Sizable New rFactor 2 Update Available Now

Paul Jeffrey

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rF2 Build Update Released.jpg

Studio 397 have released a major new update for rFactor 2 - addressing many of the issues recently encountered with the simulation.


Having been in a bit of strife with the title following the recent 24h of Le Mans virtual event red flag, Studio 397 have redoubled their efforts to hunt down and eliminate some of the long standing bugs present within the simulation. With plenty of enhancements and changes having taken place within rFactor 2, many of the more long running issues appear to have been brought further into the limelight in recent months, and it is exciting to see these acknowledged and actioned by the development team - hopefully adding up to a much more robust playing experience now and in the future.

Check out the release article from Studio 397 below:

Releasing a new rFactor 2 build is typically something we do with a classic bulleted changelog, but this time we felt it deserved a bit more than that.

During our recent rF24 event, technical issues cropped up that left us no alternative but to red flag the race. We decided to immediately regroup and redirect our priorities towards dissecting and fixing what turned out to be long standing issues. It was not a simple task, but we rolled up our collective sleeves and dug in. With a lot of help of the participating teams, we analyzed all the problems and for the first time were able to reproduce most of them. Their cause turned out to be very specific edge cases in ‘rejoins’ and ‘driver swaps’ so we proceeded by focusing on trying to break these features in as many different ways as possible.

So of course, much of the findings relied on intense and focused testing over the past weeks. Having to go back and test multiple scenarios repeatedly and working to find fixes and workarounds required a well-thought-out approach with a solid understanding of the issues from all involved, both on the testing side and the development side. This intense focus has given us an insight into the many ways things can go wrong in the heat of racing. Thankfully, we also had the massive support of the rFactor 2 community through post-race feedback and stories, as well as logging – this was invaluable and an enormous push to help find the root cause of many of these issues people have in online events. As a team, we meticulously went over each of these reports and looked for any specific details that could point us in the right direction.

Car Selection and Upgrades
One of the main areas we focused on was issues related to rejoining after getting disconnected during a session, for example when the network connection goes down for a moment. rFactor 2 has always allowed for a driver to rejoin a race after a computer crash or network issue, but in some cases on rejoining the server, the driver would end up with a DNF (Did not finish), a DQ (disqualification) or their name would show at the bottom of the list as simply ‘pending an open session’. Of course, these outcomes are incorrect and the question for us was: what triggers these scenarios? Our research and testing quickly showed that, in most cases, these issues were related to rejoining and either a) picking a totally different car from the car selection, b) picking the right car with the wrong livery from the car selection, or c) picking the right car and livery but with a different upgrade package.

You might ask, “Why is this a problem, I always pick the correct options”? Whilst that might be true in 99% of the cases, it’s the 1% that hurts us here in the end. It’s hard to be sure a team of multiple drivers always chooses the correct options. Making a mistake, it turns out, causes problems for more people than the driver rejoining, so we needed to make sure this could no longer happen.

To tackle this problem, we first looked at the core code of the rejoin process to make sure all options regarding car and upgrades are inherited and stay with each driver, regardless of disconnections or previous driver swaps. This means when you join with car A and upgrade X, it will be logged in a more robust way that prevents the driver history getting lost. Next, we worked on making this process more user friendly, so that it’s actually impossible to make a mistake on rejoin. We enhanced the network protocol to communicate to your client what car, livery and upgrades were used before, so we can choose the right car for you. For example, if you join with a ‘BMW M8 GTE’ with the ‘Le Mans package’ and ‘my-team-livery’, and you have a network issue during the race and are booted, instead of seeing the whole list of cars, team liveries, and upgrades on rejoin, you only see your BMW M8 GTE, and the option to change upgrade package is no longer available. You simply get your car back!

rF2 Build Update Released 2.jpg


This brings us to another important point and side effect of rejoin errors. Rejoining with the wrong car or upgrade would often cause lags and freezes for all other drivers already on the server as everyone was forced to load a different car in real-time while on track (instead of the car that got parked in the garage when you disconnected).

“AI Take Over” and Driver Names Stuck in the Pit Menu
A recurring issue we’ve seen is when a driver swap takes place, the AI would suddenly take over the car without warning.

