Triple Screen Support, New GT3's, 64 Bit and More Released in New RaceRoom Update

Paul Jeffrey

Premium
RaceRoom Updated.jpg

Sector3 Studios have released the much anticipated new update for RaceRoom Racing Experience, and it contains plenty of goodies to get your hands on...


This new update has been brewing in the background for quite some time over at Sector3 Studios, and with plenty of new features, fixes and content it looks very much like one of the more substantial updates to the RaceRoom Racing Experience game in recent memory.

Now containing a new 64 bit version that should allow much larger grids in offline mode, the long awaited and much needed triple screen support, improved damage and a total reworking of the GT3 car physics to bring all GT3's in line with the latest content releases today, this is one impressive looking new build!

Check out the full change log below:
  • 64-bit executable to allow the game to use more memory
  • First pass for true triple screen support. Right now handled through startup arguments. Full details and instructions on the forums. ( LINK )
  • Game is now providing more information to all players present on a Multiplayer server whenever the server is waiting for players who are still loading into the game.
  • Added a bindable key to reset FFB while driving.
  • Hud_options.xml residing in My Documents is no longer encrypted, allowing players to edit and move HUD items around.
  • Video settings: Car Reflection Quality on High now draws reflections at full framerate.
  • Added support for Thrustmaster TS-XW Racer wheel
  • Updated Fanatec SDK to v3.2
  • Xbox One controller - changed default keybindings to match the Xbox 360 pads
  • Game no longer allows to drive a sequential gearbox car with an H-shifter. H-Shifter users no longer need to change the H-Pattern gearbox option manually depending on the car they picked. They can now always leave the option always enabled and let the game decide when to use it or not.
  • Damage system - Fixed a case where the point of impact would not translate properly to the visual damage (for example formula cars were hard to damage visually)
  • Damage system - Fixed an issue where car deformations could sometimes switch on and off when going backwards in a replay
  • Damage system - Prevented detachable parts of the cars from detaching when mechanical damage is disabled (to prevent loss of downforce after losing a wing)
  • Damage system - Fixed detachable parts randomly disappearing in replays or being visible when they shouldn’t.
  • Damage system - Fixed damage not being visually repaired for opponents in multiplayer after the opponent returned to garage to fix it.
  • Fixed some issues with the 8-shaped layout of Suzuka where cameras or blue flag detections could be confused by the crossing section.
  • Fixed an issue where the game would fail to restart the engine if the player cancelled the pitstop right after confirming it.
  • Fixed an issue where the game could start stuttering when playing long replay files.
  • Fixed an issue where a traffic cone would be sometimes visible in a seemingly odd location when playing a replay
  • Fixed car class specific pitstop actions that could sometimes not trigger in multiplayer
  • Fixed a case where Fanatec CSW 2.5 would be listed twice in controller profiles menu and would not be recognized after being turned off and on again while driving.
  • Fixed so Opponent Strength setting is now properly used in Free Practice mode (was always using adaptive AI setting)
  • Fixed missing results at the end of a race session on single lap layouts such as Nordschleife Tourist.
  • Fixed an issue where lap timer would randomly stop on a Hillclimb run after restarting several times in a row.
  • Fixed an issue where performing a pitstop at Anderstorp could sometimes result in a cut track penalty.
  • Fixed a case where the game could sometimes show an Off Track Warning (Black and white flag) for a split second.
  • Fixed a case where the player could on some occasion be wrongfully asked to give back one position for overtaking under yellow.
  • Fixed visual suspension vibration of NSU TTS opponents in Multiplayer
  • Fixed a label on the HUD during warmup session that was wrongly stating “Position”
  • Fixed a case where attempting to close the game window while in a replay would prevent exiting the game normally.
  • Fixed an issue with the Bosch DDU7 data display where its white variant would feature some data in green that was hard to read.
  • Fixed an issue with the Bosch DDU8 data display where the gear indicator could sometimes remain red.
  • Fixed an issue with the data display in the BMW M235i Racing where fuel amount wouldn’t show the proper unit until player adjusted fuel. Fixed the fuel gauge not matching up.
  • Fixed an issue where the Pitlane limiter notification wasn’t showing on the KTM data display
  • Fixed an issue where a white flag warning would show during rolling start procedures
  • Removed “Allowed to overtake” related text from yellow flag HUD elements since many users reported the extra information led to confusion.
Sound, Physics & AI:
  • AI - Improved overall behavior when racing in a pack. Stress factor reduced, and improved on the tendency to sometimes turn into the player car.
  • AI - Rate for AI calculations is now increased for AI’s in the direct vicinity of the player
  • AI - Fixed an issue on tracks like Zolder where an AI willing to enter the pitlane would easily disregard the presence of other cars on the racing line.
  • AI - Modified the DRS activation logic to allow DRS on all tracks
  • AI - Increased pace of AI in qualifying sessions
  • AI - If an AI car breaks down, it now clears the ideal racing line and slows down once safe to do so. If coming to a full stop within 7 meters of the track, the game will remove the car after 20 seconds.
  • AI - No longer ignoring other cars at the end of race sessions
  • AI - More respect for track limits during rolling start procedures
  • AI - Shouldn’t be caught slowing down for cars exiting pitlane anymore
  • Grip level in Practice sessions has been increased.
  • All cars now have reworked gearshift volumes and reverb effects.
  • Fixed a case where gearshift sounds were missing when driving with AI’s.
  • GTR3 Car class - Updated physics and tire model
  • Reduced the rate at which tires get dirty when driving on dirty tarmac (10% slower) and when driving on carpets, astroturf, tarmac runoffs etc (80% slower)
  • Tires now get clean at the same rate, regardless of what kind of dirt is on the tire.
  • P4/5 Competizione - New cockpit sounds, Fixed the cockpit camera that wasn’t looking straight horizontal.
  • H-pattern gearbox cars driven with Autoclutch enabled no longer get an automatic drop of throttle input upon gearshift.
  • Hockenheim - Tweaks to cut track detection
  • Indianapolis - Tweaks to cut track detection
  • Laguna Seca - Tweaks to cut track detection
  • Lausitzring - Tweaks to cut track detection
  • Portimao - Tweaks to cut track detection and some AI speed tweaks.
  • Paul Ricard - Tweaks to cut track detection and some AI speed tweaks.
  • RaceRoom Hillclimb - Fixed TV camera showing the opposite end of the course when using the reverse layout and looking at the car at the starting position
  • Sepang GP - Fixed a cut track warning when taking the last turn a bit wide. Added all alternative camera sets.
  • Sonoma Sprint - Fixed a cut track warning in the final turn
Art:
  • All cars aside from modern DTM now benefit from 360 degrees steering animation. DTM cars will have to be updated at a later point due to the need for retexturing branded driving suits and helmets.
  • All tracks using the hot weather light settings (ie: Paul Ricard) have received light adjustments
  • Bentley Continental GT3 - Moved the data display up in the cockpit
  • BMW M235i Racing - Car no longer produces visual backfires
  • BMW M6 GT3 - #7 now has its golden rims and #97 received some color balance tweaks
  • Formula RaceRoom U.S. - Reduced reflectiveness of the rims
  • KTM X-Bow RR - Car no longer produces visual backfires
  • Spa-Francorchamps - Some optimizations to improve performance on this track.

