rFactor 2 | Latest Development Update News

Paul Jeffrey

Premium
Studio 397 have released their new update on the world of rFactor 2 development, including details on the progress of the ongoing graphical updates for the simulation.

Despite the dramatic changes that have swept across the entire world because of the COVID-19 pandemic of late, the team over at Studio 397 remain safe and well working from their home stations, continuing their impressive development of the simulation on a number of different fronts.

With plenty of high profile esport events having taken place using rFactor 2 amongst others in recent weeks, many could forgive the studio if they had to divert attention away from game development - however, thankfully, it looks like that isn't the case if the recent update blog from the studio is anything to go by.

Last month we did a series of weekly updates. Those have slowed down a bit as we fixed a lot of the issues that were reported and at the same time spent time to implement a few new features. We are working towards a public release of the new UI. Expect a release candidate towards the end of this month.

In that build we implemented some smaller missing features, fixes, and a significant update to the way we handle controllers in rFactor 2. In short, we have fixed the issue that if you plug controllers into different ports, the input mappings would get lost. We will get into more detail on all of these when that build is released.

Another thing that will be part of the upcoming release candidate are the new overlays. We’re sure you have seen them being used in our current broadcasts, and we are looking forward to everybody starting to use them!

There are multiple fronts of graphics development progressing at present. We have the core lighting review developments we discussed last month which have been continued in March. We are starting to see some solid improvements in the output. In addition we are reviewing the PostFX setup and making sure that everything is correctly configured there. The two of these combined will make a nice step up to our visual output. Some initial previews from those developments can be seen in the Portland images in this article.

Finally we are currently also experimenting with a technology called Screen Space Reflections, evaluating if it helps us to improve the way wet road reflections are rendered. In theory this will allow us to have more objects reflected, and a more visually correct wet experience, overcoming many shortcomings of the previous technology.

Content Update

Our content team has spent a significant amount of time supporting our graphics development but we have been working on a few extra things too. However the big announcement from last time, Portland is now very close to being done, and we will probably release that soon after our new build is public.

Additionally, we will be releasing a new layout of the Nürburgring – even more variety to an already full list of Nords layouts! Called the ’24H Support’ layout, it’s another short version of the GP – essentially it bypasses the Arena section and the final chicane.

Finally work is on going on a renovation at Silverstone! We are working on updating the track both in terms of visuals and overall accuracy, bringing it up to our current standards.



rF2 Update 1.jpg
rF2 Update 2.jpg
rF2 Update 3.jpg


Competition

Even though the new competition system is still being worked on, as we shifted our focus on getting the new UI out first, we’ve started ramping up our competitions. We’ve never had this many competitions running, and we are happy to see you all competing in them. In the BMW M2 2020 online Cup, the All-star Esports Battle and our very own GT Series, we are seeing superb racing being guided by our race control team that ensures penalties get handed out where needed and ongoing Balance Of Performance adjustments are being applied. This should actually benefit everyone, as we intend to bring such updates to the public as well.

In a good mix of both simulation and fast and furious esports battles, we’ve seen real-life legends such as Jan Magnussen, Juan Pablo Montoya, David Brabham and Emerson Fittipaldi race in our sim. This makes us proud. We’re not stopping here, the continuation of our GT series, more All-Star Esports Battles and more racing is coming up!






Original Source: Studio 397.

rFactor 2 is available now, exclusively for PC.

Have questions about the title? Drop a new thread into the rFactor 2 sub forum here at RaceDepartment and let our knowledgeable community help you out!
 
Any more laser scanned tracks?

No I don't think so, however this new Portland track (which is not laser scanned but will be free) is going to showcase some new materials system.

From a previous roadmap announcement:

"Announced a little while back, and now back by popular demand! We give you our latest development shots of Portland International Raceway. This original collaboration started with community member Alex Coutie’s scratch-built track creation. We then built on it, with the intention to use it as a platform to showcase our new materials, and what can be achieved.

