rFactor 2 March Roadmap - VR, Performance and Cars!

Paul Jeffrey

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rF2 March Development Roadmap 10.jpg

New cars, tracks, improvements and performance to name just a few highlights from the March rFactor 2 Development Roadmap!

Firstly please accept my apologies for the recent lack of new articles / delayed news releases. Sadly I've been somewhat unwell for a little while (nothing in the least bit serious) and it has sapped any sort of strength, energy and commitment right out of my system. Normally RD and sim racing come first, but after a prolonged period of time adhering to this self imposed rule I've simply burnt out, so please forgive me, and rest assured that thanks to the miracle of modern medicine, I'm almost back to full strength! :)

Ok so excuses aside, let's talk about some news...

Studio 397 have once again kept up the tradition of publishing a very late in the month 'Development Roadmap' that shines a light on the progress of PC racing simulation rFactor 2. This month, the Dutch development team have informed the world of the upcoming LMP3 classification prototype, some major Zandvoort track improvements, a little known new track and plenty of improvements to performance and VR, March roadmap time sounds like another positive news release for fans of the rFactor 2 simulation...

So please see below the latest Studio 397 rFactor 2 roadmap below:

And work goes on!… We continue to relentlessly hammer away at the new features and content mentioned in the previous roadmaps. And yes, you’ll be happy to know that this month is no exception: we will still manage to bring you some ‘new’ things to look forward to.

We know how much you all enjoy these road maps, with anticipation of the things to come, and we are just as anxious to share them with you. Keeping you informed of our broad development goals is part of our whole outlook. For us communication is key to making sure we stay on the mark and never get out ahead of our userbase. So as things begin to take shape and features mature, we do our best to show you the progression and previews as soon as we possibly can. Although these are not ‘deadlines’, they should give a you good idea of the things you need to get excited about.

Performance
The graphics optimizations we mentioned in previous roadmaps are still very much ongoing and current. We are investing a considerable amount of resources to get this done. Graphical improvements and optimizations are key to future proofing the rFactor 2 graphics engine. With that in mind, we are taking our time to methodically test each optimization pass to make sure everything stays put and is in working order, and that is why it’s taking a little longer than originally planned. Thanks to our very focused group of dedicated testers who are looking at each area, we are moving forward at a steady pace. We hope to get it out to you ASAP!

VR
And speaking of specifics, VR is one area where we know we need to improve performance, and these optimizations are showing very promising increases in stability and overall framerate.

Triple Screen – Multiview
“Multiview” has to render three separate viewpoints and because of this, it’s inherently more taxing on any system. You’ll be happy to know we have worked on some very specific optimizations that will positively affect multiview performance

Content
After releasing the KartSim pack earlier this week, we wanted to reassure you that we also have new free content coming up:

March 761
We have a solid commitment to historic racing and we hope you find rFactor 2 a good place to experience some of the great cars of the past. With that we are pleased to announce that we will be releasing the March 761 soon for free. Not just that, we have also updated the Brabham BT44 for some excellent head-to-head racing.

rF2 March Development Roadmap 1.jpg
rF2 March Development Roadmap 2.jpg


Botniaring
Finnish fans! We have a new track on the horizon. Introducing the Botniaring, located in Southern Ostrobothnia, Jurva, Finland aka Perkeleville (big grin) The track is perfect for our upcoming Tatuus cars as well as many others.

Zandvoort
We have a number of updates to the Zandvoort track that is currently in beta. While we were building the track, it was being repaved and our 0.20 version showed a version of the track as it was then: about three quarters done, with some old asphalt in the final sector. Since then, repaving has been finished and the Audi S curve was remodeled for the DTM races. On top of that we added a lot of detail, for example in the pit area, and at the same time optimized the track. We’re almost ready to put the track through final testing, so we hope to bring you this new version soon!

rF2 March Development Roadmap 4.jpg
rF2 March Development Roadmap 5.jpg
rF2 March Development Roadmap 6.jpg
rF2 March Development Roadmap 7.jpg