Curious to see what all the fuss is about with these new GT3 cars and physics? Check out our long test drive and physics developer interview below:

RaceRoom Racing Experience is available exclusively to PC on a free to play platform with additional content available at a further cost.

Love RaceRoom? Want to share the excitement with your fellow community members? No worries, we have all this and more at the RaceRoom Racing Experience sub forum right here at RaceDepartment:
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Impressed with the new update? What feature do you like the sound of the most? What are your impressions of the new GT3 cars? Let us know in the comments section below!
 
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If you really want to delete the profiles though, they can be found in My Documents\My Games\SimBin\RaceRoom Racing Experience\UserData\ControlSet
Ah okay I thought that the FFB settings were tied to a controller profile where the "user created" versions of a profile are stored in the path above. I deleted and recreated yesterday after the patch as Alex Hodgkinson and Georg Ortner had both advised to do it or at least just go with the defaults to get the most out of the updates. Thanks for the clarification ;)
 
Wow , so I spent some time last night and finally got and tested the new Callaway Vette , amg gt3 , Audi , ect gt3 cars...really , really nice. Not a big fan of that boat car Bentley , and I'll still drive the Bmw z4 over that dang M6 any day of the week! But....it's nice having them in such a huge field of GT3 cars. Love this sim!
 
I saw good improvement on VR performance on my system. Even with lots of AI cars my framerate was good, but I couldn't seem to eliminate aliasing when driving past barriers.
If I'm not mistaken R3E is still on DX9? If so I really think AMS could have benefited a huge amount from implementation of VR :(
 
I didn't really try yet, sorry. I did try to change position and size for the "car status", whatever that is supposed to be, and didn't notice any changes at all, no matter what setting.

This may actually refer to one of those old deprecated HUD elements. I think this may refer to the car status HUD before we got a HUD redesign this past year; before we got the mini-HUD. There are some other deprecated items in there, such as the lines about Apex Hunt, which was removed from the game years ago. I might be wrong about this however.

