rF2: Sebring Released

Paul Jeffrey

Premium

rF2 Sebring 1.jpg rF2 Sebring 2.jpg rf2 Sebring 3.jpg rF2 Sebring 4.jpg
Studio 397 and rFactor 2 have released a fully laser scanned version of Sebring!


Rich in motorsport history, the Sebring International Raceway is a legendarily tough, bumpy, dirty and challenging race track in Florida, USA, home to many high level international grade motorsport events and something of a favourite with endurance racing fans.

With little margin for error and some delightfully fast corners mixed with slow and technical sections, Sebring has many of the characteristics essential for a classic race venue, and now, thanks to Studio 397 and rFactor 2, sim racers get the chance to try out the track in all its virtual glory, with a new and laserscanned version of the iconic circuit released earlier today - Happy weekend everyone!

And now for the big one, Sebring! Since taking over the development of rFactor 2, our goals have been clear: take an already incredible simulation as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home!

So this track release is more than just “a track release”. It’s a milestone for our team in what we’ve set out to do. The level of fidelity and road feel is above and beyond anything that’s out there, and we’re boldly confident you will agree. Of course we’re excited to say the track was created using an extremely detailed laserscan – but it’s not just about the laserscan itself, it’s about the way we utilized the data and converted it into usable detailed information that gets back to the force feedback in your wheel, something that has not yet been done in rFactor 2 at this level. We feel we’ve achieved our goals in the high level of road fidelity thanks to some innovations and, of course, rigorous testing. The end result is… the ‘FFB’ doesn’t lie – you’ll feel every crack in the pavement and every undulation in minute detail. On the straights and as you dive into each turn, those subtle nuances in the track surface will give you the precise control and muscle memory that a real-life driver would have on track. Our development and test teams have all become addicted, driving endless stints and trying to get that elusive extra tenth or even hundredth of a second!

rF2 Sebring 1.jpg


On the visual and graphics side, we’re just as excited and pushing ahead. We’ve paid close attention to those essential details that add to the overall immersion. The road surface itself is very precisely modeled on the real thing, with every crack and repaired and re-repaired crack. All the nuances and color variations as well as the overall worn-down, characteristic look from years of racing help to really convey the atmosphere. And with an ultra high level of trackside objects in the environment, from spectators to campers and vehicles, there’s a real ‘track vibe’ from any camera you’re viewing from, which makes watching an online event that much more exciting. Of course, as always, we’ve kept in mind scalability for performance.

rF2 Sebring b.jpg


So today we release to you Sebring. The main layout is available in two versions. One featuring the 12-hour race layout, with a packed infield and a lot of spectators, and another that gives you more of a “track day” feel. On top of that we also included two shorter layouts: School and Johnson Club. These layouts are very well suited for smaller fields of cars and somewhat slower cars.

Sebring is completely laser scanned in location, through professional high density, high accuracy, laser scan equipment. We scanned the track just a few weeks before the 2018 “12 Hours Of Sebring”. We then processed, filtered and optimized all the data to produce a clean stream of points for the simulation. We used that data to describe and model everything from centerline to first barriers, so even if you put your tires off the grass, you’ll still get a complete simulation of the grounds, through both physics/FFB and graphics.

rF2 Sebring c.jpg


rFactor 2 is available exclusively for PC from Steam now.

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...

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What do you think of Sebring from the talk and drive video, do you think it looks like a good representation of the track? Are you excited to try a first laserscanned circuit in rF2? Happy with the choice of Sebring for the sim? Let us know in the comments section below!

 
There are ways to achieve acceptable FPS in VR, here's my handy tips for lower end VR systems:
- Shadow Blur = OFF
- Shadows = OFF or LOW or MEDIUM
- PP Effects = OFF or LOW
- Soft Particles = OFF (unsure if this does anything anyway)
- Visible Vehicles = Less than 12, depending on track you may usually see no more than 8 cars or so during a race at any one time, more often than not a lot less than that. Obviously Race Starts are different so it depends if you can live with a few cars "popping" into view on the first few laps, those nearest you will always be visible of course.
- Road/Env Reflections = LOW or MEDIUM

SS Settings always plays a big role, in SteamVR start with 100% and work your way up to an acceptable level but don't push it too far as this will hurt FPS the higher it goes, hope that helps :)
Yeah thanks MarcG , i have pretty good in game settings that i don't really want to go lower into the no shadows or blur or visible cars below 20 type so was really after some INI file adjustments that @Marcel Offermans may have that are like insider tweaks that us who don't know the code may not know , lol
I've got a couple that seem to save FPS but was hoping there might just be one or two that haven't made it to the public yet that he might share !
 
Well if that's the case then they really need to get busy, because the software is definitely showing it's age. Load times on Sebring are really bad. And is it cost effective to keep on coding and adapting older software or to switch to an entirely new modern game engine? I think AMS and ACC might have already answered that question.
The first time a track loads it's more slow, as it's creating the shaders and HAT file, if you change just one graphic setting it's starts all over again. Once dialed in track loading should go much faster.
Really fast it will never go, as the track is huge.
 
a few actually indicates 3 or more, a couple is 2

You can either use your subjective opinion of what the word means or the true meaning of word.

few
fyo͞o/
determiner, adjective, & pronoun
  1. 1.
    a small number of.
    "may I ask a few questions?"
    synonyms: a small number, a handful, one or two, a couple, two or three; More


  2. 2.
    used to emphasize how small a number of people or things is.
    "he had few friends"
 
Wow - first and second impressions are "what a great job you did with this!". Third impressions are that it's *too* good because now I don't want to touch the other tracks :p if this develops into a full IMSA sim I'll be utterly chuffed.

