and ride height as text parameters.
  • Added tire wear percentage to the vehicle status MFD.
  • Increased the accuracy of fuel consumption with an extra digit.
  • Fixed a bug with TireAverageTemp text parameters, which would not show up in the HUD because of a space in their names.
  • Added a “delta best” parameter that you can add to a HUD, showing time lost or gained compared to your fastest lap in milliseconds. Works for all cars (not just player). Included optional text coloring of the text output so positive and negative values can result in different colors.
  • Added a more accurate fuel indication as well as one that shows the fuel you used in your last (full) lap, or zero otherwise.
  • Added a gauge for showing the “delta best” with a range of -1.0 to +1.0 seconds.
  • Added predicted number of laps remaining based on fuel used for last lap.
  • Added current rain percentage.
  • Added minimum and maximum track water depth.
  • Added an option to disable font scaling for the chat and message box (apart from using comic sans, non-linear font scaling is about the biggest sin a designer can commit).
  • Added weather info (rain intensity and min/max water depth) into the MFD for HUD and in-car use.
  • Designed a new default HUD that takes advantage of the new features. (Coming soon)
Other/Fixes etc.
  • The plugin API will no longer invoke callbacks that provide ScreenInfoV01 data that used to allow plugins to render to the screen. Doing this directly has been deprecated with the release of DX11, and alternatives are to either use information that is available in the updated HUD or wait for a new plugable HUD system to be released in 2018.
  • We have removed the “cache” folder from our install, so all content will now be downloaded from the workshop. This means the base install is much smaller. Upon first launch you will be automatically subscribed to all Studio 397 content and while that is downloading the Launcher will show a progress dialog window with screenshots of all content items it is downloading for you.
  • Generating Mip Maps from reflections, this gives smoother reflections as a result.
  • Formula E liveries for TeCheetah, Mahindra and Venturi updated to 2018.
  • Formula E driver helmets updated.
  • Formula E driver suits updated.
Known Issues/troubleshooting
  • Rain effects are visual currently. However, we are working on physics impacts.
  • Some content is still to be updated to include the rain effects such as cars and tracks.
  • Performance is constantly being reviewed
  • Rain drops on external cameras under review
  • If you are experiencing strange graphical issues, delete the contents of your cbash and shader folders located in \Steam\steamapps\common\rFactor 2\UserData\Log
  • Important: Make sure to update any SteamCMD servers to get the latest!
To help you get the most performance out of the new update Studio 397 have released basic graphics setting guidance that can be found HERE.

rFactor 2 is available from Steam as a PC exclusive title now.

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...

Like what you see here at RaceDepartment? Don't forget to like, subscribe and follow us on social media!

RaceDepartment YouTube
RaceDepartment Twitter
RaceDepartment Facebook
RaceDepartment Twitch
RaceDepartment Instagram

Tried the new build yet? What are your impressions of the new rain effects? Like the new direction of the sim? Let us know in the comments section below!
 
Last edited:
This amg gt3 , looks like a LOD-B , so odd someone would leave it like this ,
hate to mention such a thing wants correct smoothing groups applying on the mesh , I saw it before but its so bad in the rain , maybe they should give me a shout if they need help :)
8b4b9e6d3b0d2c650f6ba8e6d2fd5eab.png
 
This amg gt3 , looks like a LOD-B , so odd someone would leave it like this ,
hate to mention such a thing wants correct smoothing groups applying on the mesh , I saw it before but its so bad in the rain , maybe they should give me a shout if they need help :)
8b4b9e6d3b0d2c650f6ba8e6d2fd5eab.png
Not to sure but i think that's due to crash damage rather than LOD. Dunno though.

Edit: I'm wrong. stop disagreeing with me ;)
Edit 2: okay now you are all doing it for fun...
Edit 3: I'm Sad now :(
 
Last edited:
I love to see newer effects for rFactor 2, although this rain isn't a perfectly accurate and smooth representation of how rain behaves on the windshield. Other sims have done a better visual job with better performance, not only regarding rain.

But good to see rFactor 2 being taken care of, anyways.
 
