rFactor 2 | Q2 Content Release and Patch Out Now


The second update and content drop in 2022 for rFactor 2 is now live on Steam, it includes an extensive changelog, graphical enhancements, and 5 new pieces of content.

Just like before the Q1 update in February, Studio 397 have been teasing and hinting towards updates, enhancements and releases over the last few feeks, then they've slowly been building up to the release with content announcement. The content is now on Steam, ready for purchase.

The content being released in the Q2 drop is mainly based around BTCC, with two cars from the 2021 British Touring Car Championship, a RWD Infinity and a FWD Toyota, finally bringing touring cars with different drivetrain-solutions to rFactor 2. Couple with the BTCC cars, we also find Donington Park and Brands Hatch. Keen followers of rFactor 2, and the Motorsport Games-saga, will probably recognize this as content made for the planned BTCC game. In addition to the BTCC content, Studio 397 have also added Laguna Seca to the Q2 pack, making it 2 cars, 3 tracks and a total of 5 different layouts.

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In addition to the new DLC. rFactor 2 has also been given a new sound engine, with special care given to headphone and VR users.
There has also been an update to particles and sparks, to make the rooster-tails of water, sparks and debris look more realistic and better. They should now also behave in a more accurate way, and interact with the shape of the cars making them. Shift protection and refined engine and brake cooling has also been added with this update, and older content will get these updates in the coming weeks and months.
Wet Weather have also been given an overhaul, from how the rain falls and dries on the circuit, to how the grip changes in different conditions.

Many issues have also been patched, for an extensive list see the next page here

If you want to try out the new content in a fun and friendly race-setting, the RaceDepartment rFactor 2 Club will do like the real life British Touring Car Championship, and racing on Brands Hatch Indy this Friday. RaceDepartment Club Racing is open to all premium members of RaceDepartment. For more information, visit the Racing Club subforum.
Next page: rFactor 2 Changelog
About author
Ole Marius Myrvold
I've been a motorsport-fan for as long as I can remember. Initially a rallycross-maniac, but got into F1 around the time I started school. Got my first sim when I was 7, but didn't start properly until I got a wheel when I was 12. Been a staff at RaceDepartment since 2012. Mainly the dirty-guy who does rally-stuff here. But also management-titles and rFactor 2.

Comments

Premium
Only the Formula Pro, the Dallara IR18 and the Oreca have received a specifically developed sound tune up. Other official content will receive with time specific improvements.
However, virtually all content benefits from the new sound engine.
There are settings which require some personal tweaking, as there will be mod dependent variations, as well as system dependent variations.
In any case, Devin Braune, one of the developers directly involved in the sound engine revamp gives the following advice:
  1. Set on Windows, RF2’s app specific volume to 100%;
  2. In game use the master volume slider (typically 35/50% should blast your ears with engine music);
    the above is devised to avoid "sound clipping"
  3. Set maximum number of effects to 256.
  4. Then, on legacy settings:
    Effects 50%
    Onboard 80/100%
    Tyres 60%
 

Sound​

  • New Sound Engine
    • New 3D rendering.
    • Vastly increased amount of simulataneously playing effects.
    • Environmental effects and filtering system.
    • Proper cockpit filtering.
    • Autodetection of open and closed cockpits for environment effects and filtering.
    • Sound effects such as skid, kerbs, gravel, wind, suspension and many more now work online and in replays.
    • Support for full surround sound setups.
    • HRTF support (Binaural headphone experience).
    • Vastly improved VR experience.
    • Backwards compatible.
    • Many new sound effects.
    • Support for trackside broadcast microphones.
    • Every car causes audible ambient noise around the whole track.
    • Brand new, modern, customisable file format with much more freedom for audio designers.
    • Improved debugging tools for dev mode.
No,it isn't .But good for a "brand new" hype.
 
Premium

Sound​

  • New Sound Engine
    • New 3D rendering.
    • Vastly increased amount of simulataneously playing effects.
    • Environmental effects and filtering system.
    • Proper cockpit filtering.
    • Autodetection of open and closed cockpits for environment effects and filtering.
    • Sound effects such as skid, kerbs, gravel, wind, suspension and many more now work online and in replays.
    • Support for full surround sound setups.
    • HRTF support (Binaural headphone experience).
    • Vastly improved VR experience.
    • Backwards compatible.
    • Many new sound effects.
    • Support for trackside broadcast microphones.
    • Every car causes audible ambient noise around the whole track.
    • Brand new, modern, customisable file format with much more freedom for audio designers.
    • Improved debugging tools for dev mode.
No,it isn't .But good for a "brand new" hype.
It is as backwards compatible as they could make it and, according to the Devs, most of the time spent on the development was to insure that it was, precisely, "as compatible as possible".
Check the settings I mentioned above and try them as they make a world of difference.
AND, try the Corvette C6R GT2. I can guarantee you that it will knock your pants off...
 
I was telling in previous comments rf2 died.. sorry i took package with btcc and 3 tracks.. dialed my sc2pro like sheet with no hapiness, and the rf2 god came i dialed it!!! What an expierence! Best TCR cars i drove , please guys do not put original cars of 397 studio on Mod track it will feel not ao good even very bad! I said i love iR very much crystal clear view on my tripples 3X27” 1080p, but R3e the most liked tcr cars feels like dead on ffb, compared to rf2. sc2pro users download most popular simucube rf2 profile, good settings, do not forget! Important! Tu torn down ffb for each car to 30-40 percent!!! Crucial setting! It is ok now when i heard that if we fo this way there is finally a light in forest! But rhis guy which is not working anymore, he did all this job? If yes **** them! Cause this pack is something else! iR lover/before hater, i care about cars and emotion! Damn this is greatest pack of year!
 
Now this is off-topic in relation to latest rF2 content drop, bug fixes and improvements, but just have to share my experience.

Just rejoined rF2 this evening after several months of break.
Now first time VR racing rF2 with my mid-low spec hardware (Quest 2 + RX 580 + Ryzen 5 5600X)

Must say I'm positively surprised.
It seems the VR performance on more combos tops even my best and VR-optimized settings for AC, AMS2 and PC2 for more car+track combos.
Especially the far distance sharpness + contrast is superior to my other sims with my hardware.
And this is even without finetuning anything in rF2 for my first race, just medium settings with MSAA switched off.
Just had splendid VR races
First in the Larousse LC88 with full F1 1988 grid @ 1988 Imola in sunny weather
- best VR performance of all my VR experiences so far (as a new VR user, on my 2nd week)!
Then the Callaway GT3 with full GT3 field @ Sebring in heavy rain at night with higher rF2 graphic settings.
- again quite good performance speaking sharpness both near distance cockpit view and far distance with full traffic, and fine immersion. I can fully live with FPS dropping to ~35-40 with quite high settings bearing in mind my GFX.

Must say I'll give rF2 a chance once again, though there's still plenty of room for AI work for more combos. Last time I raced rF2, the AI work was splendid for Radical SR3 and GT-class races @ Portland, personally I think the AIW track work at Portland could be used as benchmark for improving AIW at other rF2 tracks.
 
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