Image Space Incorporated Exclusive Interview

Paul Jeffrey

Premium
rfactor 2.jpg

In the latest addition to our series of interviews with the big hitters from the world of sim racing, RaceDepartment recently sat down with developers of the world renowned rFactor and rFactor 2 racing simulators to discuss the future of the rFactor 2, new content and what highly sought after enhancements fans can expect in future.


Founded in 1992, Image Space Incorporated (ISI) is a well respected software developer specializing in the fields of computer game development, “man-in-the-loop” simulator architectures, computer image generation, and entertainment systems integration.

ISI has a well established, and highly skilled development team, with both artists and programmers dedicated to the design and development of cost-effective, high quality software and computer products.

With experience in the latest hardware and software systems, ISI offers rapid time-to-market and real-time performance for a variety of gaming and simulation applications. A creative flair, robust technology, and in-depth knowledge of the gaming industry gives ISI the technical and creative edge required in today’s highly competitive market.

As rFactor 2 continues to go from strength to strength in recent months RaceDepartment thought this to be the ideal time to sit down with the team and discus their premium simulator, rFactor 2.

RD: Hello, many thanks for the opportunity to have a chat with you today. It’s a great pleasure for me to talk today about one of my personal favourite race simulations on the market, rFactor 2. As I usually do I would like to open up this little Q&A by asking you to introduce yourself and tell us a little about what you do over at ISI?

TW: I’m Tim Wheatley and my primary role at ISI is the commercial licensing of our products. This is for companies who want to promote their brand at a trade show, or new companies setting up sim centers where they charge for access to their hardware.

RD: Thank you. So it’s now customary in these Q&A’s to start off with some light questions about those behind the scenes and get to know a bit about who is involved in creating the sims we love. First things first, what car do you drive on a day to day basis at home and why?

TW: Toyota RAV4, because it was cheap and fits my wife, kids and dogs. Maybe one day I’ll just answer “because I wanted it” – but not today!

RD: A controversial one here - who’s the quickest virtual driver at ISI?

TW: Right now I’d say Christopher Elliott, but we’re going to say that’s because he gets the most track time...

RD: Back to the world of pixels, what would you consider your favourite racing / road car is to drive outside of rFactor / rFactor 2?

TW: I don’t have a lot of time to run sims (even our own), but I like low downforce historics, so I’ve had rare fun with the 1960’s cars in other sims. There is a fair bit of nostalgia for me in firing up a Lotus 49 in iRacing, but I prefer period tracks when I can get them, and it’s nice to see some sims doing a great job with those.

RD: When not sampling the world of the virtual racing car do you play any other type of game? What’s on your computer at the moment that you tend to gravitate towards in any free time you might have ?

TW: I’ve always enjoyed space games alongside racing sims, I’m using Elite: Dangerous whenever I need to escape real life for a bit! I don’t have a lot of time to play anything else.

RD: ISI have a stellar reputation in the sim racing (and real world racing) industry with titles like rFactor, rFactor 2 and rFactor PRO in recent years but still run a relatively tight ship over in the good old US of A, how many people do you have working on rFactor 2 at ISI currently?

TW: Most projects work under external contractors hired to do specific content, but the core team of full-time software engineers (who aren’t building cars or tracks) is four. We have two full-time car guys, two full-time track guys, plus contractors working with them. We’re a pretty compact organization.

RD: Obviously you provide simulation software for a number of racing teams simulators in the real world, what sort of feedback do you receive from the professional drivers when they sample the consumer version of the game and how do they compare it to their real life race cars?

TW: Most of what they will try in the retail version has been built by a third party, often without access to the car or data. Good third-party content and first-party items get good feedback.

RD: Along a similar line, does real life driver feedback get incorporated into the sim, and if so how useful has that been in developing the physics and feel of the game?

TW: Driver feedback is really only used on a final pass for any content we produce in-house. Our physics engine allows us to input real values and get real results from that, so provided our data is good, the cars should always feel pretty accurate before anyone drives it.

