rFactor 2 | February Development Roadmap

Paul Jeffrey

Premium
Studio 397 have released their latest development roadmap update post - keeping the community informed about the latest happenings in the world of rFactor 2.

From the February 'Development Roadmap' post:

Broadcast Overlays
Over the last couple of months we have been building, prototyping and testing various iterations of our broadcast overlays. We’ve involved various leagues in this process, collaborating with them, and now we’re getting to a point where we feel we have a solid base that we can publicly release as part of rFactor 2. There are still a few things to finish and test, so an actual release date will probably be announced next month, but we wanted to show you what we were up to anyway.

There will be a couple of different ways to use these overlays. The most straightforward way is directly in-game, where these overlays are available when you are spectating a race. This makes it easy for anybody to start broadcasting races, with no need for extra software except something to stream to your service of choice. The other way is to use them as a layer in your favorite broadcasting software like OBS or XSplit or any other tool that can integrate HTML based elements. In both cases we also provide a control panel that can be used to blend in and out the various elements of the overlay like the scoring tower or the battle box. This itself is also an HTML page, and you can use it in-game or in an external browser.

We’ve gone through a lot of effort to provide a solution that is easy to customize. Leagues can add their own logo, styling, sponsors and colors, all without having to program, and such customizations are easy to share and install, so everybody should be able to use these new broadcast overlays!

rF2 Roadmap 1.jpg
rF2 Roadmap 2.jpg


Development Update
Since our previous roadmap, we have done three more releases containing fixes and improvements to the code, as well as existing content. We’ve increased the release frequency because first of all you, the community, asked for more updates and fixes, but also because we want to keep the momentum going on the new user interface, addressing issues and providing you with quick updates so we can move towards our goal of making this new UI the default. We’re not done yet, we’re still working on some fixes for problems that were reported and features that went missing so you can expect us to keep up this pace in the weeks to come.

There are also still quite a few bigger things we are working on in the background. There’s not always much news to report on regarding these, but as a small recap we’ll go over some of them anyway. First of all our graphics team are still doing an extensive review of our rendering pipeline, evaluating the different stages of that pipeline against reference images generated by ray tracing algorithms as well as real photos. Then there are a lot of improvements that are building on that, as well as things that make the lives of content developers easier. A lot of these developments are getting closer to completion. Our core development team is obviously focusing a lot on the new UI at the moment, but as soon as that has reached maturity the focus will go back to finishing the competition system. We’ve used the last couple of months to look at a few long standing feature requests, such as “offline championships” so we are now looking at modelling those into this system as well.

Content
In the content department, this month we have a couple of minor bug fixes to some classic rFactor 2 cars, some fine tuning of Le Mans and even another track to announce! Additionally our partner KartSim has a whole set of updates and some new content ready.

Circuit des 24 Heures du Mans 2018 v2.05
  • Adjusted grass saturation.
  • Adjusted specular profile on roads to make rubber build up less blue.
  • Configured sky haze settings.
Historic Challenge Spark 1968 v2.05
  • Fixed LOD in showroom.
  • Added new icons for the new UI.
Historic Challenge EVE 1968 v2.04
  • Fixed missing cockpit in the F2.
  • Added new icons for the new UI.
McLaren MP4/8 v1.30
  • Flipped wet texture treads so it ‘mirrors’.
  • Tyre damage texture fix.
McLaren MP4/13 V1.30
  • Tyre smoothing.
  • Tyre damage texture fix.

Portland International Raceway
Announced a little while back, and now back by popular demand! We give you our latest development shots of Portland International Raceway. This original collaboration started with community member Alex Coutie’s scratch built track creation. We then built on it, with the intention to use it as a platform to showcase our new materials, and what can be achieved. In the future this track will serve as a basis for modders to learn all about our new materials system for tracks. We’ll release more details on that after the track becomes available. Portland will be a free track for all owners of rFactor 2 and available in the Studio 397 Steam workshop.

rF2 Roadmap 3.png
rF2 Roadmap 4.png
rF2 Roadmap 5.png


KartSim
By now, KartSim is a well known name in the karting industry, known for high quality professional karts and tracks. They will be releasing a big update to all of their content. For consumers the next release will include updates to most of the existing karts and tracks with improvements to shaders, models, AI and more. Professional customers can look forward to even more updates as well as some brand new tracks like “Le Mans” and a few others. More details will be revealed when this update is released next week.

rF2 Roadmap 6.jpg
rF2 Roadmap 7.jpg


Original Source: Studio 397

rFactor 2 is available now exclusively for PC.

