rFactor 2 Review: keeping up with the times?

GRAB_009.JPG


We wanted to take a look at rFactor 2's status in 2015, three years after the release of the first open beta. ISI's new title was initially surrounded by mixed reactions, but what's the story after so many updates and new content releases?


First things first: rFactor 2 is daunting. The sim's main strength - that is, the incredibly wide range of options and variables - can feel a tad too much for the newbie. There really is a lot of stuff to delve into, not only in terms of gameplay and simulation options but also in terms of mods and configuration files. Do stick with it though, because there's gold to be found in rFactor 2.

So, let's start with the surface, that is the graphics. I personally doubt the average simracer cares much about graphics, but after mainstream hits like Project Cars and Assetto Corsa, it's hard not to take this aspect into consideration. Well, it's not bad! RF2 can be pretty system-intensive, so Joe Average will probably have to dial the settings down, but it looks pretty decent. While not the best-looking racer by a stretch, it's perfectly capable of painting great racing scenes. It does look more natural than the first builds, as well.

Some circuits are clearly simpler and outdated, but the developers are currently working on revamping the older tracks in the roster, as well as updating the cars - which brings me to the meatier stuff: the car roster. The game content has to be downloaded through rFactor 2's fantastic launcher and content manager, but the dev team has apparently switched to a new content format, so some older cars have to be downloaded from the official website. ISI is in the process of updating those to the newer format, making them available from within the launcher, however, there's no ETA yet.

GRAB_010.JPG


One of the main flaws is that the content is kind of sparse, and always has been since launch. I believe a real-world racing series would gain rFactor 2 quite a bit of visibility, but it seems that ISI is indeed working on that. We have in fact managed to obtain pre-release access to the Stock Cars, and those certainly represent a positive step towards a more focused content roster. The dev team has recreated the 2015 NASCAR season with three different car models, obviously with fantasy car names and teams.

And oh boy, are the Stock Cars a blast. They only have four gears, but are capable of ludicrous speed and acceleration - oval racers will want to keep this in their radar. They also sound positively raucous and brutal. At the moment, only Indianapolis and Mountain Peak Speedway are suitable for the Stock Cars, but we could assume ISI is working to add more locations to go with them.

Circuits share the same philosophy as cars; they're diverse, if a bit sparse. The more recent releases are very high-quality, with very detailed trackside areas and landscapes: they're functional and look good in most circumstances, which is what ultimately matters. There's something intoxicating about ISI's replica of Monaco '66, and that circuit manages to exude a lovely vintage atmosphere – along with being an incredibly fun layout. It's more or less like the current street circuit, but faster and more streamlined.

Special mention for Lime Rock Park, which is just a great circuit that goes well with many of the official cars, and the newly released Atlanta Motorsports Park - a very original and technical addition to the roster.

GRAB_012.JPG


On-track, any notion of content lacking focus is immediately forgotten. This is where rFactor 2 really shines: the detail of the Force Feedback model is immediately apparent. While I've read many people say that FFB response is something subjective, and I tend to agree, there's a degree of nuance here that's hard to replicate in other simulators. Behind the wheel, it's always easy to know what the car is doing. Users with older wheels will have to tone it down a notch to avoid jolts and clipping, but after fiddling a bit with the configuration files (something rFactor 1 players are familiar with) it won't be an issue at all.

The FFB works in tandem with the game's dynamic road and weather features: driving on worn tires or on a wet patch of road will have noticeable effects on the steering. I don't feel the need to spend many words on the Real Road feature as well, as it's pretty straightforward and it's something unique to the game. It just works, and it adds another layer of strategy and detail to the simulation. Additionally, ISI is working on a revamp of the weather system, also adding more visual effects (like water on the windscreen, which is oddly missing here).

RF2's main selling points are online and endurance racing. However, the game's online focus doesn't detract from the AI, which is quite simply the best around. While titles like Stock Car Extreme and Raceroom feature very good CPU-controlled opponents, this winds it up a notch. I've seen AI cars battle at the Monaco hairpin, exchanging clean passes and blocking, and it was absolutely brilliant.