RD: What do you consider to be your greatest / most proud achievement so far in the life rFactor 1 and rFactor 2 and why?

TW: We broke new ground on a lot of features that once implemented by other engines and studios will move sim racing forward as a whole; RealRoad rubber build-up being probably the most useful for the genre.

Plus, even though we are an extremely small team, we are proud to continue to support our products and the community around them for many years. Too many products seem to be abandoned if they do not achieve a huge critical following, and that’s not our philosophy.

rfactor 2 Classics.png


RD: The (fairly) recent inclusion of a triple screen tool in game has been a dramatic improvement to the immersion level for 3 screen users of the title, do you plan to create a more ‘user friendly’ version of this imbedded in the main game UI?

TW: If and/or when we have time. The implementation and function is obviously more important to us.

RD: Talking of the visual side of things, many people were disappointed to see the Consumer Unit Oculus Rift not supporting DX9 games (such as rF & rF2). Is this a concern to you as VR seems to possibly be the future for sim racing, and more to the point do you anticipate rF2 moving away from DX9 going forwards? Additionally I hear rumours of dropping Windows 8 support, does that mean DX 12?

TW: I think Microsoft have already dropped Windows 8 support (last month, I believe), as they’re trying to push everyone to Windows 10. The VR APIs have frankly been way too fluid for us to seriously look at, and I doubt we’ll look again at native support until after devices are in the hands of the public for a few months. Their changes in specification have obviously left things behind that we rely upon at this time.

RD: Sorry, I've got to push you on this one... could you share with us some indication of timeframe when users could realistically expect to see the move from DX9?

TW: Not able to give a timeline, or even a confirmation we’ll see that in rFactor 2 – and obviously this affects the VR answer previously. It also could be argued that modders now have a stable platform to create for, it might not be beneficial to mess with them.

RD: Still with Virtual Reality, now that users can fully view and engage with their surroundings using VR headsets, will more details and higher resolution gauges and cockpits for ISI content vehicles make an appearance in future builds do you think?

TW: We update older cars as best we can, but aren’t going to devote much time to extremely old content for minimal returns. Most newer cars shouldn’t need much of an update in this area.

RD: rFactor 2 is the platform of choice for many major leagues around the globe, specifically using the endurance features within the game and making the most of real weather / day to night transition functionality. With regards to how weather is implemented in game, does the team at ISI have plans to implement things such as rain drops on windshields (physics based rendering) / aquaplaning / puddle formation etc?

TW: We’re actually looking at this again now. We haven’t decided on what features will get dropped or pushed, and which should be implemented in short order.

RD: On a similar topic, in dry conditions can we expect to see some kind of dirt/marble pick up on tires?

TW: We’re unlikely to implement that in rFactor 2, you’ll just have to deal with the existing drop in grip on those surfaces.

RD: Keeping to the theme of endurance racing and features for a moment if I may, have the team considered the possibility to limit the set of tires available for a race weekend (endurance this is a big thing as well as F1 and many other series) and the possibility of saving part worn tyres in the garage for use in further sessions / later race stints?

TW: No, but I think we now output the tire data in the replay and plugins to allow leagues to easily track tire usage. While we can now store tire data (resume from replay does), we don’t foresee allowing them to be saved and reused within existing sessions.

RD: Again another endurance type question (although relevant, sadly, for Formula One too) – Hybrid/KERS/Brake Recovery simulation in game. Yes this is a murky and challenging area to simulate I would imagine but could add a lot to the immersion aspect of several major racing series. Does ISI plan to have this in game in future builds and if so how far along the path of develop are you at present?

TW: We’re in talks for a 2016 GP car as I speak, so we need to look at this at some point, probably when we build an updated FISI and/or GP car.