Oh and if you want to reset the FFB multiplier for a specific car to default, you can now bind a button/key to do that - it's under Secondary functions as "FFB reset".

Hmm, Im not sure this is correct. I think the FFB reset works like it does in other games such as rF2 or AMS... Where, if you somehow lose FFB or your FFB stops working properly, the FFB reset will 'restart' the FFB and it should work properly again.

I dont think it has any affect on your car specific FFB, or on any of your FFB settings. And as Ross mentioned, you can reset your car specific FFB in the car setup menu.

Is there a way to remove the grey line down on screen when i use nose cam ????

Happen to have a screenshot or picture of this? I havent heard of anything like this yet.

Cheers
 
I must be being really thick. How do you modify the HUD file? No matter what changes I make they revert to default the moment I start the game. Making the file read-only causes an error and the game ignores it and goes with default values. What am I missing?

Also, for those of you that have it working, do you need to restart the game every time you change something or does restarting a session work?
 
I must be being really thick. How do you modify the HUD file? No matter what changes I make they revert to default the moment I start the game. Making the file read-only causes an error and the game ignores it and goes with default values. What am I missing?

Also, for those of you that have it working, do you need to restart the game every time you change something or does restarting a session work?
Well, like I've mentioned, I only managed to move the map and make the virtual mirror smaller so far. Other things I've tried either don't do anything or revert to default at various times (doesn't necessarily be the start of the game). So you might've been unlucky to only try the values that revert back. There was nothing in particular I had to do to move the map - it just seems to stick.

And yes, I've been mostly restarting the game, though it seemed to me like going back to the main menu and starting the selected game mode again might've been enough.
 
Hmm, Im not sure this is correct. I think the FFB reset works like it does in other games such as rF2 or AMS... Where, if you somehow lose FFB or your FFB stops working properly, the FFB reset will 'restart' the FFB and it should work properly again.

I dont think it has any affect on your car specific FFB, or on any of your FFB settings. And as Ross mentioned, you can reset your car specific FFB in the car setup menu.
And you're right :redface:
 
Can't really see what that is from the tiny screenshot. Is it even part of R3E? :O_o:
rrr3.jpg


MID OHIO, BMW M6. the grey 'line' seems part of the car. With formula US it disappear.
It's like cam is a little too much 'behind' the nose of the car....
maybe it's really part of the car, just like the front of the splitter or something like that as Martin says, but is so ugly !
.
sorry for my english !!!
 
It seems to be part of the car geometry indeed, though possibly unintentional. I've tried to replicate your issue. It seems like it is the result of you using a really high FOV - I was only able to replicate this by setting the FOV to 1.3x, which is the highest it can go (and I can't really imagine a setup where such high FOV would be needed, but that's beside the point I guess). If you set it to 1.2, there's still a bit left, but a lot smaller, and with 1.1 it's gone completely (speaking of the M6).
 
After the latest hotfix the menu was working again but i have horrible performance with the Rift. Have a GTX 1070 and i can run AC with "true" SS 1.3 (=1,7 in Steam) and most settings on high with 15 AI on stable 90fps. Same for Pcars2 and SS 1.1 and mixed settings (textures high, details medium, particle stuff low), even in rain.
Now i just tried R3E for the first time in VR with AI, and even on vanilla VR settings and in-game graphics preset to low (which looks unacceptable for me) i didn't get above 45fps with the odd hickup, impossible to enjoy that way.
Performance of R3E can't be that bad, can it? Anything i am missing possibly?
Was so looking forward to this update, R3E was my favourite Sim before VR, and now this... :(
 
A possible stutter fix for Nvidia users?

Before the update, the 32-bit version ran smoothly; afterwards, my 64-bit version suffered from micro-stutters. I made a new controller profile and set to default the FFB of the only GT3 car I own, but Raceroom still stuttered.

Brainwave 1: Turn on the Steam overlay to check the framerate. The 64-bit version was running at a healthy 90 FPS but was micro-stuttering. The 32-bit version ran at a locked 60 FPS but without stuttering.

Brainwave 2: My Nvidia Inspector Profile (I use it to sync the framerate) was pointed at the original 32-bit Raceroom but not the new 64-bit version! :rolleyes: I added the 64-bit version to the profile and the stuttering stopped. :)

NOTE:
The 64-bit version executable is in a different folder. Point the Nvidia Inspector Profile at RRRE64.exe in Steam/steamapps/common/raceroomracingexperience/Game/x64. I hope this advice is useful to someone. :thumbsup:
 

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