rFactor 2 DX11 Previews and January Roadmap Released

Paul Jeffrey

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rF2 DX11.jpg

As we head towards the end of the first month of 2017 Studio 397 have released their latest Development Roadmap update for rFactor 2, sharing with fans many new and exciting things due to come to the sim in the weeks ahead.

Following the announcement back in September that Studio 397 will take control of all future development for the rFactor 2 racing simulation, the team have maintained a commitment to heavily increase their customer interaction in an effort to expand development transparency between studio and players of the game. One of the first tasks promised by the studio back at the Sim Racing Expo announcement was an update to DX11 and Virtual Reality implementation, something that has continued to be developed behind the scenes in the last few months. It appears from the latest roadmap update that DX11 implementation is progressing better than expected, meaning players could well receive a first build update featuring DX11 in the very near future. Sadly no new news with regards to the implementation of VR has been forthcoming in the new roadmap post, however expectations that VR and DX11 will be delivered at the same time remain.

Continuing the new tradition of taking on board community comments in relation to the simulation, Studio 397 have confirmed they are also looking to release an update to the recent Nissan GT500 machine launched just prior to the Christmas break. This upcoming build of the car will include many of the improvements suggested by the community following its much anticipated release and should also include a much needed painting template for gamers looking to create their owns liveries for the car.

The full January 2017 Development Roadmap post can be read below:

"2017 is well underway! We hope you all made a great start to the new year once the lights went out Here at Studio 397 we’ve jump-started our new year full of ambition. In with the new, out with the old: don’t forget our migrate to Steam for free offer will end on January 31st, 2017.

DX11
As we have already revealed last month, DX11 development is ahead of schedule. We have migrated much of the engine, and although there are certainly still quite a few things to do and it’s far from a straight port, we’re taking advantage of this opportunity to fix some long-standing issues. We are updating the overall look of the graphics. Lighting improvements include a new HDR tonemapper to achieve better color balance and more saturated colors, which interacts nicely with our dynamic sky model (adding contrast to our clouds). We are also updating the entire shadow system (faster and better looking shadows) and adding some ambient occlusion techniques that provide more dynamic shadows in areas such as engine bays, the underside of tyres, and parts of the inside of the marshal hut. Here are some sneak-peek shots of our work in progress. They do not, of course, reflect the finished product, but we wanted to show you where we are right now (top of post).

These upcoming graphics improvements should be a big step up for everyone in the modding community, giving you a stronger and richer visual base to build from. We will provide a set of guidelines on how elements should look to ensure as much consistency as possible without impacting on your creative freedom.

Next month we are starting a new beta program exclusively for modders to facilitate a smooth transition to DX11. So far it looks like we’ve been able to port all existing shaders, which means existing content should continue to work. Some mods that rely on custom shaders as well as plugins that request to render to the screen (such as some overlay plugins) currently expect a DX9 graphics context and will require an update to work with DX11. In both cases, we will actively help any modders whose work is affected.

UI
We’ve spent this month building the technical foundations for the new user interface, which allows us to link the game logic directly to an HTML5 front-end that we can embed into the simulation. At the same time, we’re putting the finishing touches on our interaction and graphical design, which means we can start building, user testing and refining the actual screens now. The new user interface offers far more flexibility, which gives us the freedom to create additional functionality down the line such as incorporating single player championships and results.

Here’s a look at the new home screen with simple sliding panels to reveal deeper options.
rF2 UI.png

As part of the new user interface we are developing the in-game competition structure. We all know that competition is at the heart of all racing sims, and rFactor 2 has a long-standing relationship with some of the greatest leagues in simracing covering multiple racing disciplines. Building on this strong foundation, our new competition mechanics intend to encourage frequent racing and greater accessibility, offering a rich career progression coupled with new aligned content.

We are focused on building competition mechanics that are unique and embrace leagues and competitions.

Content
Our content team is still working hard on the Radical and starting work on the Corvette C7.R. Last month we gave you a little Christmas present with the Nissan GT500, and we were overwhelmed with the positive responses to the car. At the same time we also got a lot of feedback from the community about little things we could improve. We’ve tried to fix all of them and our goal is to release an update before the end of this month. This update will also include a paint template. The following shots show many of these improvements.
rf2 Update 2.jpg
rF2 Update.jpg


NOLA Motorsports Park will likely be released around the end of February. A lot of work was put into showcasing the aesthetic possibilities, and we spared no effort to bring you those 10 different layouts of the track and kart track, giving you plenty of variation and suitable configurations for all classes of cars. As more and more trackside objects are being added, we can now share some high resolution (4k) shots that show you different areas of the track. We chose to give you the full experience and modeled the whole garage area, so it’s actually a little bit of a drive to get to the actual track from there. Don’t worry though, we’ve put up some signs to guide you!
rF2 NOLA 3.jpg
rF2 NOLA.jpg
rF2 NOLA 2.jpg


That’s all for our first monthly update of 2017. We wish you all the best and hope you will enjoy the many updates that we will bring this year."
rFactor 2 is available right now for Windows PC exclusively on the Steam platform.

Additional third party content can be downloaded from a variety of sources, one of which is the RaceDepartment rFactor 2 modding archive. Head over and check out the latest releases for the sim, or alternatively join in the discussion and keep up to date with the latest news at our rFactor 2 sub forum right here at RD. If downloading mods or keeping up to date with the latest news items aren't your thing, you can always sign up to one of our epic Club and League events using the software. We hold regular club racing events in our schedule, however the jewel in our crown in no doubt the RaceDepartment Le Mans Series. This is our premium endurance league using rFactor 2. Head over to the RDLMS forum to find out more!

Did you like the January Roadmap from Studio 397? Looking forward to DX11? Are you encouraged by the direction rF2 is taking? Let us know in the comments section below!
 
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Is there an inherent performance increase (FPS) expected with DX11?

"Inherent" suggests that you can take a DX9 game and make it run on DX11 without changes and then expect it to perform better. The problem is that it does not work that way. You definitely need to make changes. Over the last couple of months we indeed made those changes, and ensured that we were still compatible with our existing content. Monday's release notes will explain a bit more, but our goal was to be at least as fast as DX9 with the same graphics settings and we are confident that we can be for most people.
 
My main hope is for performance increase especially with:
Many cars on track
Multiview

I started going back to rF2 lately, and it's not because I'm excited for graphics. It's because I'm looking at the difference of performance for when the update comes out. Sure, the graphics updates look quite good, but that's completely secondary to the reason why I left rF2 in the first place. Jittery, juttery, unusable performance. Especially in multiview.

I hope that DX11's multi-core rendering does the job! I don't think I've ever run this sim the way it's supposed to be....only in small spurts where the performance was doing particularly well in a particular spot on a particular track. In those parts, the sim was 10/10 amazing. Until those performances get better, it'll still be left in the void.

On a side note, I'm really happy that colors will look better. Seriously, my 2nd biggest gripe since 2013. 3rd would be that odd shadow clip things with the tires, in which seems S397 have already addressed!

Super excited to see this sim being pulled from the wreckage. It's only pictures and one super short video, but based on that, you guys are doing great!
 

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