Oreca 07 LMP2
After all these free updates above, we are also proud to announce another car that will be part of a new upcoming pack – say hi to the super successful Oreca 07 LMP2! Used across all major endurance series the Oreca LMP2 almost won outright at Le Mans last year with Jackie Chan Racing DC.

rF2 March Development Roadmap 9.jpg
rF2 March Development Roadmap 10.jpg


UI
Most of our focus on the UI in the last months has been to include all of the current base features and test them to make sure they function properly. On the surface this might seem like an easy task, but it involves a lot of repeated clicking and trying: the UI is a complex matrix of interdependences that we need to carefully unravel to better understand and improve. So before really jumping in to conquer the new features, we needed a solid base.

As this first phase begins to wrap up and we have a stable functioning UI, our focus is shifting to those specific things that really need to be more user friendly, existing features that were either hidden or not readily visible enough to find and use. Two current examples of this are custom teams/skins and driver swaps.

Using custom skins in the current UI, although functional, has always been a bit obtuse and not straight forward for the average user. We saw a couple of ways to improve this going forward. One is to offer a simpler way to get your skin in game, and avoid the need to alt-tab or even exit rFactor 2, just to see your skin on the car. We’re still playing with a few ways to make this less fiddly. Next, custom ‘team’ creation needs to be more direct and easier to achieve. This involves thinking like a new user and making smart dialogs and using correct terminology, that way there’s no doubts about how naming or hierarchy.

Driver swaps are another area that works in the current UI, but is complicated to use in practice: having to close rF2 and navigate through somewhat hidden menus is not ideal and prone to user error, and having to assign keys to perform simple actions is a bit overkill. So the new way to do a driver swap is simple. When you join a server, we will ask you if you want to drive a car or join as as a spectator. When you choose the latter and click drive, you’ll get a pop up list of names to choose from, click select and you’re ready to drive once your team mate pits – simple as that!


rF2 March Development Roadmap 11.jpg


Competition
The competition structure continues to take shape, and just like the UI we are focusing on the ground work. This means dealing with and squishing any bugs related to the day to day functioning of the competition structure itself. Competitions, as you may know, can span many weeks with multiple events and sessions. It’s therefore important that each code change is throughly tested for reliability and stability. By basing this on the cloud technology of our parent company Luminis we ensure the system will be very scalable, and it is certainly our intention to end up with an open system that can also be used by the many existing leagues out there.

We hope to show you more real soon!

Community
When we did the paint competition a few months ago, we were overwhelmed by the large amount of high quality entries. Encouraged by this, we concluded we wanted to do more of these competitions to showcase the many talented painters in our community. That said, assembling all these skins into packs proved to be a lot of work, so after discussing various options we decided to build some automation to more easily generate new cars, their skins, and all data and preview images associated with them. That is the reason the GT3 skins took us longer, but we’re confident we can release them next week.


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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Happy with the contents from the March development roadmap? What are you looking forward to the most? Let us know in the comments section below!
 
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I agree though it is difficult in many sims imo. Although you can find public multiplayer races in other sims like AC you’ll have always the same cars & tracks (Monza, Spa with GT3s). So I wonder which one is the bigger problem. :D

I've seen these sorts of issues before but "open server" racing is almost non-existent on the PC side (in my experience anyway). Most online racing is best done through something like RD or there are plenty of other forum based racing casual/league events that you can join up with.

I am a fan of Raceroom and the automated servers that Sector3 had running a few years back always attracted almost full grids. With a variety of cars and tracks. Admittedly some were more chaotic than others ;) but you get my point and sometimes great racing could be had.

When the custom server tool was launched by Sector3 the main open servers almost died. You literary only had 2 or 3 people on them at a time. The rest were all league/passworded, etc. The situation is slightly better now (I still jump into the odd open server race for fun) but unfortunately it never really recovered.

I suppose the one advantage R3E has is the game is not moddable. So although that can be a minus you don't have the issues of not having the correct version of the track, etc.

The online tools that RF2 includes are actually really nice but it's down to the person setting up the server to tick the right boxes. I always thought the ability to download other peoples liveries and mods was pretty clever and when it works, it works well.