Got questions you about the sim and need help? No worries, post a thread in the rFactor 2 sub forum here at RaceDepartment and let the community help you out!
 
Multiplayer has always worked no matter what mod or track.
Define 'worked'.
Much as I believe rFactor2 to be good software, this has been a big part of the proverbial 'fly in the ointment' ....for a very long time now.
While technically multiplayer works, unless you are in a league or you run with the same group who've come to know and have the exact same modded tracks and cars...you are mostly out of luck.
I've pretty much given up on trying to access multiplayer for that reason.
I would try every few weeks with the same result.
While we are at it, can somebody explain why it is that when ever I'd select multiplayer I'd have to check those four boxes for same version, etc?
That is a pain and quite the annoyance...if I may say so.
When you click to join twelve multiplayer games in a row and can barely get into one...after an extensive wait for something to possibly download...or fail altogether....I'd reconsider the word 'working'.
 
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Plenty, but I don't try and use content that isn't up to date.


I'm not a smartapp, I'm a human being and human beings make statements.
I have now unsubscribed from all mods, RF2 is bone stock now. My GT3 cars are original steam RF2 paid content, I don't know what you mean by content that isn't up to date. That said I'm gonna give it a try.
 
We run multiplayer events weekly. The problem (as I see it) is not that multiplayer doesn't work per se, it's that you need to be some kind of tech guru to put up a dedicated server that works properly for everybody. It's a convoluted process, which I don't fully understand. I've been shown how to do it, by a proper tech guru (thanks Daiman :notworthy:) so in most cases I'm able to put up a server. If somebody (using the correct PW) tries to join said server, but doesn't have the correct content installed, the game downloads missing content automatically - GREAT! But it's really tricky (for a non techy person such as myself) to do correctly. We have small pieces of software that help, but I have no idea how I'd go about finding those if I wanted to put up a server of my own.. using my own computer to host the dedicated server.

Also, there are some weird foibles... little nuances and differences between mods and the way that they were created. Occasionally, one of these outliers trips me up and I'm not able to put the server for a given event up without help from.... a tech guru.

So it's not really a surprise to me, that there are lots of servers in the server list that don't seem to work. I was hoping that this would be the kind of thing that would be addressed once the new UI has been finalised. I don't remember the details, or where, but I thought that @Marcel Offermans had mentioned somewhere (in an interview on RD?) that the UI was holding up a lot of the bugs that need to be fixed? The worry with something like this - the way that servers work - is that the problem is embedded so deep in the code of the game, that it would not be possible to fix it in a cost effective way?
 
The worry with something like this - the way that servers work - is that the problem is embedded so deep in the code of the game, that it would not be possible to fix it in a cost effective way?
Im trying very hard not being sarcastic here - because I have allready given up on this sim after a lot of wasted time of reinstalls and stuff.:sneaky:
But doesnt this server setting up disaster relates to the decision of supporting any created rF2 mod on this planet?
I mean I the rF2 devs decided to only support official tracks/cars my guess is that setting up a server could be made much easier and transparent.
 
Im trying very hard not being sarcastic here - because I have allready given up on this sim after a lot of wasted time of reinstalls and stuff.:sneaky:
But doesnt this server setting up disaster relates to the decision of supporting any created rF2 mod on this planet?
I mean I the rF2 devs decided to only support official tracks/cars my guess is that setting up a server could be made much easier and transparent.
Might be alright for you, if you're not interested in racing modded content online. No good for me, I'd have to find a different sim.
 
I was not trying to be "smart" or trying to make an excuse for the reason the rF2 devs hasnt solved the almost impossible server setup.
I was only trying to give a reasonable explanation of the reason they havent bothered.
Because as I remember it then since back in 2003 it was (almost ;)) a piece of cake to setup a server for good ol NR2003.

CatsAreTheWorstDogs: Even a dedicated one :)
 
I was not trying to be "smart" or trying to make an excuse for the reason the rF2 devs hasnt solved the almost impossible server setup.
I was only trying to give a reasonable explanation of the reason they havent bothered.
Because as I remember it then since back in 2003 it was (almost ;)) a piece of cake to setup a server for good ol NR2003.

CatsAreTheWorstDogs: Even a dedicated one :)
Don't get me wrong, I wasn't having a go. Just pointing out that S397 can't please everybody. I use the sim for (almost exclusively) historic tin tops. There are very few that interest enough other people to get a race event organised. Without mods, I'd be knackered.

I use the term dedicated server to differentiate between the physical machine, on which the dedi runs, and the dedi itself.... but I have a sneaking suspicion that you already knew that. ;)
 

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