rFactor 2 Update Brings Significant Improvements to Loading Times

rFactor 2 Load Times Update 00.jpg
Studio 397 released an update last week for rFactor 2 that addressed a long-standing issue for the sim: loading times.

Build 1.1126 of rFactor 2 became available on Steam last week, and though the update was small and didn't garner very many headlines, the impressive changes to the loading times are worth discussing.

In recent years two of the more common shortcomings players complained about in rFactor 2 were the dated graphics and the slow load times. The former was a focus for improvement for the Studio 397 team through 2020, and the latter has now been addressed in the most recent build.

In testing, my own load times on my AMD 3900X and 6800 XT based system were reduced by roughly half versus the outgoing build. Loading a new AI race session at the Nurburgring Nordschleife used to cost me close to five minutes, but that time is now under two minutes for me. Loading a single car practice session at Lime Rock Park went from close to two minutes to under one minute. This still lands rFactor 2 at the higher end of loading times for racing sims, but it's now far closer to its competitors. These values will be different for each player, but if you're like me and held back on playing the title because of the long wait times, give this latest update a try.

rFactor 2 Load Times Update 02.jpg


Here is an excerpt from the 1.1126 changelog regarding load times:

Game Loading
  • Optimizations to Game Loading and Series switching.
  • Optimizations to Texture Loading.
  • Added the ability to load cached track files from the component to improve loading times.
  • Improved shader loading and added pre-built shader cache to improve loading times.

So well done to Studio 397 on these changes. Testing the improved load times allowed me to reconnect with a sim I love. The improved load times allowed me to enter the sessions in a more positive mindset, and reminded me of the pure joy I get from racing in rFactor 2.

Let us know your thoughts on the improvements to rF2 in the comments below.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

S397 spent a-lot of time examining why the original 24hrVirtual event crashed. They spent a-lot of time trying to fix the issues, largely due to co-drivers joining leaving and then coming back for another stint.(If I recall) You would hope they had cured that issue. It sounds like the Nurb crash was entirely different. Odd they cancelled instead of just restarting though.
 
€13,00 for a full pack of GT3 cars is not expensive.
Similar price will get you a bunch of endurance cars.
Similar price will get you the DLC tracks.

Says 33€ for gt3 car pack:

Track pack is 25€ for 4 tracks:
 
Been away from rF2 for a few months and first thing that concerned me booting up was the loading screen in a hurry of uninstalling 24 packages without info about replacement or install (??) Or maybe the install procedure was so rapid that my eyes didn't register, but got me bad thoughts about iRenting (sorry now I started the bullying, don't get me wroing, I really enjoyed iR for my 12 months re-visit, but didn't extend my membership, due to $$ vs. time wasn't worth it when you don't owe your tracks and cars for an unlimited time).

BUT taking a glance of my rF2 cars an tracks luckily nothing seems gone :)

As a test I loaded Le Mans 24h ver. 2.51 with a 65 car mixed GT3, LMP3 and LMP2 grid. With my Ryzen 5 5600X CPU on std. clockings I experienced a bit of improvement speaking load times.
First 80% load: 28-29 sec.
Last 20% load : ca. 25 sec.

I can live with that.

(but, anyhow, I could live with 10 minutes of load time if it is just worth waiting for ;))
 
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Premium
Says 33€ for gt3 car pack:

Track pack is 25€ for 4 tracks:
You missed the Steam Winter Sale. These things are all beat bought during sales’ periods.
 
Been away from rF2 for a few months and first thing that concerned me booting up was the loading screen in a hurry of uninstalling 24 packages without info about replacement or install (??) Or maybe the install procedure was so rapid that my eyes didn't register

It seems to uninstall packages before they update to a newer package version. It would have told you it was "installing" 24 packages after it was done "uninstalling" the older versions.
 
