RaceRoom Update Deployed - VR Improvements, an IndyCar and Some Data Displays

Paul Jeffrey

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RaceRoom Formula RaceRoom US.jpg

Sector3 Studios have today released a new update to RaceRoom Racing Experience, adding significant VR improvements, a range of new data displays to some of the cars and many other fixes and improvements to the title.


The sizable new build update released today by Sector3 Studios adds quite a few interesting new features and fixes for RaceRoom Racing Experience, including the long awaited update to data displays on a selection of vehicles in game. Although not all cars have received this enhancement, Sector3 are looking to roll this out across a wider range of cars during future patches. Today we see new displays for the Bentley, FRR2, McLaren MP4 12 C, Tatuus F4, all the DTM cars and the TC1 specification World Touring Cars (with the exception of the Lada Granta).

Other highlights from today's release include a selection of fixes and improvements to the online experience found within RaceRoom, including a fix for the bug where player shadows for drivers who have left the server remain on track after they depart.

Furthermore Sector3 have released their second pass at Virtual Reality support, vastly improving the VR experience within RaceRoom Racing Experience resulting in considerable improvements to performance when running under VR and adding a number of improvements to the overall experience.

On the content front Sector3 have made available the IndyCar inspired Formula RaceRoom US to the in game store. The high performance, high downforce American open wheel machine will be available for 349 vRP and comes with 20 unique liveries. You can watch the release trailer below:


You can read the full update changelog below:

