New Batch of Updates Released as rFactor 2 DX11 Build Hotfixes Continue

Paul Jeffrey

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rF2 DX11 Renault 3.5 Series - Adrian Subiela.jpg

Studio 397 continue to push out regular game and content updates for rFactor 2 as the studio look to establish a strong base build following the recent big DX11 update.


Despite a great deal of anticipation with regards to the benefits of an upgrade to DX11 for rFactor 2 the community have been divided somewhat over the new build, with some players experiencing considerable improvements but many finding a wide ranging number of issues with the latest version of the software. In direct response to a number of these reported issues from the simulations player userbase, Studio 397 have been quick off the mark to release a series of updates to both the core software itself alongside content improvements directed at bringing official game content up to a suitable standard in order to make the most of the new DX11 graphics engine.

Because of the speed and volume of the updates post release, we thought it would be easier to post a summary article at certain periods to briefly cover what S397 have been doing behind the scenes with the software.

Initially the update launched with a limited selection of DX11 ready content (graphical improvements), however Studio 397 did promise the community a regular stream of steady updates over the next few weeks as they work towards bringing all the official first party car and track releases up to the same graphical level. True to their word, Studio 397 have already brought several newly updated items to the table since April 30th, brining the car and track list up to eleven cars and ten tracks at DX11 quality as of 10th May 2017. Players are advised to subscribe to the Studio 397 Workshop HERE to keep abreast of the content updates as and when they are pushed live.

Content Updates Summary (all content now updated to DX11 standards)

Tracks
  • AtlantaMP 2014
  • Indianapolis 2013
  • Malaysia 2007
  • MillsMetro 2011
  • Mores 2013
  • Nola Motorsports Park 2016
  • Palm Beach 2012
  • Portugal 2009
  • Silverstone 2012
  • TobanRP 2016
Cars
  • AC Cobra 427SC 1967
  • Chevrolet Camaro GT3 2012
  • Corvette C6R GT2 2009
  • Honda Civic BTCC 2013*
  • Howston G4 1968
  • Howston G6 1968
  • Indycar Dallara DW12 2014
  • Kart Cup
  • Nissan GT500 2013
  • StockCar 2015
  • USF2000 2016
* the Honda Civic BTCC has also received some minor amendments alongside the DX11 update. Changelog can be read below:
  • Minor Inertia Tweak
  • Add latest AI variables.
  • Reduced cooling (overheating) effect when in the slipstream of another car.
  • “ModelWheelsIncludeAllTireMass” Fix.
  • Updated all other variables. (Slightly more accurate bumpstop travel, SpringAux, Engine Starting temps, etc)
  • Minor tyre tweaks (mostly added newer wet weather params).
DX11 Build Updates (summary)

4/5/2017 : Build ID : 1798231
New GFX, PHYSICS, cpu thread scheduling
"Contact Support" button added in the Launcher (quick way to report issues)
Performance profiling & performance recording tool (CTRL+F)

4/5/2017 (2) : Build ID :1799547
Fixed issue with config and AMD cards

4/5/2017 (3) : Build ID :1799885
Improved performance when rendering 3d geometry (AMD FPS improvement)

4/5/2017 (4) : Build ID :1800163
Small changes in performance data collection

5/5/2017 : Build ID : 1802039
Added "Aggressive Threading" On/Off option (this could improve performance for older AMD/INTEL processors )
Default Value is off.
Keep it to OFF to test performance improvements

5/5/2017 (2): Build ID : 1802266
Internal file acces improvements

5/5/2017 (3): Build ID : 1803126
Improved transfer data to the GPU

7/5/2017 : Build ID : 1807720
Performance improvements

8/5/2017 : Build ID : 1807962
Content updates for the following tracks: Toban, Mores, Silverstone, Portugal, Indianapolis, Palm Beach, Mills Metro Park, Malaysia and the following cars: Karts, Corvette C6.R, Camaro GT3, AC 427SC and the Honda Civic.