Do you know which other game is made by Motorsports Games with rF2 physics? NASCAR 21: Ignition, currently on a 2.2 user score on Metacritic. I sincerely hope the WEC game will be better than that.

I was looking forward to nascar 21. After seeing the reviews, I have no confidence anything this company makes. What a waste of great licenses like WEC, Indy and BTCC. Motorsports Games do not have any capability to develop a functional game at all.
 
Premium
Psst. AMS1.
Yes, well reminded! Fun fact: the guy who sorted a number of AI issues on AMS1 and - allegedly made it as good as it is now - works for S397 :-D
I actually bought AMS1 after buying AMS2 but haven't been able to make it work properly on VR (it's not difficult, I just have to find the instructions again)...
 
User experience is far from ideal. Driving feel and experience, for me, head and shoulders above all other games. Even at GT3 level, in spite of some forgiveness on tyre slip. But I don’t really care too much about GT3 or, at least, it’s far from my favourite class.

Agreed with the great driving but everything else is well below competitor standards. The competitions aren’t that far away from them in terms of driving physics and they can offer a less buggy and unpolished product. All Motorsport Games only cares about esport.
 
Premium
I was looking forward to nascar 21. After seeing the reviews, I have no confidence anything this company makes. What a waste of great licenses like WEC, Indy and BTCC. Motorsports Games do not have any capability to develop a functional game at all.
MSG is a publisher, they don't develop the products themselves, ie. they own studios that develop the games.
They bought the studio which is doing KartKraft and its contents is finally being developed with the extra cash.
S397 will remain an independent studio, doing "their thing" and providing IP to other studios to incorporate on their titles.
They were not directly involved in the development of N21Ignition, although surely, they do not come out exempted of responsibilities if they passed on bugged code.
 
RF2 fails on that, no doubt when pit stops are needed.

Have you even tried ?

I have done 4 hour endurance with LMP - GTE - GT3 @ Virginia, Spa, Silverstone and Daytona

Only reason not longer races for me is replays won't load past 4 hours

But to say rF2 can't do it is just rubbish, like I said 100 times not all car and track combos work

Bah I sick of trying to help people find the joy

Project Cars 2 does endurance races as well


 
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Yep, horrible outcome. But as I said, give them some time to actually develop something. My guess is that the NASCAR21 game needed to be published in 2021 according to schedule. And that it's not representative for what WEC can become.
Good Lord, for the sake of WEC, BTCC, and Indycar, I hope you're right. Given how these bugs have persisted though, I'm not getting my hopes up too far. I fear they might reflect near-unfixable core engine limitations.
 
Original comment:
No game manages to handle AI multi class racing. RF2 fails on that, no doubt when pit stops are needed.

Psst. AMS1.
Much as I LOVE AMS 1, this isn't right. AMS 1 does NOT handle multiclass racing well enough at all. In particular, it has the classic rF1 and GTR2 "blue flag bug" where AI in a faster car often get "stuck" behind the slower car in a straight line until a corner. It also is a bit touchy with regard to pit strategy, as AI only pit when they run out of fuel (not tyre wear). And on some mods, AI's tyres don't wear correctly relative to the player.

But in wheel-to-wheel racing AMS 1 has impressive AI. And rF2 (from what I've seen from others as a non-player) seems to be similar -- sadly including similar bugs inherited from the gMotor 2 engine. That said though, in a couple multi-class races where AI in top class cars were lapping slower class AI in rF2 on a Stephen J Bailey stream, the top class AI were doing quite well at navigating traffic, and were not getting stuck in a straight line much at all. I was impressed! This one particular behaviour arguably is rF2's comparative advantage over other sims IMO for single player multiclass racing.

EDIT: I'm not sure how top class AI overtaking slower classes is handled comparatively by ACC, PC2, and AMS2. These games may do better -- I don't have them, so I can't compare.
 
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Original comment:
No game manages to handle AI multi class racing. RF2 fails on that, no doubt when pit stops are needed.