RD: Staying with the theme of cars and car features, could we maybe expect to see the ability to adjust onboard TC steps as onboard engine mapping or onboard differential Settings in future builds? The current TC settings are more a driver aid than in car setting and can sometimes feel a bit obtrusive when driving at the limit.

TW: Probably not. It’ll most likely continue to work as it does now.

RD: Moving away from this topic now for a little while and getting on to in game content for a bit, ISI have released a number of US centric Oval content of late, how big of a change in thinking was that to get it into the sim and working correctly with all the nuances involved in oval racing physics and rulesets?

TW: We’re still working on the rules, they’re incredibly complex from a design standpoint. The sheer number of variables for what appears a simple rule is just mind blowing.

RD: Are you happy with how it’s gone, the fan reaction seems very positive so far and the steady stream of 3PA oval / roval tracks has been very impressive

TW: Would like to see more of the rF1 stock car leagues moving over sometime soon. If leagues want to work with us to arrange bulk purchase deals, they should contact us.

RD: Speaking of tracks, its been a long while since the last “major” official track release, can you share with us some highlights of what tracks fans might expect to see in the coming year?

TW: Our track team spend their time helping the 3PA guys and working on their own projects. I think ISITrackTeam on Twitter does a petty good job of teasing upcoming content, whether that is their “rising sun” updates, or Toban (which is probably next).

rFactor 2 Suzuka.png


RD: Same question , this time related to upcoming car content. We heard many months ago about a proposed Super GT car and more recently the Daytona Prototype, how are things progressing with these?

TW: As always with cars it seems, we’re waiting on data. Teams have two seasons: Winter vacation and racing season. We have quite a few cars at a similar state, so once data starts to come in we’ll have a good batch of releases (including those you mention).

RD: Does the team have any inclination to include further historic content, possibly a playmate to the sublime BT20 Grand Prix car in future?

TW: We have some licensed, but they’ve simply never made it to the top of the stack yet. As a historics fan, this pains me greatly! We’d welcome inquiries from mod groups interested in working on licensed content.

RD: Of course many old historic cars use the classic h pattern gearbox and heal and toe technique, how does the team intend to penalise those who use paddle shift and no clutch to prevent laptime advantage against drivers using an h pattern configuration?

TW: We still have plans to release an updated drivetrain model.

RD: The Third Party Affiliate Scheme (3PA) seems like it’s been a huge success for ISI since its inception, how does this work? Do you approach people or do they have to apply to ISI with a finished product?

TW: Either way. Usually we have a track model we are offered by a studio using our engine, we then find someone to work on bringing that track up to spec. In a few cases people have come to us with near completed content of varying quality and we’ve helped them to complete it.

rFactor 2 Suzuka 2.png


RD: Will ISI be looking into the possibility for enhanced rF2 support to run more than 40 cars on the grid during an online event? Of course that has been seen already but in practice it has shown that running more than 40 cars online regularly leads to issues such as stuttering/connection loss and other critical issues?

TW: Nothing stopping you from running more than 40 cars. If you have issues I’d look into how plugins being used cope with the data, or how the server load is.

RD: Also on the topic of multiplayer / player to player interaction could we have a little insight into the developer’s thoughts about a robust player ranking system similar to the system we see in titles like iRacing?

TW: You won’t see a feature like that from us, but we obviously would and have supported any organization wishing to develop their own version. Our plugin system can be used for many features like this that instead of charging a subscription for, we want to see people able to do for themselves – if they want.

I think you’ll see a public launch of a few sites over the next few months.

RD: Regarding match maker, is this side of the sim due for further support and polish and could be expect more features in the theme of things like Chat, Iobby, filters, and a working matchmaker Iist where you can see how many people are online including Steam and non Steam clients?

TW: Yes, we’ve been looking at this lately (within the past two weeks).

RD: The damage model in rF2 is more restrained than some other titles at present, would it be possible, and is it considered on the teams to do list, to add features around suspension damage i.e when riding curbs / going off road in a violent way cause noticeable damage to your cars suspension and do plans exist to create a more sophisticated damage model in general?