Obviously, its competitors are always evolving and getting updated too, but as it stands I'd argue rFactor 2 has the best AI and feature set of any sim. In terms of content, things are steadily improving, but its rivals have a bit of an edge here. Do note that some major mods like DRM and Enduracers are making its way to RF2, so that might spark a new surge in the modding scene.

In conclusion, rFactor 2 does a lot right. If you have the setup, and the willingness to fiddle around a bit with configuration, then you'll be rewarded with an unique, and extremely rewarding, experience. And if you're on the fence, there's a pretty decent demo available here.

GRAB_004.JPG


Full disclosure: ISI has very kindly provided us with review codes for the game and pre-release access to the Stock Cars. I also haven't had the chance to test the netcode, as I've been having unrelated connection problems.
 
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View attachment 98511

We wanted to take a look at rFactor 2's status in 2015, three years after the release of the first open beta. ISI's new title was initially surrounded by mixed reactions, but what's the story after so many updates and new content releases?


First things first: rFactor 2 is daunting. The sim's main strength - that is, the incredibly wide range of options and variables - can feel a tad too much for the newbie. There really is a lot of stuff to delve into, not only in terms of gameplay and simulation options but also in terms of mods and configuration files. Do stick with it though, because there's gold to be found in rFactor 2.

So, let's start with the surface, that is the graphics. I personally doubt the average simracer cares much about graphics, but after mainstream hits like Project Cars and Assetto Corsa, it's hard not to take this aspect into consideration. Well, it's not bad! RF2 can be pretty system-intensive, so Joe Average will probably have to dial the settings down, but it looks pretty decent. While not the best-looking racer by a stretch, it's perfectly capable of painting great racing scenes. It does look more natural than the first builds, as well.

Some circuits are clearly simpler and outdated, but the developers are currently working on revamping the older tracks in the roster, as well as updating the cars - which brings me to the meatier stuff: the car roster. The game content has to be downloaded through rFactor 2's fantastic launcher and content manager, but the dev team has apparently switched to a new content format, so some older cars have to be downloaded from the official website. ISI is in the process of updating those to the newer format, making them available from within the launcher, however, there's no ETA yet.

View attachment 98512

One of the main flaws is that the content is kind of sparse, and always has been since launch. I believe a real-world racing series would gain rFactor 2 quite a bit of visibility, but it seems that ISI is indeed working on that. We have in fact managed to obtain pre-release access to the Stock Cars, and those certainly represent a positive step towards a more focused content roster. The dev team has recreated the 2015 NASCAR season with three different car models, obviously with fantasy car names and teams.

And oh boy, are the Stock Cars a blast. They only have four gears, but are capable of ludicrous speed and acceleration - oval racers will want to keep this in their radar. They also sound positively raucous and brutal. At the moment, only Indianapolis and Mountain Peak Speedway are suitable for the Stock Cars, but we could assume ISI is working to add more locations to go with them.

Circuits share the same philosophy as cars; they're diverse, if a bit sparse. The more recent releases are very high-quality, with very detailed trackside areas and landscapes: they're functional and look good in most circumstances, which is what ultimately matters. There's something intoxicating about ISI's replica of Monaco '66, and that circuit manages to exude a lovely vintage atmosphere – along with being an incredibly fun layout. It's more or less like the current street circuit, but faster and more streamlined.

Special mention for Lime Rock Park, which is just a great circuit that goes well with many of the official cars, and the newly released Atlanta Motorsports Park - a very original and technical addition to the roster.

View attachment 98513

On-track, any notion of content lacking focus is immediately forgotten. This is where rFactor 2 really shines: the detail of the Force Feedback model is immediately apparent. While I've read many people say that FFB response is something subjective, and I tend to agree, there's a degree of nuance here that's hard to replicate in other simulators. Behind the wheel, it's always easy to know what the car is doing. Users with older wheels will have to tone it down a notch to avoid jolts and clipping, but after fiddling a bit with the configuration files (something rFactor 1 players are familiar with) it won't be an issue at all.