Game:
  • Shared Memory: Added information on upcoming flag system, updated minor version number. Flag system is currently awaiting UI implementation and made unavailable to players.
  • Shared Memory: Changed how tire wear is reported so it matches the tire wear text in data displays (1.0-0.0 range when tire wear was between 1.0-0.94).
  • Added support for starting the game on any detected screen. The option resides in General Video Settings. Fullscreen changes are only applying after a game restart.
  • Fixed an issue with updating a profile avatar with the game in fullscreen where the dialogue box would appear behind the game
  • Added a possible fix for a rare case where only the car shadow of a car would be rendered after switching focus from car to car or from camera set to another
  • Implemented Reputation System that will run and track player incidents. This is in alpha stage and we’re gathering data in the background. Nothing will be visible for players just yet.
  • Fixed bug where opponents session data sometimes caused championship files to be broken due to conflicting ids.
  • Fixed so the game doesn't crash when trying to load championships affected by the bug above.
  • Fixed issue with game window using the wrong style when going from fullscreen to windowed in a resolution that's lower than the default resolution.
  • Fixed a menu issue with percentage stepper buttons not being enabled when switching from minimum<->maximum allowed values.
  • Broadcast : Fixed a case where camera selection requests were resulting in the game cycling through cameras instead.
  • Added an upper deadzone setting for the throttle axis in advanced controller settings.
  • Fixed an issue with DRS getting disabled before the race ends in timed based race sessions.
  • Fixed an issue where the race was starting without the player if Race Monitor was clicked instead of “Drive” at race start.
  • Fixed an issue where the DRS wing animation would remain deployed after the race.
  • Fixed an issue where on certain tracks the result timing was showing A.I. cars doing an extra lap.
  • Made lap times go invalid if player is speeding in the pitlane, so you can’t get fastest lap that way. New HUD overlay to signal it. (Stowe Long is a good example of where pitlane could be exploited to shortcut the first chicane)
  • Fixed a crash that happened in Single Player championships if the player clicked the pit preset button and then the continue to next race button before game entered the pit preset menu.
Multiplayer:
  • Fixed the issue where a player's contact shadow was being left on the track after disconnecting from the server.
  • Fixed an issue where a time penalty for a non performed drivethrough had no effect on results.
  • Various fixes to some inconsistencies that was occurring on certain IPv4 to IPv6 mappings.
  • Fixed issue with MP results taking a long time to arrive when running a dedi locally where backend communication fails.
  • Fixed issue with DRS animation not working in race sessions for opponent cars.
  • Fixed so multiplayer replays are now marked as such in the Media Hub.
VR:
  • Rendering through coupled draw calls to improve performance while also taking care of the issue reported that objects and cars would appear 2D from time to time.
  • Multi-threaded some of the rendering to improve performance
  • Added three bindable keys to modify the user’s headset translations multiplier, which alters in-game head movement and eye-to-eye distance. Default value is 0.9.
  • Fixed an issue where the Startup Argument that was set for RaceRoom in the Steam client wasn’t being used when launching game from an external link. (ie a competition webpage)
  • Shortened the distance at which lower poly car models are used.
  • Temporarily disabled the rendering of particle clouds. They’re bugged at the moment in VR.
Sounds, Cameras, Physics & AI:
  • Fixed a bug where H-pattern gearbox cars would receive delays for both up and downshifts.
  • Fixed TV cameras at the bridge and gantry areas for Nordschleife Tourist layout
  • Cars no longer hover a few cm above the track
  • Formula RaceRoom 2 and Formula RaceRoom US have a special pitting system allowing them to perform fast pitstops
  • Reduced bigly the probability of stress induced mistakes by AI’s
  • Fixed an issue where AI’s were accumulating stress by being followed by an opponent in the pitlane.
  • AI’s now ignore cars in the pitlane entrance lane if they’re not on it themselves.
  • Improved AI navigation in the pitlane.
  • Fixed an issue where AI would never start a qualifying lap around Nordschleife 24H when fuel multipliers were enabled.
  • Fixed so only damaged AI or AI’s on their inlap will use the Nordschleife VLN / 24H pitlane entrance by the start/finish straight
  • Fixed an issue where an AI going back to garage during a practice or qualifying session would never go out on track again
  • Fixed AI using up their P2P in the beginning of a race without saving them
  • Many more AI code tweaks to improve awareness
  • Formula Raceroom 3 : Improved the blending of the sound samples
  • Turbo cars : unloaded turbo pressure increased to deliver a better boost from a standing start.
  • Laguna Seca : Tweaks to AI lines
  • Mid Ohio GP and Chicane : Tweaks to AI lines
  • Moscow : added TV camera sets
  • Suzuka GP : Tweaks to AI lines
Art:
  • Bentley Continental GT3 : added data display
  • DTM cars : added data display
  • Formula RaceRoom 2 : added data display
  • McLaren MP4 12 C : added data display
  • Tatuus F4 : added data display
  • WTCC TC1 cars : added data display (except Lada Granta)
  • Hockenheim : Smoothed out bumps
  • Laguna Seca : Smoothed out bumps, audience update, updates and tweaks
  • Lausitzring : Smoothed out bumps, audience update, fix to vegetation
  • Monza : Smoothed out bumps, updated the track to match 2016 season
  • Norisring : Smoothed out bumps
  • Nuerburgring : Smoothed out bumps
  • Sachsenring : Smoothed out bumps
  • Sonoma : Smoothed out bumps
  • Zandvoort : Smoothed out bumps
Portal & Backend:
  • Made optimizations to code handling content in portal.
  • Implemented individual car packs system which includes all liveries of a car. Livery packs will roll in very soon.
  • Changed so the livery clusters show how many liveries there are in total and how many you own in parenthesis.
  • Added so the essential packs that are purchased show date of purchase when hovering over them.
  • Added so we show prices in real currency based on player currency preference.
  • Changed so cars in which there are still liveries to purchase, the car does not appear as fully owned in store.

Additionally the new update has added several pieces of locked content to the game due for release at a later date. The new build now includes the McLaren 650s GT3, BMW M6 and Swedish race tracks Anderstorp, Karlskoga and Mantorp Park. As is usually the case this content will be locked away from players whilst final testing and improvements are made prior to a release over the next few weeks.

If you are interested in the future development plans for RaceRoom Racing Experience you might want to check out our recent article found HERE and also take a look at a recent interview we held with Sector3 Studios CEO Chris Speed HERE. Just in case you have been living under a rock in recent weeks you might want to take a look at an interview regarding the upcoming GTR3 title we held back in January, detailing some interesting insights into the future development of this new racing game HERE.

RaceRoom Racing Experience is a free to play racing simulation for Windows PC by Sector3 Studios. Additional content can be purchased from the in game RaceRoom store.

