rFactor 2 Build 1109 Released - Includes New Rain Features

Paul Jeffrey

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rFactor 2 Update Released.jpg

A new update for rFactor 2 has been deployed today, now featuring enhanced rain visuals amongst a sizeable number of improvements and fixes.


As detailed in the final development roadmap post of 2017 (HERE), Studio 397 have today deployed a fairly sizeable new build release for rFactor 2 that amongst other things offers players the opportunity to sample the first pass of the enhanced rain effects introduced to this venerable racing simulation. Benefitting from significantly improved visual representation over the previous rain simulation, the new build is a major step forward in one of the few remaining areas where rFactor 2 fails to live up to expectations in comparison to other similar simulators available on the marketplace today.

As well as the very visually obvious changes to weather effects, Studio 397 have committed to continue developing the wet stuff in rF2 as they look to improve the overall experience and introduce physics interaction with dynamic puddle formations and other interesting and exciting elements found in wet weather racing.

Due to the nature of the new build and visual improvements brought to the simulation, vanilla and mod content will need to be updated to make best use of the new technology employed by Studio 397. As such the Dutch developers are actively working to update all the base content of the simulation, with the following items already having been given the update treatment, with more to follow in the coming weeks and months;

Cars
  • Bentley GT3 - v1.97
  • Radical GT3 - v1.993
  • Mercedes GT3 - v1.99
  • McLaren GT3 - v1.993
  • Callaway GT3 - v1.97
  • Formula E - v1.993
  • Dallara - v1.96
  • USF 2000 - v1.94
  • Camaro GT3 - v1.94
  • Corvette C6R - v1.93
  • Nissan 370Z GT4 - v1.93
  • Brabham BT44B - v1.95 >>>You need to manually subscribe HERE
  • Brabham BT20 - v1.95
  • Stock Car - v1.96
  • EVE -v1.98
  • Spark - v1.98
  • Formula Two - v1.95
  • Honda Civic BTCC - v1.99 (Physics Update: New tires)
  • Kart Cup - v1.92
  • Nissan GTR GT1 - v1.93
  • Howston G4 - v1.96
  • Howston G6 - v1.96
  • Megane 2013 - v1.95
  • Clio 2010 - v1.93
  • Howston Dissenter - v1.94
Tracks
  • LimeRock - 2.02
  • Mores - v1.82
  • Nola - v1.30
  • Indianapolis - v2.04
  • Silverstone - v1.84
  • Brianza - v2.04
  • Malaysia - v1.82
Before playing the new update it is also worth noting the following information;
  • Important: Make sure to update any SteamCMD servers to get the latest!
  • Delete contents of the folders CBash and shaders located in \Steam\steamapps\common\rFactor 2\UserData\Log
Full build 1109 change log (December 21st 2017)

Improved Lighting

  • We developed an Image-Based Lighting for Ambient (IBLA) solution that substantially improves lighting in our graphics engine.
  • IBLA acts on the colors of the scene, taking into account information from the surrounding environment when drawing each object.
  • The resulting lighting system gives the final image a more realistic look and it improves the perception of depth for the driver.
  • This new system uses new ambient probes that have been added to most of the tracks. It is recomputed dynamically as weather or time conditions change.
  • IBLA does not introduce any noticeable performance penalties and its features have been exposed to Mod Dev. Furthermore, tracks that do not have set IBLA yet will automatically have a default set of probes assigned to them.
Rain Effects