Much as I LOVE AMS 1, this isn't right. AMS 1 does NOT handle multiclass racing well enough at all. In particular, it has the classic rF1 and GTR2 "blue flag bug" where AI in a faster car often get "stuck" behind the slower car in a straight line until a corner. It also is a bit touchy with regard to pit strategy, as AI only pit when they run out of fuel (not tyre wear). And on some mods, AI's tyres don't wear correctly relative to the player.

But in wheel-to-wheel racing AMS 1 has impressive AI. And rF2 (from what I've seen from others as a non-player) seems to be similar -- sadly including similar bugs inherited from the gMotor 2 engine. That said though, in a couple multi-class races where AI in top class cars were lapping slower class AI in rF2 on a Stephen J Bailey stream, the top class AI were doing quite well at navigating traffic, and were not getting stuck in a straight line much at all. I was impressed! This one particular behaviour arguably is rF2's comparative advantage over other sims IMO for single player multiclass racing.

EDIT: I'm not sure how top class AI overtaking slower classes is handled comparatively by ACC, PC2, and AMS2. These games may do better -- I don't have them, so I can't compare.
Some of the failings about the rF2 AI do occur in passing slower NPC/AI cars. One problem occurs when a similar class car pulls out of a draft to pass another car and immediately hits a brick wall and must abort the pass and return to the draft position.
Another passing problem occurs when the slower car is preparing to pit. If a much faster car come up behind the car that is pitting, the faster car just tucks in behind the slower car and follows it until the slower car reaches pit-in. This can delay the faster car tremendously.
rF2 AI have incredible trouble forming a consistent pack when under yellow flags. Most experienced offline users turn off the flags to avoid pace lap chaos and extended yellow flag periods AND mayhem that separates the pack into groups that are often far apart when the green flag finally does fall.
There are plenty more issues, some large, some small.
In regard to Users who just have purchased rF2 & GT3 content, or users who have returned from a long absence, GT3 have traction control and ABS braking which removes some of the 'feel' for the road. Many users have said ACC provides a better representation of driving a GT3 car, that may be so, ACC certainly has more GT3 specific features. If you think rF2 is not as responsive via the Force Feedback wheels, try other cars without traction control/ABS or turn those off on the GT3 cars. (Be prepared to learn of a lovely new sensation from flatspots...) There is/are plenty of non-DLC content you can try out for free. (I am frequently surprised to repeatedly read of new users who buy the sim AND DLC content before trying the product out for a long enough period to understand what they will be getting when they do buy DLC content)
 
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One problem occurs when a similar class car pulls out of a draft to pass another car and immediately hits a brick wall and must abort the pass and return to the draft position.
Fascinatingly, this slipstreaming issue that is plain to see in older gMotor sims like rF1, GTR2, and AMS 1. So this must be a deep bug in ISI code dating back many years. Really can sometimes throw a wrench into races on any circuit with long straights. Never mind oval racing on short or bigger ovals -- even in cars that largely raced in single file like CART.
 
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I wish people could at least be honest and admit some combos load in 10-15 seconds :)
In 10 years I never had any combo take more then 60 minutes to load lol

Just asked magpie what he thought about rF2
 
I dunno, I think I would class a 50% reduction as a significant improvement.

Not. As others have pointed out, if the load times are still crap, and they are, it's still crap.
When they get it down to AMS2/ACC loading speeds (the benchmark for me) I might think about reinstalling it.
 
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Fascinatingly, this slipstreaming issue that is plain to see in older gMotor sims like rF1, GTR2, and AMS 1. So this must be a deep bug in ISI code dating back many years. Really can sometimes throw a wrench into races on any circuit with long straights. Never mind oval racing on short or bigger ovals -- even in cars that largely raced in single file like CART.

You left out GTL, Arca, Race
Didn't stop any of those being popular in their day
Gee I wonder why, could it have something to do with physics :coffee:
 
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