TW: It might be something we look at in the future, but not sure what will/won’t be seen in rFactor 2.

RD: rFactor 2 has been in development for a number of years now and continues to be improved and developed with each new build released by the team. Do you at ISI have a development timeframe for this title, basically how much longer do you expect to support rFactor 2 before retiring development and looking to move onto rFactor 3 and/or other projects?

TW: Internal planning and discussion on another title (not rF3) has taken place, but rF2 is still our focus product at this time.

RD: If money and other blockers were no issue, which Marques would you ideally like to see licensed in the sim?

TW: All those tracks who are used to being paid by Sony and Microsoft for console titles, unable to comprehend what a niche sim racing title even is, and why their budgets differ. Though I’d focus more on racing cars than road cars, the same applies.

RD: Rumour has it that the exclusive Porsche licence comes up for renewal soon, any chance of seeing some of the German sports and racing cars in future for rF2?

TW: Not if they sit themselves behind an agency who’re more interested in their fees than promoting the brand they’re licensing.

RD: Almost finished now… so do you guys want to tell us anything else that we haven’t already covered so far in this interview? This is a chance to speak directly to our many thousands of readers here at RaceDepartment.com who follow with interest the development of rFactor.

TW: I guess the biggest recent event is Steam, and we are pretty happy with how well the transition to Steam has gone. We encourage people to look into the Workshop as we continue to find new ways to make it a bigger part of rF2!

RD: Now comes that time where I ask you to think up an imaginative way to say no without hurting my feelings….. An unapologetic attempt to secure a RaceDepartment exclusive piece of news! Anything you want to share with our many readers that aren’t already widely known in the sim community?

TW: We are looking into possibility of paid mods as part of rF2. I’ve mentioned this a few times but it’s getting serious now. There’s no reason someone shouldn’t be able to give the community what it wants when developers aren’t able to.



Big thanks go out to Tim at Image Space Incorporated for kindly taking time out of a busy schedule and answering our questions here today. Visit the rFactor 2 section of RaceDepartment for all the latest news regarding this sim.

rFactor 2 is available to buy now on the Steam platform or as a standalone edition direct from the ISI website.

Enjoyed our interview? What do you think of rFactor 2? How does the game perform in your opinion? Let us know in the comments section below!
 
Last edited by a moderator:
A bit late to the party but it's seems obvious the problem with ISI is they treat the consumer market as a secondary priority and only work on RF2 when they've done what they need to do for their professional customers. Hence the complete lack of a plan to take RF2 forward.

I think ISI would be better off just focussing on those professional customers and engine development and leave the likes of Reiza, etc. to deal with us regular consumers which is something they are much better at anyway. Reiza's new 2017 sim would then become the logical successor to RF2 which is something I would be quite happy with.
 
Sorry for telling my mind, and I hope it won't have irremisible consequences. It's sincerelly only my mind and of course I can be totally mistaken and I beg your pardons if you feel attacked anyway.

Personally, with the transmision model and the cpm implementation in the sparks, f2 2012 and fr 3.5, if I could take it in my trip, I could just die then.

As for Vr, I agree with the Isi position, and I'm sure if Vr progresses and standardizes, they will do something. Remember that Htc vive also needs Dx11 and that Lfs only implements Dk2 and unless they switch to Dx11 (even more unlikely that rf2) they won't support Cv1. (These two things seem to be frequently forgotten).

As for graphics, Ac has good graphics only, say, in the first 100 mettres of sight, you look any further and you only see blackness. Pcars has good graphics offline, but I switch to online and this changes suddenly as if I had some view problem. I guess this is due to my system is not so good. But then in Rf2 with a good system and maximized the settings, what you have is sparkling offline and online graphics, of course that with most of content it looks bad, but it relies entirement on the mod, Lester track and some cockpits probe this, of course it's not easy to achieve that level, and here I disagree with Isi in the way they treated the encription mas system, but this takes me to the last thing I would like to say.