Last edited:
Not to sure but i think that's due to crash damage rather than LOD. Dunno though.
Na I seen it before the other cars in the pack look much nicer quality , someone shown me some pictures a few weeks back of this car and it looked bad , but the rain is showing the true smoothing more than it been dry , maybe due to the reflection changes in the rain shaders ,

like if you look here on the car in this picture , look around all the seems , the door seems and around all the gaps , the car looks inflated , this is due to incorrect smoothing groups been applied , its making the entire car look inflated kinda like blowing a balloon up ,

wants all redoing the external smoothing groups correctly I am really surprised its not been fixed to be honest :)
maxresdefault.jpg


look here at pcars
the car is really really crisp looking
ss144043_1.jpg

AC
preview-100.jpg
 
Na I seen it before the other cars in the pack look much nicer quality , someone shown me some pictures a few weeks back of this car and it looked bad , but the rain is showing the true smoothing more than it been dry , maybe due to the reflection changes in the rain shaders ,

like if you look here on the car in this picture , look around all the seems , the door seems and around all the gaps , the car looks inflated , this is due to incorrect smoothing groups been applied , its making the entire car looked inflated kinda like blowing a balloon up ,

wants all redoing the external smoothing groups correctly I am really surprised its not been fixed to be honest :)
maxresdefault.jpg


look here at pcars
the car is really really crisp looking
ss144043_1.jpg

AC
preview-100.jpg
Ah right. I probably shouldn't replied to someone who basically writes the book on this stuff with how amazing your mods are xD. Yeah i seen some pretty weird crash damage when the AMG was released and thought they still had not of fixed it. +1 For bringing it up and hopefully they get the issue sorted soon :)
 
Na I seen it before the other cars in the pack look much nicer quality , someone shown me some pictures a few weeks back of this car and it looked bad , but the rain is showing the true smoothing more than it been dry , maybe due to the reflection changes in the rain shaders ,

like if you look here on the car in this picture , look around all the seems , the door seems and around all the gaps , the car looks inflated , this is due to incorrect smoothing groups been applied , its making the entire car look inflated kinda like blowing a balloon up ,

wants all redoing the external smoothing groups correctly I am really surprised its not been fixed to be honest :)
maxresdefault.jpg


look here at pcars
the car is really really crisp looking
ss144043_1.jpg

AC
preview-100.jpg
The graphics engine needs updating to DirectX 11 that's why. :sneaky:
 
The graphics engine needs updating to DirectX 11 that's why. :sneaky:
Its nothing to do with that , the car wants adjustments making , changing the smoothing costs nothing but you gain everything in doing so ,

like here for example I will show you what I mean so you can see the difference ,
here is a car with correct smoothing applied , makes no difference the cars polygon count ,
but here look around all the gaps on the doors .
c92523f74252ad83c3e4d7e3249bfeac.jpg


and here the same car same polygon count but with incorrect smoothing applied .
a54869f4755cdfb09e85672ff00c823d.jpg


there entire car is in this way , simply wants all the smoothing redoing thats all :)
and that car I just shown is my LOD_B car .
 
Ah right. I probably shouldn't replied to someone who basically writes the book on this stuff with how amazing your mods are xD. Yeah i seen some pretty weird crash damage when the AMG was released and thought they still had not of fixed it. +1 For bringing it up and hopefully they get the issue sorted soon :)
Its not complicated the fix , maybe take someone who is efficient and skilled maybe 3-4hrs to redo all the exterior , but the difference in the product would be insane , like night and day , but really does need doing a car like that shouldnt be left neglected its a nice car just made by someone who lacks understanding :)
 
And that literally only takes 1 mouse click in any decent 3D software. Then a few more clicks to export the mesh, of course :p
Wish it was as simple , when you export something it will export for example the smoothing groups , if they are already there , in this case there looks to be "zero" smoothing groups applied ,
so exporting and importing again will not fix it , wants doing by hand and selecting it all whats needs changing , like I say its not an issue , or a big job , but in my opinion needs doing will improve the cars quality ten fold :)
 
Problem with smoothing groups , its the actual normals in the mesh itself , which is effected by viewing angle but mainly from the sun , here the problem is visible but lets say at 5% of the OP post ,
here you are showing the car but there is no light/sun on the effected area , so its hidden , if you took the screenshot yourself take another one with the area shown in the top picture been impacted by the light/sun , then you will see whats hidden in the mesh surface :)
 

Latest News

How long have you been simracing

  • < 1 year

    Votes: 249 15.1%
  • < 2 years

    Votes: 167 10.1%
  • < 3 years

    Votes: 166 10.0%
  • < 4 years

    Votes: 122 7.4%
  • < 5 years

    Votes: 229 13.9%
  • < 10 years

    Votes: 197 11.9%
  • < 15 years

    Votes: 125 7.6%
  • < 20 years

    Votes: 95 5.8%
  • < 25 years

    Votes: 76 4.6%
  • Ok, I am a dinosaur

    Votes: 226 13.7%
Back
Top