rFactor 2 December Development Roadmap

Paul Jeffrey

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rFactor 2 UI Concept.png

Studio 397, the new developers of rFactor 2, have released their final development roadmap of 2016, and it reveals some interesting content with regards to the future of rFactor 2.

latest roadmap update confirms the studio believe they have found a fix to the often troubling NVidia driver crash issues, and a new build is due to be release in just two days time featuring the driver fix. This is great news for a number of sim racers who have suffered frustrating issues on a selection of circuits worst affected by the driver errors, hopefully this new build addresses those issues and allows a soother experience for the affected players.

Other highlights from the update include news that the DX11 update is making faster progress than initially expected, and the studio have even shared a concept image of the proposed new UI for rFactor 2, designed to offer a more modern image for the title and also preparing the game for the upcoming VR functionality due to be released hopefully alongside DX11.

You can read the full December Development Roadmap release below:

"On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017.

To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline.

A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards.

Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it.

As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen (see top of article)

Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months.

We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model.

More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model and physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall.

In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year.
rFactor 2 NOLA.jpg


Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return.

We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform.

With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period!

That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!"

rFactor 2 is a PC only racing simulation developed by Image Space Incorporated and latterly Studio 397. The game is available to purchase now on the Steam Network.

Check out the rFactor 2 sub forum here at RaceDepartment to take part in some of the best League and Club Racing events on the internet. Interact with our vibrant rFactor community in our dedicated rFactor 2 sub forum, download mods for the game or share a setup or two for your favourite cars.

Do you like the sound of the latest roadmap? Looking forward to DX11 and VR? Which pieces of content would you like to see added going forward? Let us know in the comments section below!
 
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I bought rF2 last february, I was unsure to buy lifetime subscription, I think i raced online only once. (Being in Australia and working weird hours doesn't help).
I chose to buy lifetime hoping to get some good online racing, hopefully it'll happen.
Free multiplayer is a great option to get more people online and hopefully it'll be well done.
I don't feel ripped off (studio 397 didn't take my money) I just feel stupid I paid a lot extra for few months of service.
I don't think It'd be fair to ask for lifetime dlc but I'd be pleased if I received a couple of dlc for free just to feel less stupid for the bad choice I made ( i could have just bought 1yr to try), if that doesn't happen... I'll sleep on it and forget about it.
I have my multiplayer now... It was a bit expensive.... as long as my wife doesn't now, I Should be fine :)
 
this online fee was only 50 dollar or so for lifetime so why ppl moan:cry: about 50 / 60 dollar or even if it was 100 i wud have bought it for lifetime any new BF or Call off .. cost every year or 60 or 80 dollar and is being sold , SO..........................
most ppl want that somebody invest lots off money in a game and expecting it to play for free and even than there are ppl :cry: ,
Hey chill out a bit man. ;) I didnt know what the cost was. I just heard over the years that people complained about it and i didnt look into it too much because i heard a lot about the low performance on good PC's, and since i dont have a great PC i didnt check the online pricing. Seems they will make it free now anyway (like AC, AMS, PC etc) so all is cool. :)

With the DX11 update and no barrier (for anyone) to race online it sounds great and i will surely be a customer.
 
Well, some people here say this is the alternative ISI found to DLC so they could keep funding the game for both groups after all since those that didn't buy the lifetime or yearly online access also got the strange selection of content without paying.
Now let's see.... this is a strange business model since the begining. We all know any game has way more offline players than online, how did they expect rF2 to be funded this way?
There are many ISI decisions that comes from rF1 days that I'll never understand. At the same time they made a briliant sim they were also kinda "dumb" on some stuff (no offense)

There could have been more online players had ISI designed an online system that the average person could use and had content favourable to what online racers want. They did neither. That was the dumb part--that they didn't do it when their own business model required it--not the concept that online subscriptions could have been a viable alternative income stream to traditional DLC.
 

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