Cars
  • Added dynamic drops on the windshield and the body of the car.
  • These drops respect gravity, so they will run down the sides, and each single drop will have its own lifespan.
  • The drops also respect airflow around the car when driving, making them move in appropriate directions.
  • The effect is not scripted but generated in real time, and it varies depending on factors like the amount of rain drops falling from the sky, the speed of the vehicle, or the particles generated from another car in front of you.
  • Wipers on cars are now functional and will clear the windscreen in two different user configurable speeds.
Tracks
  • Vastly improved reflections of the surroundings that become visible as the track gets wet.
  • Added blurred reflections for the “Ultra” Road Reflection setting.
  • Improved shaders for the real-road surfaces and added new shaders to match closely the properties of elements like curbs in dry/wet conditions.
  • Added highly detailed puddle maps that allow puddles to form in the appropriate places on tracks.
New HUD Options
  • Added options to show tire wear and ride height as text parameters.
  • Added tire wear percentage to the vehicle status MFD.
  • Increased the accuracy of fuel consumption with an extra digit.
  • Fixed a bug with TireAverageTemp text parameters, which would not show up in the HUD because of a space in their names.
  • Added a “delta best” parameter that you can add to a HUD, showing time lost or gained compared to your fastest lap in milliseconds. Works for all cars (not just player). Included optional text coloring of the text output so positive and negative values can result in different colors.
  • Added a more accurate fuel indication as well as one that shows the fuel you used in your last (full) lap, or zero otherwise.
  • Added a gauge for showing the “delta best” with a range of -1.0 to +1.0 seconds.
  • Added predicted number of laps remaining based on fuel used for last lap.
  • Added current rain percentage.
  • Added minimum and maximum track water depth.
  • Added an option to disable font scaling for the chat and message box (apart from using comic sans, non-linear font scaling is about the biggest sin a designer can commit).
  • Added weather info (rain intensity and min/max water depth) into the MFD for HUD and in-car use.
  • Designed a new default HUD that takes advantage of the new features. (Coming soon)
Other/Fixes etc.
  • The plugin API will no longer invoke callbacks that provide ScreenInfoV01 data that used to allow plugins to render to the screen. Doing this directly has been deprecated with the release of DX11, and alternatives are to either use information that is available in the updated HUD or wait for a new plugable HUD system to be released in 2018.
  • We have removed the “cache” folder from our install, so all content will now be downloaded from the workshop. This means the base install is much smaller. Upon first launch you will be automatically subscribed to all Studio 397 content and while that is downloading the Launcher will show a progress dialog window with screenshots of all content items it is downloading for you.
  • Generating Mip Maps from reflections, this gives smoother reflections as a result.
  • Formula E liveries for TeCheetah, Mahindra and Venturi updated to 2018.
  • Formula E driver helmets updated.
  • Formula E driver suits updated.
Known Issues/troubleshooting
  • Rain effects are visual currently. However, we are working on physics impacts.
  • Some content is still to be updated to include the rain effects such as cars and tracks.
  • Performance is constantly being reviewed
  • Rain drops on external cameras under review
  • If you are experiencing strange graphical issues, delete the contents of your cbash and shader folders located in \Steam\steamapps\common\rFactor 2\UserData\Log
  • Important: Make sure to update any SteamCMD servers to get the latest!
To help you get the most performance out of the new update Studio 397 have released basic graphics setting guidance that can be found HERE.

rFactor 2 is available from Steam as a PC exclusive title 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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Tried the new build yet? What are your impressions of the new rain effects? Like the new direction of the sim? Let us know in the comments section below!
 
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This amg gt3 , looks like a LOD-B , so odd someone would leave it like this ,
hate to mention such a thing wants correct smoothing groups applying on the mesh , I saw it before but its so bad in the rain , maybe they should give me a shout if they need help :)
8b4b9e6d3b0d2c650f6ba8e6d2fd5eab.png

Yepp, someone has missed that...and there are missing faces too. Don't know how this can happen at all as I guess the manufacturer will have approved the release...or at least there should be some kind of QC in the end...or what are the betatesters doing all day long? xD
But this isn't the first time, for instance this happened with the Civic before (the LODs had all smooth normals).
And honestly a one-click smoothing and edge-split in Blender would still give a much better result (even 3DSimEd could do that). It's a little annoying :roflmao:
 
Yepp, someone has missed that...and there are missing faces too. Don't know how this can happen at all as I guess the manufacturer will have approved the release...or at least there should be some kind of QC in the end...or what are the betatesters doing all day long? xD
But this isn't the first time, for instance this happened with the Civic before (the LODs had all smooth normals).
And honestly a one-click smoothing and edge-split in Blender would still give a much better result (even 3DSimEd could do that). It's a little annoying :roflmao:
Yeah exactly , even just highlighting all the edges and splitting the mesh itself without even applying any smoothing groups would look 100 times better ,
seems a little strange to be honest ,
1st off , there is the 3D artist , so obviously he must not understand the correct techniques with smoothing ,
or the car was simply exported bad , either way this shouldnt have happened ,
2nd , once completed all official cars need inspecting , in this situation obviously by mercedes ,
which these issues must have been missed I would have not passed that car if I worked for mercedes ,
3rd , the beta testers as you say must be on holiday , or dont understand what they are looking at when viewing things , so nothing as been explained to them regarding mesh issues , maybe there too happy just driving who actually knows ,
4th , the cars was released and by looking they appear to be rushed , look at AMS for example there cars use the same engine in which as not got this DX11 support I believe a little unsure but there cars look incredible , specially that last one I saw ,

either way studio 397 are doing a awesome job , I am not complaining , really makes no difference to me personally I dont play RF2 any longer I purchased it the almost the day it came out and wasnt notified about the steam updates and lost interest due to there been zero updates and such ,
I would still play the game but I dont like paying twice for things so sadly I cant enjoy it any longer ,
but by looking now at RF2 compared to 18 months ago the difference is staggering , so great job guys :)

just update these cars there made wrong .
 
