New rFactor2 Roadmap update - New Car Announced

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The latest edition of the rFactor2 roadmap has been released and there is some tasty content on the way along with some other neat updates.

As a big rFactor2 fan I am excited to see the latest news regarding new cars coming to the highly accurate sim, especially the BMW M4 GT3, it's a popular choice in iRacing so I would expect it will a go to car for many in rFactor2.

Here are the highlights from the latest roadmap update:

Announcing The New Formula Pro Car

A new car is about to be released for rFactor 2, in the form of the mighty Formula Pro – a realisation of how top tier open wheel formula racing will be represented in the years ahead. The introduction of the Formula Pro in rFactor 2 will mark the fastest and most modern open wheel machine within our collection of vehicles, featuring no-less than an eye watering 800 HP delivered to the real wheels of a car that weighs just 680 KG. Complete with modern safety devices like Halo head protection system, this new car takes a lot of skill and effort to race, and gives us all a small insight into how open wheel racing is set to develop in the very near future

Release Candidate and Beta Progress

Earlier this month, we deployed a substantial new ‘Release Candidate’ build update for the simulation, bumping the version number for this latest RC build and adding the new and (we believe) dramatically good-looking first pass at Screen Space Reflections (SSR) – vastly improving the way rFactor 2 represents reflections in wet road conditions, adding a much appreciated level of graphical depth and quality to the simulation when racing in the rain on any given track within the title. Of course, with such a considerable improvement to the graphics of the software, we anticipate small fixes and updates will be required over the comings weeks to ensure everything is performing exactly as expected, something that we are monitoring and working on at a near daily basis back at HQ.

What this does mean, following a release of this size, is that much of our attention is currently focussed on supporting the quality of life and development of the latest Release Candidate update – addressing any issues that have been presented by the community and generally making sure that everything is performing correctly, and addressing any bugs and problems that crop up between now and when we turn this latest Release Candidate build into the main rFactor 2 branch on Steam.

Already we have received a few reports of various items of interest from the community, which we are in the process of reviewing and tweaking for the next hotfix update currently in development.

Although a lot of our resource capacity is quite rightly focussed on the continued improvements to our current RC build, we are also turning our attention to the next batch of updates that are underway behind closed doors (the workflow never stops!) – although these changes are still at an early stage as we focus mostly on supporting the current RC, we have plenty of interesting fixes and improvements planned for our next update.

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Tyre Compounds In Overlay

One of the key areas we are looking at expanding in the near future is the amount of information shared to the game overlay, something that should help enrich the various rFactor 2 broadcasts that are regularly run both centrally here at Studio 397, and out within the wider rFactor 2 community. With the introduction of the upcoming Formula Pro open wheel car, and the inevitable selection of tyre compounds that machine comes with, we have resolved to upgrade our overlay system to show the viewers at home which compounds are in play for each driver at any given time – something that we feel will bring a positive improvement to the broadcast experience within the simulation.

As many of you will likely have noticed from the last Release Candidate update, we have already added a few new features to the in-built overlay that have proven to be popular amongst our active racing community, namely the introduction of a brand-new DRS display, as well as the welcome addition / return of RMP, speed, gear and pedal inputs. Needless to say we will continue to look at refining and expanding this powerful tool within the simulation, as well as continuing to enjoy the many varied event broadcasts our outstanding community so impressively produce.

2022 BMW M4 GT3 Announced

If you tuned in to the recent BMW Reveal Event ahead of our new BMW M4 Class 1 2021 announcement, you may have noticed a cheeky little reference to another new car towards the end of the show – that’s right, we have signed a licence agreement with BMW to bring the new for next season 2022 BMW M4 GT3 to rFactor 2 – a car that will represent the 14th GT3 model in the simulation, and should prove to be a very exciting and dramatic modern upgrade for the rapidly expanding field of GT3 cars already on offer in rFactor 2.

Developed as the successor to the M6 GT3, the new machine represents what BMW hope will become the new standard in GT3 performance. Based on the latest generation BMW M4, the new car not only looks dramatically different to its predecessor, but should pack a greater punch out on the circuit with improved consistency and tyre life one of the key cornerstones of this latest design. Of course, it is still very early days for the sim version of this car, as the real world M4 GT3 is still very much undergoing intensive testing and select race outings ahead of its 2022 competition debut, so stay tuned on the Studio 397 website and rFactor 2 social channels for further updates and news about this exciting new addition to rFactor 2 in the weeks and months ahead.

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That’s about it for the things we can talk about going forward, rest assured these are just the very tip of the iceberg here in rFactor 2 land – we’ve got PBR updates, new licences, new cars, feature improvements, bug fixes and many other things besides all cooking away in the background – but more on some of those topics another day.

As is tradition in these roadmap posts, we will now turn our attention to some of the key highlights that occurred during the month about to pass, with a quick look back on some of the things we have achieved in June….

