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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Never been a fan of sims and rain and after running a few laps, I mean spinning a few laps, I thought man do I stink. That is until I saw the AI crawling along at about 1/4 speed, and then I thought, man, the AI stink too. Is there any designation on tires that show Intermediate, Medium or Full Wets not sure what was on the C7 GT3-R.
 
Never been a fan of sims and rain and after running a few laps, I mean spinning a few laps, I thought man do I stink. That is until I saw the AI crawling along at about 1/4 speed, and then I thought, man, the AI stink too. Is there any designation on tires that show Intermediate, Medium or Full Wets not sure what was on the C7 GT3-R.

From the release notes, they say "All cars come with the setup options as found on the real cars and three dry weather compounds ranging from the soft “S7” to the hard “S9” and a wet weather compound."

Sounds to me like you've got just one wet tire. The slicks (or S7-S9) are all meant for dry.
 
I used to enjoy this sim but to be honest, it should have been scrapped and started again.

Fair enough, I only got into it quite late on so I think by then ISI had passed it on. I don't have an early comparison but i still enjoy it alongside the rest of the sims..
This is the games industry though so nothing really is ever scrapped and started again, Shift 2 runs off the DNA of this engine, i may be wrong, but PCars 2 has DNA from Shift 2.
 
Fair enough, I only got into it quite late on so I think by then ISI had passed it on. I don't have an early comparison but i still enjoy it alongside the rest of the sims..
This is the games industry though so nothing really is ever scrapped and started again, Shift 2 runs off the DNA of this engine, i may be wrong, but PCars 2 has DNA from Shift 2.
I used to enjoy it and I learnt a lot from the guys here but as soon as they bought in flatspotting it was game over for me. I tried it again a few weeks ago and it just plays and looks awful.
 
From the release notes, they say "All cars come with the setup options as found on the real cars and three dry weather compounds ranging from the soft “S7” to the hard “S9” and a wet weather compound."

Sounds to me like you've got just one wet tire. The slicks (or S7-S9) are all meant for dry.
Thanks for the feedback Andrew, I saw the Sx and a Px, is the P the wet? I'll give it another look.
 
That's damage.

Not possible: track side cams don't make use of lower LOD's.
Either that has changed recently or you are wrong :). As far as I know track cams have some kind of multiplier which moves the lod switching distance so that highest lods are used at longer distances. I don't remember the specifics but last time I adjusted lods for car in rf2 I edited the track cam files to get rid of that multiplier so I can use track cams for adjusting lod distances. And it definitely worked.
 
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
Thats damage in rF2. That Merc hit another car most def. Others already said it, but yeah thats what it looks like when you get damage. Like wonky metal.
 
I used to enjoy it and I learnt a lot from the guys here but as soon as they bought in flatspotting it was game over for me. I tried it again a few weeks ago and it just plays and looks awful.
Looks are subjective. On the "play" comment I beg to differ. You can make an argument on lack of quality content although it is changing rapidly. Otherwise rF2 is the most complete SIM to date, best physics and FFB hands down.
 
I saw the Sx and a Px, is the P the wet?
It's Michelin code. Michelin is french.

S = Sec = Dry
P = Pluie = Rain

Either that has changed recently or you are wrong :). As far as I know track cams have some kind of multiplier which moves the lod switching distance so that highest lods are used at longer distances. I don't remember the specifics but last time I adjusted lods for car in rf2 I edited the track cam files to get rid of that multiplier so I can use track cams for adjusting lod distances. And it definitely worked.
Just checked, issue seems to be fix. LODs do work on track sidecams. :) i was wrong.
 
Lol disagreeing with me how the damage looks in rF2. I didnt make it look like that, but it looks like that when you hit things lightly. Even if there are smoothing issues - the damage do look like that: like wonky metal. Start the sim and test. Without hitting anything there is no wonky metal - EVEN if there is some smoothing issues it doesnt look like that if you dont hit something.

Jezuz...
 
Can anyone tell me how to get rid of the damm flickering on fences and stands etc, I have tried everything I can as far as anti aliasing goes but the flicker sucks! I have aa on level 5. Any settings in NVIDIA inspector??? Malaysia for example is terrible
Love the FFB and Physics in the game
 
Studio 397 are still chipping away at rF2 and I am personally very happy with the progress, feels really good with my TS XW Racer and starting to look good to...still a few years of development to go for S397 though as Reiza Studios' would vouch for that with their Automobilista title....overall liking what I am seeing and feeling FFB wise.
rF2 CALLAWAY SILVERSTONE 1 copy.jpg
rF2 CALLAWAY SILVERSTONE 3 copy.jpg
rF2 CALLAWAY SILVERSTONE 4 copy.jpg
 
rF2 and S397 is a generation behind
I used to enjoy this sim but to be honest, it should have been scrapped and started again.

101%

I said 3 years ago to crowd fund rF3 and was lambasted
So everyone rather ask for puddles for 3 years

Tell me what is the use of puddles in sims like pCars2 and this when they don't affect tyre temp ? lol

I mean they can't even get tyres heating right on a dry road let alone wet

Build60 was better then this, Historic drove sublime now they feel horrid

They have even stuffed workshop
Historic Eve has pictures of Matra F1 and Historic Spark has pictures of Eve

 

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