The FFB works in tandem with the game's dynamic road and weather features: driving on worn tires or on a wet patch of road will have noticeable effects on the steering. I don't feel the need to spend many words on the Real Road feature as well, as it's pretty straightforward and it's something unique to the game. It just works, and it adds another layer of strategy and detail to the simulation. Additionally, ISI is working on a revamp of the weather system, also adding more visual effects (like water on the windscreen, which is oddly missing here).

RF2's main selling points are online and endurance racing. However, the game's online focus doesn't detract from the AI, which is quite simply the best around. While titles like Stock Car Extreme and Raceroom feature very good CPU-controlled opponents, this winds it up a notch. I've seen AI cars battle at the Monaco hairpin, exchanging clean passes and blocking, and it was absolutely brilliant.

Obviously, its competitors are always evolving and getting updated too, but as it stands I'd argue rFactor 2 has the best AI and feature set of any sim. In terms of content, things are steadily improving, but its rivals have a bit of an edge here. Do note that some major mods like DRM and Enduracers are making its way to RF2, so that might spark a new surge in the modding scene.

In conclusion, rFactor 2 does a lot right. If you have the setup, and the willingness to fiddle around a bit with configuration, then you'll be rewarded with an unique, and extremely rewarding, experience. And if you're on the fence, there's a pretty decent demo available here.

View attachment 98510

Full disclosure: ISI has very kindly provided us with review codes for the game and pre-release access to the Stock Cars. I also haven't had the chance to test the netcode, as I've been having unrelated connection problems.
 
Wow have not played it for over a year and a half seems to always have build updates it is nearly as old as the PC i brought back around the same time, thats why i will stay with AC and Pcars for now soo much content and more to come that is what keeps people coming back for more not build updates they just still cant get it to work right shame really.
 
Wow have not played it for over a year and a half seems to always have build updates it is nearly as old as the PC i brought back around the same time, thats why i will stay with AC and Pcars for now soo much content and more to come that is what keeps people coming back for more not build updates they just still cant get it to work right shame really.
AC's content isn't that great and it lacks most essential simracing features.
See http://www.virtualr.net/rfactor-2-new-sepang-previews#comment-1932072660
There is no point in choosing AC over rF2 for proper simracing.
 
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Hi mate,I was just wondering where you got this version of Oulton park from?
Hey @Associat0r, this from Simracing for life?
It's not my video, so not sure where it came from.

By chance you using Trackmap plugin v0.96? I'm asking because though I've extracted AIW/GDB for map, it keeps showing the same map (short one), regardless of what track variant I run. Hoping you know.
A track with multiple variants will have multiple mas files with AIW's/GDB's in them. Did you extract all the variants?
 
It's not my video, so not sure where it came from.


A track with multiple variants will have multiple mas files with AIW's/GDB's in them. Did you extract all the variants?
Yes, multiple variants. Something funny happening with my plugin. Used to work fine, then sometimes no maps are shown in the border. Now it seems fine again after I tried extracting some tracks again and overwriting them in tracks. Hope it sticks. Thanks!
 
I bought rF2 short after AC and R3E and really hated it. This :poop:menu alone was just a joke and should never have seen the light of day. But after playing the competition over 500 hours and knowing their flaws i just started to discover this simulation. The ffb is in a class of it´s own, that´s for sure. Physics i can´t tell without never driven the real cars, but some racecar drivers knowing them said, they are (far) superior over iRacing.
 
  • Deleted member 130869

I've only played the demo version and I loved it! I think it has the best physics, way better than Assetto Corsa.

I'm waiting for the Steam release to buy the game with my regional currency... or at some point I'll buy the game anyway if there's a sale on its page. And yes, rF2 will be released on Steam - https://twitter.com/timwheatley1979/status/616285509837455360

Depending where you are at, the currency exchange purchase for rF2 is quite beneficial. I think it goes through PayPal and they have very weird rates sometimes.
 