10/5/2017 : Build ID : 1813052
Full screen mode
Gpu and Video VSYNC working in DX11

For players not wishing to receive these small build updates as and when they are released should remain on the v1108-dx11-open-beta-last-stable, (Build ID : 1792646)

Note: DX11 rFactor 2 photos credit: Adrian Subiela

rFactor 2 is a racing simulation exclusive to PC. You can purchase the game directly from Steam with immediate effect.

rF2 DX11 IndyCar - Adrian Subiela.jpg
rF2 DX11 Renault 3.5 Series - Adrian Subiela 2.jpg


Check out the rFactor 2 sub forum here at RaceDepartment for all the latest news and discussion with regards to the simulation. You can take part in lively debates with fellow rFactor 2 fans and take part in some great Club and League racing events..! Head over to the forum now and share the love this simulation so very much deserves...

How is rFactor 2 post VR / DX11 update running for you now? Has the game improved since the initial update beta build release? Do you think the game has been improved with the new build? Let us know in the comments section below!
 
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I'm wondering if it's a case of the models being too detailed? Could the LOD's on the models be too high? Just guessing, I'm not 100% sure with how the game adjusts the rendering over different distances but yes I had the same issue. I ran 30 cars with the URD mods and no real problems but the Enduracer cars seem to put extra strain on the PC and I had to really crank the settings down to get a manageable level of frames. Or just told the game to show only 10 cars! :) Not a complaint in any way, just an observation.
I think Enduracers are using custom shaders, and that causes issue with Dx11. It could be multiple reasons at the same time too...:)
 
Just a heads up if a few are wondering why your install may have reverted back to DX9, Christopher posted this:

In order to sync the Beta builds and the Weekly DX11 Updated content we have decided to remove the branch v1108-dx11-open-beta-last-stable.

All of the following DX11 updates will now be in just one branch: v1108-dx11-open-beta

Important: If you were currently on the stable branch you will be put back into the DX9 opt out branch - For DX11 you'll need to opt in to v1108-dx11-open-beta
 
What I dont know is. I had to uninstall all my previous official DX9 content, and install again via workshop to get full benefit of the DX11 version? Is that really necessary?

No it's not necessary to remove anything. Basically all the older S397/ISI cars work as such in DX11, you only need to turn off post FX on some to reduce the glare. It's only certain specific mods that have odd problems with FPS in DX11, like EnduRacers, for unknown reasons. Many mods run perfectly fine as is in DX11.
 
Try taking PP down to medium or low
How many AI do you have on screen?
Put everything on low and work your way up.
Vsync on video
Change refresh rate as it's default on some systems is 24hz
Don't use aggressive threading unless old CPU
Delete cBash and shades files if you have upgraded to new DX11 from DX9
Would be good to know what you're struggling with performance-wise, system specs and rF2 settings to be honest. ;)



DX9 mods are still being updated afaik
They are updating content almost daily. There was a link to the steam workshop which shows it. Just search by studio 397 and by most recent. It will show which content has been refreshed

I have i5 6600k 4.2 ghz, 16 gb of RAM and Gigabyte gtx 1060...if I set everything to max I get around 80 fps with 20 cars...otherwise I am at 110 FPS max when I do some private practicing...
 
I've had to lower some in-game graphical settings to keep the FPS up. I had everything maxxed in DX9. Lowering the settings to below didn't lose too much visually.

- Texture Filtering 'x8 Anisotropic',
- Special Effects 'Medium',
- Shadows 'Medium' (any lower looks like car isn't connected to track),
- Shadow Blur 'Optimal',
- Soft Particles 'Low'
- Road Reflections 'Off'
- Environmental Reflection 'Low',

PPE Medium, AA x2. Ave 90-110 FPS racing with 20+ car grids. Dipping into 60s at start and reaching 130's when field spreads out. i7-4770 / GTX970 / 8GB RAM.
 
I've had to lower some in-game graphical settings to keep the FPS up. I had everything maxxed in DX9. Lowering the settings to below didn't lose too much visually.

- Texture Filtering 'x8 Anisotropic',
- Special Effects 'Medium',
- Shadows 'Medium' (any lower looks like car isn't connected to track),
- Shadow Blur 'Optimal',
- Soft Particles 'Low'
- Road Reflections 'Off'
- Environmental Reflection 'Low',

PPE Medium, AA x2. Ave 90-110 FPS racing with 20+ car grids. Dipping into 60s at start and reaching 130's when field spreads out. i7-4770 / GTX970 / 8GB RAM.

Out of curiousity, what resolution? 1920x1080?
 

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