Having done races on AC and AMS where people have not got the right version of the track, car, livery pack, etc. I'm surprised more companies haven't tried to replicate it.
 
I was really surprised that they do this (and I kinda hope it was an April fool joke).
Seriously, how many (in %) really care about such a track?

They rather should bring well known tracks (laserscanned ; ie. Nordschleife, Daytona, Suzuka, etc.) and cars (ie. LM-P1s, GTEs, TC) to the game so they can finance the further development of stuff like polishing (ie. UI, less crashes, more fps) and introducing new features (ie. puddles).

So I am glad to here about the new upcoming stuff, but still asking myself, when?
Does it take until the end of the year?
Disagree strongly, don't care about business model but from a personal interest POV.
 
You should only blame the lazy admins of this server, the auto'download tool is there and works well.
You can blame the devs as well, the system is very annoying to deal with, gives package not available warning for no reason from time to time and lets be honest... why would you make a system 6 years ago expecting people to transfer stuff via server when you have tracks that are 400mb+? The intention was good, but it was not a good idea right when it was created, should never had left the project paper. And with SteamCMD is even more annoying for new people to host a server, it's very frustrating that devs forget in these sims online racing happens because the community make it happen thus they should work to develop better ways to make stuff work, hopefully new UI goes in that direction.
Now if they had thought ahead and made mods link textures, materials, etc from stuff distributed from the game then yeah, it would work as track downloads would be much smaler and would be a huge benefit of having mods with consistent looks and performance.
But that's just my opinion :speechless:
 
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You can blame the devs as well, the system is very annoying to deal with, gives package not available warning for no reason from time to time and lets be honest... why would you make a system 6 years ago expecting people to transfer stuff via server when you have tracks that are 400mb+? The intention was good, but it was not a good idea right when it was created, should never had left the project paper. And with SteamCMD is even more annoying for new people to host a server, it's very frustrating that devs forget in these sims online racing happens because the community make it happen thus they should work to develop better ways to make stuff work, hopefully new UI goes in that direction.
Now if they had thought ahead and made mods link textures, materials, etc from stuff distributed from the game then yeah, it would work as track downloads would be much smaler and would be a huge benefit of having mods with consistent looks and performance.
But that's just my opinion :speechless:
Perhaps it's very subjective, because i don't find anything annoying when i open an exe, find the component i need and put a download link (direct from the server machine or from any clouds). Same with SteamCMD, i have all the batch files in a folder, when i need to update the build or a track form the worskhop i just do a double-clik and the job is done. I do the same with the Automobilista's server.
None of my community members ever had any kind of issue.
 
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  • Deleted member 130869

You missed the point.
The point is, they can get a lot more money and players into rF2 with tracks like the Nordschleife, Spa, etc..

Btw. I like Nürburgring GP and its variants, but hate the full Nordschleife version.

The track (Botniaring) was already under development by one of their long-time testers, Jarkko, and may not have cost a single penny. Over the years, modders/testers made mentions of what is in their personal pipeline. If you notice the 3PA track creators, you will see most came from basically "in house" people who were making the content one way or another.
 
In AMS i have no AA since that MS update. In rF2 i think i have AA. A while since i took it for a spin, but AMS definitely have no AA for me on Nvidia. Before the MS update i always had AA from the NV control panel and it worked great. Damn MS (and now they will start spying on peoples PRIVATE conversations and ban people from xbox live and other places depending on their opinions... Big tech is dead to me (even if i dont use XBOX stuff. Still, its the principle)).
I am aware of the AMS issue, but it's easily solved. But it was mentioned there are issues in "many games", and we're in rF2 thread as well, so I expected rF2 to be on the lis and the list be longer than one game.

Also, I believe the AMS issue is nVidia's fault, not MS. (And I certainly don't subscribe to the fearmongering hysteria about spying and that other stuff, but that's another thing entirely.)
 
Wow, almost looking like a 2007 game now!

Still, I appreciate the hard work of Studio 397. Even if the game is a dud right now, I don't want to belittle their passion and commitment.
 

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