In the future this track will serve as a basis for modders to learn all about our new materials system for tracks. We’ll release more details on that after the track becomes available. Portland will be a free track for all owners of rFactor 2 and available in the Studio 397 Steam workshop."
 
No I don't think so, however this new Portland track (which is not laser scanned but will be free) is going to showcase some new materials system.

From a previous roadmap announcement:

"Announced a little while back, and now back by popular demand! We give you our latest development shots of Portland International Raceway. This original collaboration started with community member Alex Coutie’s scratch-built track creation. We then built on it, with the intention to use it as a platform to showcase our new materials, and what can be achieved.

In the future this track will serve as a basis for modders to learn all about our new materials system for tracks. We’ll release more details on that after the track becomes available. Portland will be a free track for all owners of rFactor 2 and available in the Studio 397 Steam workshop."


That's really a great thing they do here with this track, for modders.
 
I like RF2 and I am just waiting for the official release of the new UI. I think it is still in a beta testing mode. Correct me if I am wrong. take care

Yes you can try it out, you can select which build of RF2 to use in Steam, select the 'Public Beta' and give it a go. It's currently got a few bugs but its nice seeing every setting in one place without having to jump in and out of the game.

You also seem to be able to use the the new UI with online racing against people using the current public build as well which I might test out. Didn't think this was possible as normally servers specify exact build you have to use. Wouldn't be brave enough to actually do a proper race on it though. But had not realised this until today.

I'm sure they won't release it as a public build until they are confident it won't affect the online racing leagues and their own competitions otherwise it will be a big embarrassment for them. I'm sure they don't want to repeat that.
 
Go to your rF2 root folder and rename your 'UserData' folder to 'Userdata_1'. Then go to Steam Library, right click on rFactor2, click properties, click local files tab, click 'Verify Integrity Of Game Files'. Then let it do its thing. This will take a while, and you may need to resubscribe to workshop items, but it literally transforms the game.

My loading times went from about 3+ minutes, to about 20-30 seconds.

Won't last, though. It will quickly go back to where it was.

I like RF2 and I am just waiting for the official release of the new UI. I think it is still in a beta testing mode. Correct me if I am wrong. take care.
You're not wrong. It is still beta and will likely be for a while.
 
Go to your rF2 root folder and rename your 'UserData' folder to 'Userdata_1'. Then go to Steam Library, right click on rFactor2, click properties, click local files tab, click 'Verify Integrity Of Game Files'. Then let it do its thing. This will take a while, and you may need to resubscribe to workshop items, but it literally transforms the game.

My loading times went from about 3+ minutes, to about 20-30 seconds.

That really worked for me.
I hated those long loading times
 
Go to your rF2 root folder and rename your 'UserData' folder to 'Userdata_1'. Then go to Steam Library, right click on rFactor2, click properties, click local files tab, click 'Verify Integrity Of Game Files'. Then let it do its thing. This will take a while, and you may need to resubscribe to workshop items, but it literally transforms the game.

My loading times went from about 3+ minutes, to about 20-30 seconds.

Thanks, I'll give that a try!
 
I have to say I find it unintentionally funny when someone in 2020 says something like "we are currently experimenting with a technology called Screen Space Reflections" as if it was some groundbreaking new technology and not something that has been part of game graphics for like a decade now ;)

Don't get me wrong, it's nice they're thinking about implementing it, it's just the wording is...yeah ;)

Martin, I always value your oppinion, but this is just not fair tbh. How would you put the wording to make it sound proper?
I really cant see any sign of "this is ground breaking technology" in that sentence. If you don't like the game anymore, it's fine. Just stop making things up to justify your "I hate this game", please.
 
I hope this ugly short depth of field effect, overly present in the screenshots, is not rendered in the sim. I don't remember having seen it (I play in VR and have to lower the post process effects)
And if the feature is in the game, I hope it can be deactivated even with the maximum graphic settings.

Racing sims and games which try to emulate this effect generally fail by overdoing it.
A total waste of time and budget imo, just following the trend of adding (not using) short depth of field in pictures, as if it was a filter.
 

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