This was caused by trying to hand over the car to a team mate that was no longer a passenger or even on the server at the moment of the pit stop. By default rFactor 2 was then configured to let the AI take over. This turned out to be a bad idea and we altered the code to no longer do this. This means that from now on, if the driver taking over is no longer present, you will retain the car at the end of the pit stop. This will allow you to keep racing and retry a driver swap with your team mate without AI taking over and ruining your race.

When selecting a driver in the pit menu, names of any passengers would stay stuck in the list and would be select-able regardless of whether they had left the server or stopped riding with you. This meant you select your team mate in the pit menu, they leave the server or stop riding with you, but their name stays in the pit menu and can be selected. This caused multiple issues: On disconnection/rejoin you would often end up with a DNF, and if a name of a driver was selected that was no longer riding or had left the server, the AI would take over. We’ve fixed this issue by simply removing any drivers from the pit menu list that are no longer riding with you (as should have been the case all along).

Disconnection/Rejoin with Passenger(s)
Disconnections while another driver is riding along, either waiting on a driver swap or having just completed one, would end in a DNF on rejoin. For example, you’re driving on track, your team mate is riding with you and you get a disconnection. On rejoin, you’re not able to race again and your team mate’s name is now showing in the list as a driver with a DNF. We fixed this by making sure that on disconnect/rejoin only the current driver retains the car, all other teammates simply stay registered as ‘passengers’ and are not considered a driver until an actual driver swap takes place.

Pit Menu Parameters Locked After Rejoin
Yet another issue we looked at and were able to fix was the sudden inability to toggle pit menu options after rejoining. This was particularly a problem if you experienced a disconnect with very little fuel and could not request more fuel in the subsequent pit stop, ultimately you would run out of fuel and end the race with a DNF. All allowed in-car pit menu options should now be open to selection on rejoin.

Steam Integration Improvements
As part of our ongoing profiling process based on logs sent to us by users, we have also discovered that the “real-time” API functions that Steam provides could cause small hiccups. We technically solved that by internalizing the original plugin and making sure we execute such functions on a background thread so they can never interfere with our physics loop. This change is done both client and server-side and it means you will no longer see a SteamPlugin.DLL in your plugins folder (and we’ve made sure that if it is still there by accident, it gets ignored from this build onwards).

Faster Loading Times
Last but not least, we also spent some time profiling and optimizing the track and car loading process. Internal tests have shown improvements in the range of 30-50%, which should help people in general. Faster loading obviously also means you can rejoin quicker, losing less time overall.

What’s next?
Build 1114 is the first of two scheduled releases to address the issues we found. We decided to split the process in two, concentrating on the major bugs first and then addressing the smaller ones. We thought it was important to get an update into everybody’s hands as quickly as possible, but only after making sure we could not break this build anymore. As always we encourage people to update both their dedicated servers and clients and report any issues. We are heavily committed to getting this right and continue to improve the online experience in rFactor 2. We expect to have an update on those issues next month, but again, we’ll take as much time as we need to ensure these minor issues are also completely gone.


rFactor 2 is a racing simulation exclusively available for PC.

For more news from the world of rFactor 2, check out the RaceDepartment rFactor 2 sub forum and join in with the community discussion. If you like racing in a clean and fun environment online, why not check out the RaceDepartment rFactor 2 Racing Club? Get yourself in on the action!


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  • Deleted member 503495

Yes those are both known issues and will hopefully get fixed when the time is right :)

Do you even read what you write? "When the time is right." Seriously?

There's no right time, there are a plethora of issues that need addresing and all should be tackled one after the other. Priority and importance aren't the same as the studio seems focused on keeping some occupied with dlc and only giving attention to issues when something too big blows up.

The vocal users with your attitude are the same ones who helped foster and sustain bugs, glitches, and shortcomings by behaving as Yes men. So please, don't interject or attempt to chime in as they owner's best friend because you only undermine everything.
 
  • Deleted member 955978

Do you even read what you write? "When the time is right." Seriously?

There's no right time, there are a plethora of issues that need addresing and all should be tackled one after the other. Priority and importance aren't the same as the studio seems focused on keeping some occupied with dlc and only giving attention to issues when something too big blows up.

