rFactor 2 | New Build Update Released

Studio 397 have deployed a new build update for rFactor 2, adding a number of fixes and improvements to the simulation.
  • New build adds VR flat desktop mode.
  • Various art fixes and tweaks.
  • 32-bit installers ceased.
The new build has been deployed in anticipation of the upcoming Spa-Francorchamps release this Friday 20th November, and comes complete with a number of fixes and tweaks to the simulation. It is worth noting as part of this build, as detailed in the October Development Roadmap, going forward Studio 397 will no longer be supporting 32-bits version of the simulation, and the Dutch team also recommend migrating to the 'new UI' to maximise current and future developments within the title.

Of interest in the new build are various performance improvements for the UI and the addition of VR flat desktop mirror, plus new controller profiles and some further tweaks to the graphic aspects of the title.

Update Notes:
  • Removed the 32 bits builds, we are now officially 64 bit only. To ease the transition, we have left some 32 bit utilities in their usual locations for this build only. Please migrate and report any issues you might have.
    • Note: there is a known issue that the ModMgr.exe inside Bin64 folder on SteamCMD dedicated server distributions may crash when toggling certain settings. Please use ModMgr.exe inside Bin32 folder for now.
  • Changed the way the new UI gets rendered, making it smooth even when the back-end is busy.
  • Fixed several memory leaks and a possible crash on changing graphics settings in-game.
  • Ensured that when a user is entering text in a text field, keys he/she presses don’t accidentally trigger other controls.
  • Fixed the mouse cursor from going missing when pressing ESC in VR after driving the car.
  • Fixed an issue where sometimes when restarting or forwarding sessions, the UI would not (re)appear after that transition.
  • Fixed several aspect-ratio related rendering issues with the new UI.
  • Fixed the new UI being one pixel too wide and too high on triples.
  • Added new VR flat desktop mirror. Please note this is only available in the new UI on the public_beta branch.
  • Controller profiles
    • Simagic M10 new profile added.
    • VRS Direct Force Pro corrected typo in controller profile.
  • Re-enabled & Improved Sun God Rays / Light Flare settings (requires PostFX enabled, mostly only visible when the sun is occluded slightly)
  • Tweaks to Air Pollution colour blending and params
  • Corrected Moon Brightness
  • Reviewed various lighting parameters
  • Moved “Atmospherics” section for Track Weather file (.WET) to Track Game Database file (.GDB)
  • Added option for static mappers to disable omni lights
  • Fixed auto static mapper assignment, so Static01 mapper is auto assigned only. (prevent mappers for specific situations being auto assigned to assets)
  • Fixes for issues with No Rain Zones including when falling back to bounding box, and sorting issues with the currently rendered no rain zones.
  • Fixed an issue where reflections would stop updating after rejoining track
  • Fix for track side cameras not always showing the correct number of objects
  • Updated PBR track shaders to make use of new sampler methods to allow for more textures to be used.
  • Fixed an issue where DXT1 and DXT5 textures would not sample sRGB when they should when using new sampler method (This was an issue on the Road Shader only previously)
  • Fixed a rare issue causing texture animations to stop working
  • IBL Road and IBL Curb:
    • Added ability to use a second normal map (overlay on road, switch on curbs)
    • Tweaked Groove Blending logic (This may result in more noticeable dust, you may wish to tone this down in your Road Details Map)
    • Updated default settings for Groove & Dust IBL Standard
    • Fixed some issues with the Detail Map
  • IBL Standard & Blend
    • Added option to use detail map as an alpha masked decal IBL Standard Blend
    • Added the option to use a detail map with the same logic as IBL Standard
    • Removed Multiply Square albedo blending mode, since this can be achieved by saving the texture in the correct format.
  • IBL Terrain:
    • Added the ability to set per Albedo strengths for Pattern map
    • Added an optional splatter overlay map, which applies alpha to specular mask
    • Added Albedo Tinting to Specular on Terrain Shaders
  • IBL Vegetation
    • Added a new Vegetation Specific shader, which contains only appropriate logic from IBL Standard
    • Added Specular Tinting with a static colour in the Vegetation Shader.
Steam Build IDs
Old UI (opt-out)

  • Client build ID: 5842885
  • Dedicated server build ID: 5842895
New UI (public_beta)
  • Client build ID: 5842938
The new build is available now, and should download automatically the next time you restart your Steam client.

Original Source: Studio 397

rFactor 2 is available now, exclusively on PC.

Check out the rF2 sub forum here at RaceDepartment for a great place to hang out with your fellow fans of the title, discuss the latest news and get advice on how to make the most from your simulation. Join in and start a new thread today!

rF2 Footer.jpg
Last edited:
RaceDepartment Editor-in-Chief, occasional YouTuber, commentator and broadcaster, with a passion for motorsport on both the real and virtual racetrack.


Jun 17, 2011
@Paul Jeffrey

Just this minute a Hotfix has been deployed:

Update Hotfix
New UI (public_beta)
Client build ID: 5848835
- Fixed 'Configure rFactor 2 Graphics' option on start up
- Fixed 'Viewer64ReleaseDX11.exe' crash
Last edited:


Jul 6, 2019
Good update with some important fixes. Let's wait a bit to see how that sun rays/glare looks. Bye to the 32 bit version, and welcome to the new UI for
good. I hope there are no more complaints with the new UI for it's being
rendered faster now.

Can't wait for friday to come to test the new Spa and the improvements.

Great stuff. Thanks, Studio 397!

Richard Hessels

Jul 23, 2008
Only use for the 32 bit version was the distance plugin for getting the DRS zone's on the right spot.
No clue how else I could exaclty measure the driven distance in meters from the SF line to the DRS spots.
Last edited:

Durge Driven

Jun 17, 2017
For mine rF2 AI are the best AI, they keep you on your toes and make you sure you are 1/2 alongside a car and not driving into a closing gap
Some of the moves they do I see the same in real races actually some worse moves in real racing

To have perfect field of drivers ? how boring

Hint for some, use much higher aggression then make the AI limiter bigger
also how many ever try using a locked setup which also makes difference

learn to drive defensively and don't drive into ever shrinking gaps :x3:

P.S. Higher aggression makes them more decisive when passing ;)
Last edited:
Jan 29, 2020
How do I get this new UI running? Activating a Beta version in the Steam "Betas" settings? Which Beta shall I pick? The Public Beta one? There are quite a few to chose. And where can I find which Client build ID I am using. S397 refers to Client build ID: 5842938.


Nov 9, 2017
How do I get this new UI running? Activating a Beta version in the Steam "Betas" settings? Which Beta shall I pick? The Public Beta one? There are quite a few to chose. And where can I find which Client build ID I am using. S397 refers to Client build ID: 5842938.
Yes, public-beta
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