There is a ton of other goodies in the official update from Studio397 including Summer sale, competition system and a look back at June. Check out that article by Paul Jeffrey
About author
Steve Worrell
A motorsport fanatic and sim racer for over 20 years. MD at Favourite sims include ACC, AC, RF2, AMS, WRC9 - VernWozza#7419 @vernwozza


Since this is a Sim and not real life, I mean I'd much rather not have that ugly Halo on the car which does nothing but obstruct the view from the virtual cockpit. It's not like a tyre is going to fly through my monitor and strike my head. But that's just my personal preference. Excited for how the car would drive though.
The BMW is a blast !!!! I demand we do a premium race evening !! :whistling:

I agree.....why would you design a fake car with halo.....
Exactly, I do not like how the modern F1 car's look with the Halo but I understand why it is there, it protects the drivers and I appreciate the Halo for doing that. Aesthetic designs aside, it is terrible in a Sim and serves no real purpose but to obstruct the view. Maybe it isn't that terrible in VR but when you are running on a monitor and your head is fixed in one position with FOV already inherently limited, a piece of structure directly in front of your face is the something you'd want the least. I tried driving the Formula Hybrid 2021 by RSS in Assetto Corsa and even with the Halo set to translucent it still ended being obstructive and annoying.
The F1 is a mandatory purchase.

Plus the game just keeps getting better and the addition of the 2021 BMW M4 Class 1 was great, that car is a blast.

Always supporting RF2, thank you Studio 397 for this simulator.
Since this is a Sim and not real life, I mean I'd much rather not have that ugly Halo on the car which does nothing but obstruct the view from the virtual cockpit. It's not like a tyre is going to fly through my monitor and strike my head. But that's just my personal preference. Excited for how the car would drive though.
But in VR, it gives a representative view of how it feels in the cockpit. (Without the Gforces ofc.
One of the best, if not the very best driving experience I have ever had in a simulation with the new BMW!
This car is fantastic to drive and sounds amazing too.
I can only recommend everyone to try it out.
The cooperation with BMW seems to have paid off for both sides, because I even start to like the look of the new M4 series :D
Many thanks to Studio397 and BMW for the effort.
Now we just need some simply Multiplayer, like in good old Assetto Corsa and everyone is happy.
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Really curious decision to go with 680KG weight for the Formula 1 car after mentioning "a realisation of how top tier open wheel formula racing will be represented in the years ahead", as we're up to 790KG by next year already with no signs of it coming down in the future yet.

If it's intended to be something of a fantasy mod, fine, but I'd rather drive something that at least tries to simulate the real thing, i.e. the RSS F Hybrid 2022 in AC1.

Feels like another missed opportunity and aimless mod from S397.
The new formula car is exciting news to me. I agree with those that see no need for the halo system. They could at least make it removable so if you don't like it you can get rid of it. It is a fantasy car after all, and not a replica of a modern F1 machine. Either way I'm sure I will like driving it when its released. Should be a lot of fun.
But in VR, it gives a representative view of how it feels in the cockpit. (Without the Gforces ofc.
I've in fact mentioned it in my initial comment, yes it will be better in VR because you can turn your head when you enter the corner and look at the apex. On monitor it'd be just annoying. But would you rather not have it at all? Since this is not based off a real car with a Halo but based around a fantasy car close to a modern F1 car? There is no question of replicating authenticity if it was a fantasy car in the first place imo. The halo serves one purpose, to protect the head of the driver, maybe minimally impact the Aero. But this is simracing, the Halo just becomes an obstruction and it isn't protecting anything. One could say "how about rollcages in sims, should be remove those as well?" Rollcages aren't put directly in front of your virtual view.

Anyways if anything, just take it as my personal opinion. I personally do not like it. But everyone is free to choose if they like the Halo in their Sim or not.
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Not everyone is familiar with what a halo looks like in sim racing..

So just some context for those about why a halo is distracting for sim racing even though it's part of the real car we are simulating


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Here are a few ideas for S397:

Instead of (seemingly) focusing mostly on releasing expensive content, how about actually improving the core experience? Like:

- No more doubling the disk space necessary for rFactor 2. Currently, if I subscribe to a 5 GB file on the workshop, I must inescapably reserve 10 GB in disk space, 5 for the workshop file (which will never be used again after installing in-game) and 5 for the actual rFactor 2 data folder. This system might be OK for smaller games, but for something that uses more than 50 GB (like rFactor 2) it's just a bad way of using precious disk space;
- We need the cars' displays to actually flip. GTR2 (2006) and Race07 (2007) already had working in-car displays that you could flip the pages (main page, tire data, laps, etc). R3E has this feature, PC2, AMS2, ACC.... In rFactor 2 we still must use the HUD to see tire info, lap info, etc, which isn't realistic at all;
- Why do all of my races have a full course yellow after a few laps if I have the full-course yellow option enabled? Every single race this happens;
- Your DLC purchasing scheme is just horrible. I bought the first GT3 pack you launched it in 2017 ("GT3 Power Pack" or whatever the name was) and had a few GT3 cars in my inventory ever since. I bought another GT3 pack and didn't get any discount for the cars I already had, in addition of having duplicate cars in my Steam inventory;
- Please fix the Logitech G29 rotation problem. Every time I need to change cars, I must change the rotation on the Logitech profiler. No other game suffers from this and it seems you're either lazy or incompetent that this problem isn't fixed after many years existing out there. It should work like in all other games: I set my wheel simply to 900 degrees, and each new car works out of the box regardless of the car's specific wheel rotation, my physical wheel just stops when the virtual wheel stops;
- Loading some of the newer tracks (like the Nordschleife) should not take 10 minutes and should not take 12 to 14 GB of RAM for 29 cars;
- Performance-to-looks ratio is just bad. Either the graphics engine needs optimization, or there's something else going on. Like for instance, in the past I could set the opponent detail to low but they would still have the same rain particle effect as me. That shouldn't happen on Low settings for the opponents.
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