The vocal users with your attitude are the same ones who helped foster and sustain bugs, glitches, and shortcomings by behaving as Yes men. So please, don't interject or attempt to chime in as they owner's best friend because you only undermine everything.
:roflmao::rolleyes::roflmao:
 
Do you even read what you write? "When the time is right." Seriously?

There's no right time, there are a plethora of issues that need addresing and all should be tackled one after the other. Priority and importance aren't the same as the studio seems focused on keeping some occupied with dlc and only giving attention to issues when something too big blows up.

The vocal users with your attitude are the same ones who helped foster and sustain bugs, glitches, and shortcomings by behaving as Yes men. So please, don't interject or attempt to chime in as they owner's best friend because you only undermine everything.

Oh dear GPL if only you knew :D
 
yeah yeah ok the loading times are much faster now but now I cannot drink a full cup of hot coffee before the loading time of LeMans already has been finished. I only can take a few sips of the coffee and then the track & cars are already waiting for my attendance. Thanks Marcel and team for having to change my drink habit :D


In other words: great job. Thanks :thumbsup:
 
  • Deleted member 113561

You clearly didn't read the changelog...
Doesn't say anything about them, just vaguely says that more fixes are to come, but not which ones. I hope they address the points I mentioned.

Ok firstly many of those items are fixed in this build so they're irrelevant, you speak for VR users but don't use it yourself so you have no idea whether those reports are true or false, there are many VR users running without issues and for long periods.
lul, I race in a league and 1/3 of the drivers have VR and some of them are experiencing regular freezing and crashing
Rain performance at night is subjective
It is not, you can check the fps and compare it to day & dry and there are worlds between them, especially at race start. Most regular drivers also know about that. Ie. 30 AI, the game runs horribly at even rolling starts, this really shouldn't be with an i9-9900k and RTX Titan.
none of the others are anywhere near "severe"
Yes, totally not severe that you get regularly freezes that lead to teleportation into other drivers and ruin the race. Yes, totally not severe that the game regularly crashes for VR users. Yes, totally not severe the constant game freezes during practice & qualifying. Pepega

Not denying there are issues, bugs just like in any other racing sim, but let's not be overdramatic eh!?
I don't know another established sim that has these kinds of severe issues. I rarely saw crashes for streamers in iRacing, or experience them in Assetto Corsa. Stop sweet-talking the problems!
 
Doesn't say anything about them, just vaguely says that more fixes are to come, but not which ones. I hope they address the points I mentioned.


lul, I race in a league and 1/3 of the drivers have VR and some of them are experiencing regular freezing and crashing

It is not, you can check the fps and compare it to day & dry and there are worlds between them, especially at race start. Most regular drivers also know about that. Ie. 30 AI, the game runs horribly at even rolling starts, this really shouldn't be with an i9-9900k and RTX Titan.

Yes, totally not severe that you get regularly freezes that lead to teleportation into other drivers and ruin the race. Yes, totally not severe that the game regularly crashes for VR users. Yes, totally not severe the constant game freezes during practice & qualifying. Pepega


I don't know another established sim that has these kinds of severe issues. I rarely saw crashes for streamers in iRacing, or experience them in Assetto Corsa. Stop sweet-talking the problems!

In order:

1) Yes they did, read the article again, some of which you mention are mentioned in the article!

2) Then they need to file proper full descriptive Bug Reports on the Official Forum, the more Bug Reports about specific issues the more chance they'll get fixed.

3) Of course Rain at Night will have lower FPS than Dry in the Day, Rain requires more graphical input, lights require more graphical input. ACC also has lower FPS with Rain at Night compared to Dry at Day, are you on their forum saying the same thing?

4) Severe in your eyes maybe, but i think you're being over dramatic. Many people have VR and can race without issues for long periods (myself included), if it happened to ALL VR users then Yes that's severe but it simply doesn't and that's a fact.

For the final time I'm not denying there AREN'T any issues, I'm not sweet talking anything, fact is this build DOES address some of those Severe issues with more fixes to come as stated in the first post article. If that's not enough for you then I'm really sorry but that's life mate, deal with it!
 
  • Deleted member 113561

1) Yes they did, read the article again, some of which you mention are mentioned in the article!
Yes, it overlaps partially, I am not sure if you understand the complexity. And we had VR freezes in races where no drivers swaps / spectating was allowed.