RaceRoom Citroen WTCC 2016.jpg
RaceRoom Citroen n Volvo WTCC 2016 .jpg
RaceRoom Formula RaceRoom US 2.jpg


Here at RaceDepartment we do club racing. We do club racing very well indeed. If you feel the need for an online fix then please head over to our RaceRoom Racing Experience League and Club Racing forum to have a look what we have on offer and sign up for an event - all skills and experiences welcomed.

If you don't want to get involved in the racing action then head on over to the RaceRoom Racing Experience sub forum to catch up with all the latest news and discussions regarding the game, download a mod or two or just simply hang out with like minded individuals. All here at RaceDepartment.com!

Have you tried the new patch yet? What do you think of the game so far? Looking forward to the new content? Let us know in the comments section below!
 
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Im nearly certain this is a problem on your end, since no one else is complaining about it.

If you are running the game with Vsync @ 60 Hz, and 720p... of course your gpu usage is going to be low. Even at 1080p if you are running 60 Hz, you might have somewhat lower usage.

On my 1070 with max settings in game at 1080p (except only 2x AA), i get 100% usage. No reason you shouldnt either unless the problem is with your system somewhere. You could try running the game at 1440p though, and with a 1080, you probably should. If you run without Vsync, you'll get around 150 fps solo at that res. :p

I run at 3440x1440 on my 1080, and I don't see max usage on R3E. The only reasons I can think of either R3E isn't that graphically intense, or my 2088 MHz core clock makes it barely notice a game is running.
 
If memory serves, go into "Control Settings" and then "Advanced" (I think, recalling this from memory) - there is an "H-Shifter" on/off toggle right at the top.

Thanks--found it. Unfortunately, it looks like you have to go in there to change it every time you change from a car with one type of shifter to another. rF2 and AMS solve this by allowing both controller inputs to work at the same time (why wouldn't you?). iRacing solves it with a per-car selection that the sim remembers until you change it (again logical because this is a set-once and forget item).

I like the built-in support for the Fanatec LED display. Odd that the pedal rumble is not an obvious option.
 
Thanks--found it. Unfortunately, it looks like you have to go in there to change it every time you change from a car with one type of shifter to another. rF2 and AMS solve this by allowing both controller inputs to work at the same time (why wouldn't you?). iRacing solves it with a per-car selection that the sim remembers until you change it (again logical because this is a set-once and forget item).

I like the built-in support for the Fanatec LED display. Odd that the pedal rumble is not an obvious option.

Can't you save a different controller profile, one for h-gate and one for paddles, and just click on whichever profile you want to use? That's what I do in other sims, can't remember if R3E lets you do that but I think it does.
 
I run at 3440x1440 on my 1080, and I don't see max usage on R3E. The only reasons I can think of either R3E isn't that graphically intense, or my 2088 MHz core clock makes it barely notice a game is running.

Are you running at 60 Hz Vsync'd? Im guessing yes... If you limit how much work the gpu has to do, of course you wont have 100% usage. Run with your frame rate uncapped, and you will have higher gpu usage :)

Can't you save a different controller profile, one for h-gate and one for paddles, and just click on whichever profile you want to use? That's what I do in other sims, can't remember if R3E lets you do that but I think it does.

This would still require going into the menu and making 3-4 clicks to change your profile. So you wouldnt be saving any time by making 2 profiles since it only takes 4 clicks now to change h-shift on/off in the advanced settings of the controller options.

Not sure why this option is buried in the menu there. Be nice to have it directly on the garage/pause menu screen where they have the option to use Automatic/Manual transmission.
 
I could, but it's an annoyance when all other competitors have a proper solution.

And every game is coded differently and has different people working on the games. For instance, Assetto Corsa doesnt even allow you to use an h-shifter at all unless you enable it in the controller settings.

In R3E, your h-shifter will work... just not properly :D

But more seriously... perhaps it is more complicated than just "Allow h-shift and paddles simultaneously = 1". :p
 
Are you running at 60 Hz Vsync'd? Im guessing yes... If you limit how much work the gpu has to do, of course you wont have 100% usage. Run with your frame rate uncapped, and you will have higher gpu usage :)

80 Hz actually. I use V-sync since my monitor can't display more than 80 FPS, and all disabling V-Sync does is produce nearly unbearable screen tearing and makes my GPU heat up even more.
 