7680x1440, no unbearable slowdowns ( it's noticeably dropping fps in some places but presumably that's still being optimised ), and the first time I've felt really immersed in rF2.
 
In what sense has AMS answered this question? Was your point that they've done a bad job sticking to the DX9 rendering engine so far? Arguably that's quite an old engine by now, but I think within the limitations of that engine they have done a really good job. Of course not everybody needs to agree with that. :)

Hey Marcel thanks for the information. I referred to AMS because they were talking about moving to a new engine for their next iteration. AMS was my "go to" title for years, starting with Game Stock Car. They did a great job pushing DX9 as long as they did. The only reason it dropped from my #1 sim is the lack of VR support. Other than that I enjoyed everything about it.

If you think the rF2 engine will continue for decades, then I guess you know better than me. I will continue to support your efforts even if I grumble a little about the pricing. I'm a sim racer so I always support the community. I have all of the race sims and buy all the DLC. So I look forward to the future of rF2. Cheers.
 
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rf2 physics are solid, no need to start again with that, the graphics engine on the other hand isn't evolving well, sure its looking pretty good now (apart from the ugliest driver model ever, especially in vr) but runs very poorly compared to other titles
 
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I've had been struggling with settings for rF2 in VR for a while now and it was @jason_peters settings suggesting only x2 AA that made all the difference for me :)
I always thought anything below x3 would look crap and never tried it and was just trying to get anything to work with x3 minimum , but x2 actually looks every bit as good or better than any other Sim's AA at full anyway :)
 
Snap!
I just bought it this morning along with the Endurance pack. Man... if this is the sort of content we can look forward to from now on then the other Sims are in trouble! ;)

But seriously, everything feels so alive and connected. I can see me just going through both the GT3 and GTE packs trying all the cars out on this awesome new venue.

Looking forward to what's next. And prepping the wife for the inevitable credit card hammering! :roflmao::roflmao:
But I really don't see the issue with the price when I consider how much work must have gone into providing us with these new cars and this amazing track.
Car pack was RM71 which is about £13 and the track was RM42 which is c.£8
For the immense joy and immersion I know I will get out of these new packs, the cost is really quite minimal.

Not sure where people got the idea that to get new things you don't have to pay...
Having said that, S397 have already provided a ton of updates for free and also some free content if I'm not mistaken with some more on the way too...
I'll support what they are doing because it gives me pleasure. When I start questioning how much I'm spending on something rather than the anticipation of enjoying it, I think I'll know that I'm not enjoying it as much as I used to or should.
Anyway, each to his own and everyone will have different opinions on this. Which is all good. :)
 
Great track, joy to drive.
Though I have a lot of (sim) laps at Sebring, I still messed up a few times at turn 7 (hairpin). It looks a bit different to what I am used to.

Any chance to get some cones there. Would be very useful especially at night... :whistling::thumbsup:
 
Really liking the new Sebring 12 Hour track...sadly I can not drive because of single digital FPS 2-9, on my old GTX690 and i7 3770k combo on Triple Screens...LOL...so I thought I would just do some screenshots.
View attachment 262890 View attachment 262891 View attachment 262892 View attachment 262893

Nice screens. With that card I'd be playing on a single screen. I have the same CPU as you but upgraded my GPU to a 1070 from a 780
Would like triples myself but spent the money on the card upgrade... catch 22 as now can't afford the triples... lol
 
Nice screens. With that card I'd be playing on a single screen. I have the same CPU as you but upgraded my GPU to a 1070 from a 780
Oddly enough it is only really rF2 that gives me some trouble with FPS with decent settings to give a nice graphic image....I could turn down all graphic settings though but then it does not look as nice...lol. I can get very playable FPS in all the other major Sims I have installed on my PC with this triple screen set up.:)
 
Oddly enough it is only really rF2 that gives me some trouble with FPS with decent settings to give a nice graphic image....I could turn down all graphic settings though but then it does not look as nice...lol. I can get very playable FPS in all the other major Sims I have installed on my PC with this triple screen set up.:)

The problem is GTX 690 from my understanding is a "double" graphics card with two fused GTX 680's, but it doesn't efficiently have double more VRAM. With 2 GB VRAM you get nowhere on rF2 with the more recent content, simply because textures have grown in size. Your card will reach the VRAM limit and start buffering things from RAM, which automatically halves the FPS. Most of the tracks in Assetto Corsa for example are built with not exceeding 2 GB VRAM, but this trend has changed and new GPU's now come with minimum 4 GB VRAM, even up to 11 GB on 1080 Ti.
 
I bought the track tonight and I have big issues with the bumps. The Oreca 07 and the Brabham the front tires is doing drum solos. I feel the exact same on my wheel and the monitor view goes by the same beat. No matter where I position the car it´s like there is constant bumps every time the wheel lands again. Just a bit worse in the last corner as expected.

I understand Sebring is supposed to be bumpy but this is made worse by my head not moving with the car and it´s pretty awful to drive when everything is blurry. No matter where I position the car front wheels do the same drum solos. I am not prone to motion sickness it´s just the constant vibration making everything blurry and unsynced that is annoying.

There is apps like realheadmotion but none that works after driver swaps? Is there any other fix to subdue the effect? I run with head camera effects off.
 

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