2) Then they need to file proper full descriptive Bug Reports on the Official Forum, the more Bug Reports about specific issues the more chance they'll get fixed.
It is not like we never have done that, or hundreds of other people did that. They fix now only because they invited an F1 driver and the result was a shitshow, if that wouldn't have happened, we would still wait another decade until this game is not in a severely buggy state.

ACC also has lower FPS with Rain at Night compared to Dry at Day, are you on their forum saying the same thing?
ACC is also a shitshow, general performance is terrible in ACC ; again I am on a RTX Titan, there is nothing better out there.
Look at iRacing (night), Project CARS 2 (night and rain), there is an impact but with highend components, you still get acceptable FPS, even with AI. In rF2 the FPS dips down sometimes to 15-20 fps ... just wow.

Severe in your eyes maybe, but i think you're being over dramatic. Many people have VR and can race without issues for long periods (myself included), if it happened to ALL VR users then Yes that's severe but it simply doesn't and that's a fact.
In the league I am driving, over 50% of the drivers were affected throughout the season, I heard far worse in other leagues though, some of them claimed that 90% of their drivers had in one of the races a severe issue (that ofc didn't happen to anyone else at that time).

Rest of comment: People like you love broken, buggy games, interesting, you must be young. There was a time where games were complete and nearly bug free at release, today it seems to be the norm to create a quick cash grab, save money for profits during quality control and just abandon the game shortly after the release. If you don't wanna fight that, then RIP gaming.
You are sweet-talking these severe issues, that's a fact. At least you acknowledge that there are issues, that's a start.


Ok, so you read but didn't understood anything of it... we're almost getting there! :D
Mod Edit: personal insults removed.
 
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Well, about how much the loading times improved...I did some tests in the past, so I have a baseline to compare.

Loading a 20 AI multiclass race featuring the S397 GTE, GT3 and LMP2 cars at Le Mans previously took around 3:35 to load for me, from clicking the Race button to the race monitor screen. That was from SSD and with quite a bit of effort made to make it load as quickly as possible (including cleaning up of mods, a clean profile and even complete reinstall of rF2).

The same combo with the same settings and everything now loads in 1:30 for me.

I'd say that's pretty significant.
 
Well, about how much the loading times improved...I did some tests in the past, so I have a baseline to compare.

Loading a 20 AI multiclass race featuring the S397 GTE, GT3 and LMP2 cars at Le Mans previously took around 3:35 to load for me, from clicking the Race button to the race monitor screen. That was from SSD and with quite a bit of effort made to make it load as quickly as possible (including cleaning up of mods, a clean profile and even complete reinstall of rF2).

The same combo with the same settings and everything now loads in 1:30 for me.

I'd say that's pretty significant.
Nice but it still isn't "minutes to seconds" reduction as was "reported".

Btw I guess you are aware that after reinstall loading time will be slower?
 
Nice but it still isn't "minutes to seconds" reduction as was "reported".
Was it?

Btw I guess you are aware that after reinstall loading time will be slower?
I'm not sure what you mean. If you are referring to the fact the game compiles shaders and such when you first load a certain track, that has little to do with reinstall, as that will happen every time you change some of the graphics options, not just exclusively on reinstall.
 
I realize this might've been an intentional exaggeration, but I just have to be that guy and point out that the maximum time a program/game took to load on the 48k Speccy was something like 4:50, and it often took less ;)

Yeah, it was intentional, it just seemed to take forever. I also think you need to factor in age as well, I was probably about 9 when Chequered Flag came out and, just like dog years, each 'adult' minute was equivalent to 5 child minutes. How I suffered.
 
30-50% reduction in loading times sounds great, but it is missing context still. Say Sebring with 40 cars was taking you 4 mins to load before the update. If it falls into the 30% decrease in loading times that's still nearly 3 minutes to load. If it is the 50% reduction in loading time that's still 2 mins, so yeah that kind of improvement sounds good, but it will still be a rather long wait for tracks and cars to load up. Just not as long as before.
4 minutes? Are you kidding me???
Bad, very bad optimization of the game! rF is known of it.
 

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