rFactor 2 New Build Released

Paul Jeffrey

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rFactor 2 Updated.jpg

rFactor 2 has today received a small update, adding various fixes as well as improvements to the way shadows are displayed within the game.


Deployed today to Steam, the new rFactor 2 build looks to be more of an intermediate hotfix update rather than a full scale new build, focussing mainly on addressing some outstanding issues caused by the recent build 1109 December release.

Although with a heavy focus towards rectifying outstanding issues, the new build is notable for the new inclusion of ambient undercar shadows, designed to both offer a visual improvement in various weather conditions as well as providing a more stable solution than that what was employed previously.

You can check out the latest build update notes below...

rFactor 2 Steam Build ID 2438696
  • Fixed join lag in multiplayer
  • Updated language files (to avoid crashing when the LSI screen was active)
  • Fixed wipers on/off in replay
  • Fixed rain in cockpit in MP sessions
  • Fixed V-sync software with 'custom resolution' (Config_DX11.ini)
  • Fixed TCP Matchmaker error message in the dedicated server UI
  • Added an all new ambient undercar shadow: more stable, reliable, and clearly visible even at night. The shadows can no longer clip through the ground, nor are they visible on the ground below a bridge when a car drives over that bridge. This new tech requires no intervention from content creators. We automatically remove the current undercar art and replace it with the new system. On subsequent updates, content creators can remove the old artwork.
Important Note: Please make sure and update your SteamCMD Dedicated server by running the command again in terminal.

rFactor 2 is available exclusively for PC from Steam 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...

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Have you tried the latest version of rFactor 2 yet? Do you like the new shadows? Let us know in the comments section below!
 
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RF2 was running fine for me until recently, whereby Vr is unplayable or I have not found that setting(s) that make it playable once more from the stuttery mess it currently is.

I have faith in S397 that like iracing who went through the same dx9 to dx11 transition will be able to make the code more efficient and bring them fps back up.

My rig: i5 6600k, GTX1070, 16gb ram all powered via windows 64bit/RF2 installed on SSD
 
It has now worked great for 6 people i know who did as the article suggested. You have nothing to lose and everything to gain and it doesn't even cost you a penny, win or lose. It's a no brainer!
 
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RF2 was running fine for me until recently, whereby Vr is unplayable or I have not found that setting(s) that make it playable once more from the stuttery mess it currently is.

I have faith in S397 that like iracing who went through the same dx9 to dx11 transition will be able to make the code more efficient and bring them fps back up.

My rig: i5 6600k, GTX1070, 16gb ram all powered via windows 64bit/RF2 installed on SSD

Background programs getting in the way? Do you have Rivatuner installed? as that's caused issues with some people, anti-virus off? Win10 update recently? (they've been know to cause issues), Win10 Game Mode Off?

VR running fine for me and others, sure it could do with optimisation but far it's from a stuttery mess and perfectly driveable on the correct settings with 29 AI.
 
It has now worked great for 6 people i know who did as the article suggested. You have nothing to lose and everything to gain and it doesn't even cost you a penny, win or lose. It's a no brainer!

Well, you do have something to lose and that's the higher FPS you would get with frame limiter off. For example I consider it a waste to play at 60 FPS if my monitor/GPU allows much higher FPS to be rendered.

When I had microstutters years ago the in-game frame limiter solved all those issues. Setting the frame limiter to a prime number like 84, which iRacing uses, will reduce the tearing effect to minimum.
 
Well, you do have something to lose and that's the higher FPS you would get with frame limiter off. For example I consider it a waste to play at 60 FPS if my monitor/GPU allows much higher FPS to be rendered.

When I had microstutters years ago the in-game frame limiter solved all those issues. Setting the frame limiter to a prime number like 84, which iRacing uses, will reduce the tearing effect to minimum.
If you read my notes from the article i recommended to set your FrameRate Limiter to the maximum that your GPU can maintain and what your Monitor's refresh rate has available to use. Since i have a 144 Hz i would have set it to this ideal figure if my GPU could maintain this but my GTX 970 can't do it when racing against 16 AI. My ASUS available refresh rates are 144, 120, 100, 85, 60 so i now use 85 fps for my FrameRate Limiter as my GPU can consistently maintain this figure.

Note: If your GPU can't maintain the figure you set in the FrameRate Limiter then it defeats the purpose thus your stutters will return!
 
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