Discussion in 'rFactor 2' started by Gijs van Elderen, Jul 10, 2015.

  1. Gijs van Elderen

    Gijs van Elderen


    Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list.

    Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy!

    Profile: http://rfactor.net/web/rf2/tracks/portugal-international/
    Download: 323 MB
    Screenshots: Below changelog.


    Implemented RealRoad Shader and reworked/remapped roads
    Added RealRoad to curbs
    Mapped RaceGroove for GP and GT Layouts
    Remapped access roads
    Remapped painted lines
    Smoothed out the excessive road bumps for the most part
    Lowered sawtooth curbs
    Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches)
    Cut Astroturf into terrain meshes
    Implemented new Terrain Shader and reworked/remapped terrain
    Cut in new gravel trap edges for use with Terrain Shader
    New road, curb and terrain texture set
    Terrain Radiosity pass
    Added grass verges
    Added high poly inner embankments inside T1-T4
    Added high poly outer embankment between T6-T7
    Added terrain shadow casters
    Added vegetation shadow casters
    Added new grid + new texture
    Vertex Blended tyre colours
    Added normal and spec maps to armco posts
    Cut in transparent glass with cheap interior for key buildings
    Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind
    Implemented Digital Flags technology
    Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations
    Updated TDF to latest set of grip values
    Added telehandlers
    Added new and updated cams
    Added new loading screens
    Added Test Team RealRoad Preset Pack
    Removed one particularly nasty tyre wall on GP Layout
    Removed HDR Profiles
    Fixed small building proportion inaccuracy
    Re-conformed painted stripes to smoothed surface
    Fixed tyre wall smoothing
    Fixed some access road T verts
    Remapped start lights to match reality
    Fixed many but probably not all popups
    Re-exported XSectors to fix 32 bit issues
    Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED
    Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain
    Renamed Grand Prix of Portugal to GP Layout for the sake of consistency
    Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars)
    Replaced all modular grandstands with higher detail ones
    Replaced apex tyre stacks to GT Layout with higher detail ones
    Replaced outhouses with much better ones
    Replaced tyre walls with higher detail ones
    Replaced all cones with much better models
    Replaced glass materials
    Replaced entire crowd and optimized for smoother performance
    Optimized road and terrain objects and materials for better and smoother performance
    Optimized access roads for smoother performance
    Optimized tyre wall material
    Optimized tyre wall objects
    Optimized 3D tyre objects
    Optimized fence textures and materials for better performance
    Optimized Armco (aggressive), Armco posts and fence posts
    Optimized and improved barriers (Armco, pitwall)
    Optimized all vegetation objects for smoother performance
    Optimized smaller TrackSide Objects for smoother performance
    Optimized shadow casters for armco and tyres for better performance
    Optimized small concrete grandstands
    Removed some hardly-seen pit objects
    Aggressive mirror optimization
    Optimized night lighting
    Removed unused/obsolete meshes and textures
    Cleaned up pit building textures
    Cleaned up main grandstand textures
    Removed negative mip map bias on all/most materials
    Improved and rebalanced all vegetation textures
    Remapped and optimized marshal huts
    Improved road and curb textures
    Randomized vegetation a bit
    Remapped tyre wall canvas and revamped its texture
    Improved tyre textures
    Slightly improved distance markers
    Updated crowd textures
    Improved vegetation textures
    Cut in red bricks on old ruin house
    Rescaled T3 flags
    Tweaked fog
    Condensed this changelog (yes, it was much larger)!

    Portugal International 2.0 Release Screenshots

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    • Like Like x 6
    • Winner Winner x 1
  2. Lazarou


    PORTUGAL INTERNATIONAL 2.0 may I introduce you to my new graphics card and monitor. Looks stunning and a lot of work!
  3. Gijs van Elderen

    Gijs van Elderen

    • Like Like x 1
  4. Lucio Distilleri

    Lucio Distilleri

    • Haha Haha x 1