As for reiza, who all of you praise so much, I really feel bad for the unfairness. Remember that all they do is a more or less sophisticated Rf1 mod. The first day I tried rf2 I went and uninstalled and deleted all rf1 content I had. When I tried Ams, I was having huge problems to spin the car even on purpose, and when I got it, it was unrecoverable at all. So, what I think about it is that all the praises are from people who want to believe it's the real thing because they are just too bad or haven't got patience enough to persevere and improve. Before reiza that cast was played by Ac, I know the movie. (Lot of hurt to simracing was made the day somebody said that racing is easy). And in cases like this I agree that a safe encryption system is something undesirable, and no doubt is the reason why reiza has gave up rf2.
 
I'm in two minds about rF2 to be honest. Of all the sims I use, I tend to get the greatest sense of accomplishment from doing well in an offline race in rF2 because I feel it models most of the important systems with superior detail, accuracy and believability. This is ISI's stated aim, and they most definitely deliver on it.

On the other hand from the viewpoint of rF2's performance, visuals, presentation and content range/consistency, there is a lot to be frustrated about. rF2's vocal apologists argue that these are not ISI priorities, and therefore shouldn't be your priorities either. But these things do happen to be important to a large number of people who consider that audiovisual immersion should complement physics/FFB immersion. Driving believably modelled cars around detailed and believable tracks with believable textures/lighting/shading/shadowing and a decent framerate is part of the sim racing equation to many. In the eyes of a significant number of sim racers, rF2 barely manages to deliver in these areas.

Based on RD and various other sites, it's pretty obvious that sim racers enjoy a sense of community, both with other racers and with the developers if they can. Feeling like you are invested in meaningful dialogue with users and developers as part of an evolving and improving experience is an enjoyable part of sim racing for many of us. It's a sentiment that developers such as Reiza have hugely benefitted from. That's why Tim's interview was so surprising. From a "tell it as it is" perspective, it was great. From a PR perspective, it's a bit of an own goal. Whether intentional or not, Tim's dry and distanced interview gave the impression that ISI simply don't consider the loyalty and opinions of rF2's users (and potential users) to be of particular importance to the way ISI do things. In return, he's probably ensured that a proportion of the sim racing community will be even less invested in the future development and success of rF2.
 
So, what I think about it is that all the praises are from people who want to believe it's the real thing because they are just too bad or haven't got patience enough to persevere and improve. Before reiza that cast was played by Ac, I know the movie.
Holy sh*t. I don't know where rfactor 2 racers get that, but I can only assume this is some kind of projection or insecurity. Sorry for semi-ad hominem, but this has to said. After YEARS of complaining about lack of basic functionality, glacial development pace, arrogant and lacking communication, inefficient use of people's hardware etc. rfactor 2 apologists still claim that their sim is so niche, because it's 'difficult'.

Sorry, I should be more specific. Back when AC exploded it was supposedly because 'those bad people over there only care about graphics; they don't understand simracing like we do'. Now that Reiza has started doing their own thing in rf1 engine, and people opn average like it more than rf2, you have rationalise again. Except AMS doesn't even have the looks of rf2, so you have to demonise how easy it is.

I know I am probably not going to persuade you, but look at what people actually praise, when they talk about Reiza. They do not say it's the most realistic sim ever. They know it's based on prehistoric engine and the devs are trying to squeeze as much as possible and circumvent limitations. What they are impressed by is the quality of the content, clear communication, consistency in improvements and subsequent patches, expanded functionality, improved UI etc. Those thing have nothing to do with how 'easy' the sim is, but it's probably something you have to ignore to preserve the strawman/vision you presented in your argument.

I will never understand where this misguided idea comes from. Hell, the ISI thread about this interview has people stating that if the next sim by ISI is 'easier' it will be more successful. I don't know if I should laugh or cry that people could be so disconnected from reality. The difficulty and realism is THE ONLY thing that ISI has to offer. You take that away and their next project will not only still be a frustrating mess from design perspective, it will also suck in physics department. Great idea.