Depending where you are at, the currency exchange purchase for rF2 is quite beneficial. I think it goes through PayPal and they have very weird rates sometimes.
I live in Brazil. $1 USD = $3.10 BRL ~

rFactor 1 on Steam = $45.99 BRL = $14.99 USD
rFactor 1 on ISI = $24.99 USD = $79 BRL
rFactor 2 on ISI = $43.99 USD = $139 BRL
Assetto Corsa on Steam BR = $90.99 BRL = $28.78 USD
Assetto Corsa on Steam US = $49.99 USD = $158.03 BRL
Project Cars on Steam BR = $129.99 BRL = $41.12 USD
Project Cars on Steam US = $49.99 USD = $158.03 BRL

Yeah, the rates in my country sucks. I used to buy games on stores like Humble Store, Gamersgate, Greenman Gaming when the rates were more even, around $1 USD = $1.70 BRL.

Nowadays I can only rely on Steam to pay a regional equivalent price.
 
for me the weak point in rF2 for now is the ffb. its very heavy weight and weak effects then when u add force u add u start to get clipping and the smooth not help much too the ffb is less worse on cars that have very high caster angle (above 9). Why ISI do the same as Sector3 Studio is doing on R3R have many adjustments for ffb. I can individually can adjust how I want to feel the curbs and others effects.
 
I've never got CSW v2 to feel good in this. I prefer feel in other sims much more.
Try the Camaro GT3 with FF 100, FOR100, Dri 3 and all other effects of on the V2 and a FFB multiplier of 0.85, !no smoothing! and maybe raise the caster a little bit in the setup and make sure you are not on a green track. That feeling is awesome. After that all other sims feel like games to me unfortunately.

P.S. I use the Formula Rim with the GT2 all is a bit "lazy" for me.
 
I'm afraid I completely disagree with this. If we didn't care about graphics we would still be running our sims on 14" monitors at 320x200 resolution like we did 20 years ago...

There is no conflict between wanting good graphics and wanting good physics or good AI or good netcode or good sound.
Talk about over-exaggerating to the moon and back.

Obviously no one wants to play at 320x200 res and the author isn't implying that most simracers don't care if they played games at 320x200. I don't care about graphics but that doesn't mean I'm going to run my sim/game on a 14" monitor @ 320x200, jesus. What the author is meaning is that most aren't obsessed with gfx. Most won't complain or have their racing experience ruined just because some other games have better, more modern graphics because it's the racing experience - the vehicle dynamics, the FFB, etc. - that is most important.

Obviously no one wants to play at 320x200 resolution. Grow up.

As for the second part of your post... Yes, there can be a conflict. Some developers only have so much money, employees, resources, etc. Not to mention what percentage of areas they want to pour all those into.
 
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I think there are lots of simracers who measure realism by how pretty the game looks. And vice versa. Lots of people think that rf1 is horribly outdated physics-wise simply because it is not that pretty. Even if there is no correlation between physics and graphics lots of people will pick the more arcadey but better looking game over something more "simmy" that looks rougher.

Graphics tend to generate lots of fuzz too. It can't be denied imho that the good looks of the ac helped its sales whereas the worse look of rf2 has hurt it. That being said isi has made lots of errors with rf2 and what should be industry leading title and be the king of its niche is just niche inside its own niche instead. As a simmer I find that incredibly sad because the game does lots of things I want... except car content...

Releasing the same old content doesn't really bring in new customers. Don't get me wrong I absolutely adore the corvette, nsx and cobra and the latest track additions have been amazing. But those are the same stuff everybody played in rf1 already.

What isi could do is to make new start. Rf2 2.0. Megapatch 2 week period with properly selected content instead of random drips and drops. Couple of gt cars to make a series of them, add some other cars to make few more classes of the existing cars, add some big name cars (something like the new koeniggsegg for example, ferrari f40m and/or some caterhams or ariel atoms to go with the roadster), add a new feature like rallycross and create some online challenges and then give every returning customer free 2 weeks of online access. Put the game on steam and give it a decent discount. Host official hotlap competition. Roll out the content so it is evenly spread throughout the 2 weeks. Throw in some future annoucements also.

Basically restart the game because let's face the first time was kinda failure. Personally I'd also take a good long hard look at the online fee. Does it bring in money or does it just needlessly add an unnecessary barrier for getting more people to race online?
 

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