80 Hz actually. I use V-sync since my monitor can't display more than 80 FPS, and all disabling V-Sync does is produce nearly unbearable screen tearing and makes my GPU heat up even more.

You notice screen tearing even on an 80 Hz monitor? Hmm, sorry about that. I always used to go uncapped on my old 60 Hz display and never had a problem.

I'd really recommend it if you can handle it and can maintain very high frame rates (like 150+).

Running uncapped means that the game is rendering a ton extra frames in a short period of time... so every frame being displayed on screen is closer to real time than if you were running Vsync'd at a lower fps. Even if your display cant show more than 60 or 80 Hz, you will still get the benefit of having a more up to date frame being displayed on screen.

Perhaps not explained very well here, but this is all about frame timing, which you can look up if you are so inclined :)

and all disabling V-Sync does is produce nearly unbearable screen tearing and makes my GPU heat up even more.

Heating up more would imply that it would be doing more work. Since more work = more heat.

So, I would be confident in saying that since you are limiting the amount of work your gpu needs to do, you are limiting how much gpu usage it is showing.

This has nothing to do with the game really. Well, aside from being an old DX9 game that doesnt need much power to run anyway. It's not like this is Watch Dogs 2 or Assassin's Creed Unity :p

Cheers
 
And every game is coded differently and has different people working on the games. For instance, Assetto Corsa doesnt even allow you to use an h-shifter at all unless you enable it in the controller settings.

In R3E, your h-shifter will work... just not properly :D

But more seriously... perhaps it is more complicated than just "Allow h-shift and paddles simultaneously = 1". :p

Apparently not for other titles based on the same game engine.
 
If you want to play that card, RR has been on its own development track since before Race 07 and is far less related to rFactor now, than something like Automobilista. Very little ISI code remains.

There was about 20% of the original code left over as of this time last year according to the devs, probably less so now.
 
Largely a nice update, and mercifully without server errors this time :)

FR US is not exactly my cup of tea but I bought it anyway, and the new in car displays are great. And the FR3 sounds as great as I knew it eventually would.

My main bugbear* is the AI, they've really taken a turn for the worse with this update, at least in open wheelers. I'm all for tough but fair AI, but these drivers have graduated from the pCARS academy. They'll happily turn into you or drive straight up your arse like you're not there, and of course never pay the price for such indiscretions, only you do. With my favourite track/car combos I've gone from being competitive against 100% AI to barely finishing in one piece.

I hope this is just a speedbump while the devs fine tune the newer AI stress/mistake stuff.


* apart from the perennially appalling damage modelling
 
The AI is superaggressive I agree, I find them raceable, downright enjoyable with the GT3s and DTM 92's etc as well, those series can get quite physical. But I've taken more and more to just hotlaping the open wheelers until the aggressivness is tweaked. Ideally I would like the aggression slider introduced like rF2/AMS.
 
The AI is superaggressive I agree, I find them raceable, downright enjoyable with the GT3s and DTM 92's etc as well, those series can get quite physical. But I've taken more and more to just hotlaping the open wheelers until the aggressivness is tweaked. Ideally I would like the aggression slider introduced like rF2/AMS.
Fully agree. For touring cars the AI is brilliant and i can't imagine it much better. But with Formula cars, it doesn't work. Just like in real life you couldn't drive F1 or Indycars with the same style you are used to in GT3 or SuperV8. I guess the problem is the game just uses one style of AI.
They should code two sets of AI, using the current one for touring cars, and coding a more cautious, contact avoiding AI for open wheelers :)
 
''THRUSTMASTER web site encountered an unknown error. Our team is working at the resolution of this issue
We apologize for the inconvenience, and we invite you to try again later. '' come on Thrustmaster I need your drivers to test update :(
 
If you want to play that card, RR has been on its own development track since before Race 07 and is far less related to rFactor now, than something like Automobilista. Very little ISI code remains.

OK, so it's just bad UI design regardless of the origin of the code. Do you think a per-car set-once-and-forget setting should be implemented that way? Or forcing users to pick something that can coexist without an issue (because the controller inputs are different/do not overlap) on other sims is a good idea? Let's stick to the issue rather than fighting over what code it is. Is it a good idea to ask the devs to fix this, or do all you R3E fans like it the way it is because I am missing something and it actually makes sense as-is?
 

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