rFactor 2: Build 770 Now Available!

Formula 3_5.jpg

Image Space Incorporated released a new build of rFactor 2 adding more features and improvements to the popular PC racing simulator.


Highlights of this build are improved memory usage in 32bit. The RealRoad received some major tweaks and is no longer accelerated (unless you want it to be). Flag rules without disqualification as an option. Lots of AI improvements. New matchmaker technology in the back end. Enhanced plugin reporting. Modding tool changes, and various fixes and tweaks.

Of course a new demo exe is available as well. Plus the experimental 64bit exes are available to openly test.

Find the full changelog and download link below.

GRAPHICS:
  • Fixed sun block bug which caused inconsistent occluder values.
  • Fixed a bug where HUD textures refuse to load.
FEATURES:
  • Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables.
  • Upgraded to latest version (9.3k) of Miles Sound System.
  • Updated projects to latest OpenSSL (1.0.1h)
  • Support added for gear-specific rev limit offsets.
  • Added additional Flag Rules option “Full w/o DQ”.
  • Eliminated race condition that could cause race rejoin to fail.
  • Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions.
  • Added the ability to control vehicle- and tire-specific effects on RealRoad.
BUG FIXES / OPTIMIZATIONS:
  • Optimized memory usage.
  • Fixed thread safety issue that could produce crash when crossing finish line while recording a best path.
  • Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor.
  • Fixed issue where leftover RealRoad events could be applied in the wrong session.
  • Fixed inconsistent writing of config.ini if installed to write-restricted path.
  • Improved collision with temp cars.
  • Fix reporting of anti-stall to plugins.
  • Potential fix for exiting game while skin transfer is unfinished.
  • Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters.
  • Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads.
  • Fixed issue if server was password protected it would not verify server content was installed on client.
MODDING / PUBLIC DEV
  • Added OpenMP to Mod Mode and Dev builds (improves speed of TTool).
  • Added a dev mode AIW editor options to move selected waypoint’s selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind).
  • Corrected problem where +ptool and +ttool wouldn’t start up properly when using SDK.
  • Attempt to use AVX (if available) in 64-bit TTool.
  • Fixed double screenshots in TTool.
  • Plugins will need to be built in 32-bit and 64-bit versions. Please add “_x64″ to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup.
  • Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page.
UI / HUD / Options:
  • Added new gizmo action to clear multiplayer password.
  • Possible fix for HUDs picking up & using unrelated but identically named assets.
MULTIPLAYER:
  • Sync up RealRoad on new clients at an accelerated pace.
  • Changed upload/download speed variable so that higher rates could be set in the dedicated server.
  • Initialize newly-joined clients to a basic RealRoad value such that they can’t gain an advantage over other clients.
  • Fixed multiple players in dedicated server startup dialog.
CONTROLLERS / FFB
  • Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this.
  • Output FFB value to plugins even if no FFB devices are detected.
AI
  • Added checks to be sure only real AIs can talk and request pits.
  • Improvements to superspeedway AI.
  • Added AI control to PhysicsOptionsV01 in plugin interface.
  • Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without.
  • Fixed AI cars swerving on formation lap skip and transition from formation lap to race.
  • Removed unnecessary AI braking prediction that had them tapping the brakes needlessly.
  • Reset “add AI” menu when leaving page
Download the new build here.
 
Although i'm glad about the update. For once seems to have been fairly smooth for me. It should be a lot easier than this, having to rename .exe and the like. If your not confident in PC's then this is all very off putting. If ISI want a wider user base then updates should be a doddle.

Also not being able to sync/update without a MP account is utter madness in 2014.

Something like steam integration (doubt that will happen) would take updates and hot fixes out of the users hands.
 
Yeah i know mate, my point was that all purchasers of RF2 should have the sync option like any other game available. You don't need re-install other games to update them if you don't want multiplayer.

Normally you don't have to do it with rf2 either. Just download the light and drop over the old install and you are donne. But as they are switching to the "experimental" 64 bit builds a fresh install is recommended.
 
Installed the 770 version.
First, every time I start the game (not the launcher, the main game), I get an error "Could not load BlankButton0000.bmp". Where this file is supposed to be?
Also, started in 32 bit, let AI take the car and got around 120 to 150 fps. Then exited, renamed the 64 bit and restarted right away, same car, same track. Load times are better, but loss around 30 to 40 fps while playing. Win8.1 x64 with 16GB ram. Back to 32 bit, then. Weird.

That is the exact issue I had, had to install it clean and it was fixed. Also a known issue on the rFactor forums.
 
I downloaded the file and it's put as very much infected file ... so it was deleted right away.

Anyone else with same problem?
 
Are you saying that SLI works properly on a triple screen setup but not a single screen? That might make sense if some are claiming it works. I can speak from quite a bit of experience that SLI doesn't work on a single screen.

I did some testing in single screen mode and only 1 screen connected. Tested with same settings on the starting grid with 12 AI on the same track with the same car.
Result was surprising.

SLI disabled: 65 fps (=same as 1 screen resulotion in tripple screen mode SLI enabled)
SLI enabled: 42 fps :O_o:

So you are correct to say that there is no preformance gain in SLI with a single screen.

I've found a slight preformance gain with SLI and enabled physx rendering to the other card. (68fps)
And with that enable SLI AA rendering in nvidia profiler. (70fps)
But i think with your GTX780 those gains will be nhill. :(

Keep in mind that it is not up ISI to optimise SLI, but nvidia. ;)
 
I did some testing in single screen mode and only 1 screen connected. Tested with same settings on the starting grid with 12 AI on the same track with the same car.
Result was surprising.

SLI disabled: 65 fps (=same as 1 screen resulotion in tripple screen mode SLI enabled)
SLI enabled: 42 fps :O_o:

So you are correct to say that there is no preformance gain in SLI with a single screen.

I've found a slight preformance gain with SLI and enabled physx rendering to the other card. (68fps)
And with that enable SLI AA rendering in nvidia profiler. (70fps)
But i think with your GTX780 those gains will be nhill. :(

Keep in mind that it is not up ISI to optimise SLI, but nvidia. ;)


The strange thing is that Nvidia has an SLI profile for rF2, it just doesn't work. What annoys me is that the ISI devs seem to think its working fine when it isn't. I don't even know how that's possible.
 
I still cant get it working in x64 bit.
I have enven tried to uninstall compleately and reinstall but still not worked.:cry:
I have uploaded the pic with the files that I changed and the error and my system specs.
 

Attachments

  • gmotor error.jpg
    gmotor error.jpg
    306.5 KB · Views: 260
The strange thing is that Nvidia has an SLI profile for rF2, it just doesn't work. What annoys me is that the ISI devs seem to think its working fine when it isn't. I don't even know how that's possible.

Try SLI bits: 0x00500005 in Nvidea inspector.
122fps for me in single screen SLI enabled and Physx rendering unticked.
Make sure you use V-sync in game on video, You'll need some head room for rendering. Or else you could have some flickering in textures. If I V-sync at 100 everything is silky smooth.

And now i'm going to rewire everything back to triple screen. :whistling:
 

Latest News

Are you buying car setups?

  • Yes

  • No


Results are only viewable after voting.
Back
Top