Lot of hurt to simracing was made the day somebody said that racing is easy
Sorry what? Even if it has tenous connection to why people dislike rf2 how does it answer ANY of the issues brought up by people who are disappointed in rfactor 2 or even those who bashed it from day 1? You genuinely go out of your way not to just dismiss the problems that people may or may not have, you don't even try to understand their complaints.

On the other hand your post rather conviniently demonstrates the type of attitude that discouraged a lot of reasonable people from criticising rf2 at all. You can call me a hater or someone who has it out for rf2 (despite it being my most played sim to date, but ok), but there are a lot 'nicer' people than me who choose to not participate in the discussion at all, because they know from the star that their problems will not even be acknowledged, let alone discussed. Coincidently, that's also why I said in this thread that the rf2 apologists are the ones who hurst this sim the most. Day in and day out this is all the devs hear about on their forums whenever any criticism of rf2 appears. It wouldn't even surprise me if ISI started to believe this line of reasoning that continues to grow within the echo chamber of their own threads.
 
Last edited:
And you don't get a big boost until DX12
What I don't understand is that a lot people who demand DX12 for a better visual and performance experience seem to have computers not sufficient in running a DX9 title like rF2 with decent FPS - you know that you have to use Win10 to get DX12 and need proper modern graphics cards to run DX12 at all?!

Just as in simracing industry, the music industry understands the formula (hooks) that will appeal to the masses.
Maybe J.B. has more fans out there who buy his crap but I still would prefer real musicians with much less fans but fantastic music, well played instruments etc. - same goes with racing sims for me... ;)
 
What I don't understand is that a lot people who demand DX12 for a better visual and performance experience seem to have computers not sufficient in running a DX9 title like rF2 with decent FPS - you know that you have to use Win10 to get DX12 and need proper modern graphics cards to run DX12 at all?!


Maybe J.B. has more fans out there who buy his crap but I still would prefer real musicians with much less fans but fantastic music, well played instruments etc. - same goes with racing sims for me... ;)

You know that GTX 600 and GTX 700 series will support DX12 and that Windows 10 is for free?
 
A game can be very good and active even with low absolute numbers. After all we are playing ultra niche games here.

The actual relative activity level shows a whole different list all of a sudden :)
  1. Automobilista: 199 playing / 17,522 owners = 1,13% activity
  2. rFactor 2: 136 playing / 13,433 owners = 1,01% activity
  3. AC: 1596 playing / 288,381 owners = 0.55% activity
  4. Project Cars: 1774 playing / 365,478 owners = 0.48% activity
  5. RaceRoom*: 472 playing / 2,443,720 owners = 0.02% activity
* = free to play, hence the high numbers of owners

Very good point Bram, still all I wanted to point to is that the amount of talk on the forums about RF2 is disproportionate in relation to the very small amount of people actually playing the game, hence why the ISI representative might be lacking enthusiasm, or at least that is how it appeared to me.

Ahhh so you're the chap who keeps spamming this picture on that blog.

No Chris, it is not me, I have made a few post on "that blog" in the past, mid 2015, but always under my avatar name when I did. I still go there to check what they are on to, but I have not commented in a very long time, as to me the comment section is entertaining, but not worth participating.
I have however used this feature a few time in different forum over time, as to me it demonstrate perfectly what people actually play. being popular does not mean that it is better, depending on the criterion used to evaluate the quality, but it unequivocally demonstrate their is more player interested in actually playing a particular game, same with sales number.
 
  • Deleted member 130869

50% gain is what you typically get when you buy a new GPU (in fact if you skip a card generation you can easily achieve 100% gain). I really wonder if it makes any sense for a small dev studio to spend a year converting an engine just for that 50% increase, by which time the next GPU generation has come out and added that 50% automatically.