Na I seen it before the other cars in the pack look much nicer quality , someone shown me some pictures a few weeks back of this car and it looked bad , but the rain is showing the true smoothing more than it been dry , maybe due to the reflection changes in the rain shaders ,

like if you look here on the car in this picture , look around all the seems , the door seems and around all the gaps , the car looks inflated , this is due to incorrect smoothing groups been applied , its making the entire car look inflated kinda like blowing a balloon up ,

wants all redoing the external smoothing groups correctly I am really surprised its not been fixed to be honest :)
maxresdefault.jpg


look here at pcars
the car is really really crisp looking
ss144043_1.jpg

AC
preview-100.jpg
yes you have to adjust and smooth the amg, but do not compare with sim that are not lighting / rain / environment in real time is not the same thing!

very big work of the studio 397 it remains to adjust and polish now and especially to optimize the performances in VR !!
 
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yes you have to adjust and smooth the amg, but do not compare with sim that are not lighting / rain / environment in real time is not the same thing!

very big work of the studio 397 it remains to adjust and polish now and especially to optimize the performances in VR !!
Looks poor in the daytime , car just wants a few hrs spending on it thats all but there been quite a few updates and it keeps getting missed , maybe now it will get updated if no one shows the issues no one will fix anything :) its a simple fix , so fix it .
 
Because you are wrong.

Your smoothing group assumption is based on the screenshot in the OP. It shows damage on the headlights.
View attachment 227471
Light angle is +/- the same.
I am not just talking about that , its really clear to see on all the seems of the mesh the smoothing is wrong , which in turn is making the entire chassis appear to be inflated ,
and again there is zero light source on the reflections ,
I have spent 1000hrs of hrs with cars inspecting every mm and only under direct exposure from the sunlight on mesh to make sure the smoothing is correct , with zero light source , the issues in the reflection are unclear to see ,
I simply pointed out the issue I am so busy , and dont want to be taking over the thread with nosense ,
there is issues ask any decent 3D artists they will tell you the same thing , its not speculation its fact .
 
I bought this game today (on steam sale). I am sad to say the graphics look terrible - Silverstone particularly. Maybe it is early days for DX11. Hopefully future upgrade(s) will rectify.

Edit: It appears that graphic problem relates to Renault - Megane only. When driving any other vehicle, I don't see the "problem". My apologies to rFactor 2.

Further and last edit: Todays hotfix seems to have fixed any perceived problems I had. All graphics, including Renault Megan plus Silverstone track are gorgeous. Also, my XBox one controller is better than ever. I am loving it.

Kudos to rFactor 2!!!
 
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I like the update, the rain effects are very good and I will finally race properly in the wet. The beads of rain on the cars body are a nice touch alongside the slight fogging of windscreen.
Edit: forgot about the new lighting system, it's bloody brilliant and brings not life to the environment.

I'm glad DX11 is now the default, it means Studio397 can move onwards and focus on one side of the game instead of two. I'll await the new UI next year as it's no major rush for me (I'm fine with the current one), having said that the screenshots of it in the past do look good.

The bad bit is the lack of a FFB clipping tool, I'm sorry to be a broken record on this but this is an essential tool and to leave it out of the list of upcoming HUD additions is a painfully poor choice. I am clearly clipping in some vehicles and now with DX11 as default I still have no way of knowing which changes affect accordingly, I'm certainly not going to switch back to a older DX9 build for every car to check, this really is something that should be standard.

But on that last annoyance and a few other minor areas Studio397 have done a brilliant job this year, they really have brought RF2 forwards with some great features and cars. Next year looks to be a good one as they continue to improve the Rain physics, bring the new UI, start the online structure and no doubt a few more surprises, I'll just buy them a bottle of Polish for Xmas as a hint to be more thorough at times though ;)
 
I am a bit confused. I am on the RF2 beta and so do i now opt out to get the most upto date build?
Or is it the beta called 1109, which is at the bottom of the betas?
I was confused last night (it was 12.30 at night) as it looked like it said dx9?
 
I am a bit confused. I am on the RF2 beta and so do i now opt out to get the most upto date build?
Or is it the beta called 1109, which is at the bottom of the betas?
I was confused last night (it was 12.30 at night) as it looked like it said dx9?
Yeah I'm a bit confused too.:unsure::unsure:
 
That's damage.

No I'm afraid it's not. I wasn't referencing any image, sorry I should have to make that clear. If you move the car in showroom you clearly see it's looking fatty/plastically on many spots all over the car. Especially at the fenders from side to the back. I've made a black skin and even with a matte alpha setting it simply looks wrong.
Furthermore if you compare to the non legal GT3 mod with the AC(?) model (same base Merc CAD AFAIK) you clearly see the shading and normals aren't correct. And we all know S397 can do better, as all other cars have a very good shading. I'm sure this was a mistake as they rushed the release of the pack...
 

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