VR is a different story, if it becomes popular rF2 is going to suffer a bit with current approach.

Ignoring a 25% improvement is bad. Saying a year to improve 50% in that theoretical argument is terrible. There are too many people out there who can only play rf2 without hdr and settings on low.
 
Please, you looks more mature than Associator, so I am asking it seriously, can you help me run smooth too?
As I said I don't care about photorealism, I want it run at min stable 60 fps...if you have some tips can you share with me/us?

Ok, here you go. Nothing special. Not some special profile from Nvidia. Don't even have a Nvidia profile. With these settings i have 54fps at start of race with 23AI cars and always 63 no matter what (limited to 63 from EVGA precision to avoid excessive wattage).
I can't imagine how a stronger pc than mine which is a rather mediocre one, will have any trouble.
Maybe AMD cars have less performance? If yes don't blame the game.
Good luck.



 
even if you don't care about dx11, vr and other stuff, and love the game the way it is because it offers an unique feel, I doubt you don't feel even just a little bit disappointed with this interview.

I personally was waiting for a brighter future for rF2 and some great news and updates this year, hoping ISI would follow the same path Reiza and Kunos are trailing, and not the opposite.

paid mods won't save or change the current state of rF2.

let's see what the future holds and the result of this posture from ISI with their sim.
 
Ok, here you go. Nothing special. Not some special profile from Nvidia. Don't even have a Nvidia profile. With these settings i have 54fps at start of race with 23AI cars and always 63 no matter what (limited to 63 from EVGA precision to avoid excessive wattage).
I can't imagine how a stronger pc than mine which is a rather mediocre one, will have any trouble.
Maybe AMD cars have less performance? If yes don't blame the game.
Good luck.




It is 2016 and I don`t think you should be happy to barley be able to get 60 fps with single screen.I have powerful PC and I am able to run pCars in my left monitor and AC in my right monitor both with 60 fps but if I try to run only rFactor2 with our settings I get 30-50 fps. Many simracers are using triple screens, some are also using 120/144 hz monitors to avoid input lag and to get better game immersion. 120 hz/fps, triple screen game play is mission impossible in rFactor2. gMotor is more then 10 years old graphics engine which ISI did update to ver.2.5 and it is a big mess.:poop:
 
Last edited:
Reiza didn't want to go near rf2 tyre model ,as its a model no one really understands even possibly ISI themselves.
To work with rF2's tyre model, you need to have the tyre in real life, or some highly detailed description of its layers ... and good luck with that.

rF1 physics engine is not prehistrotic though, it's much more advanced than AC's one for example it's the best compromise between usability and accuracy, just to make things clear. ;)
 
Last edited:
It is 2016 and I don`t think you should be happy to barley be able to get 60 fps with single screen.I have powerful PC and I am able to run pCars in my left monitor and AC in my right monitor both with 60 fps but if I try to run only rFactor2 with our settings I get 30-50 fps. Many simracers are using triple screens, some are also using 120/144 hz monitors to avoid input lag and to get better game immersion. 120 hz/fps, triple screen game play is mission impossible in rFactor2. gMotor is more then 10 years old graphics engine which ISI did update to ver.2.5 and it is a big mess.:poop:

It is 2016 and I think a GTX 660 from 2012 is a poor card for benchmarking.
 

Latest News

To join the OverTake Racing Club races I want them to be: (multiple choice)

  • Free to access

    Votes: 38 84.4%
  • Better structured events

    Votes: 7 15.6%
  • Better structured racing club forum

    Votes: 8 17.8%
  • More use of default game content

    Votes: 4 8.9%
  • More use of fixed setups

    Votes: 15 33.3%
  • No 3rd party registration pages

    Votes: 15 33.3%
  • Less casual events

    Votes: 6 13.3%
  • More casual events

    Votes: 15 33.3%
  • Other, specify in thread

    Votes: 1 2.2%
Back
Top