The Future of rFactor 2: October Development Roadmap Released

Paul Jeffrey

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rF2 October Development Roadmap.jpg

In something of a roadmap rush day, Studio 397 just manage to squeeze into the month their October Development Roadmap, with less than one hour to spare..!

Unbelievably it has been a year since Studio 397 took control of development for rFactor 2, and even though the simulation remains one of the most impressive racing title's available in sim racing today, Studio 397 have completed an incredible amount of work over such a short period of time since taking over from Image Space Incorporated.

In the past 12 months we have seen DX11, VR, Officially licenced DLC content and plenty of incremental improvements to the base game. With the development roadmap for October shedding a little more light on where the future stands, it remains a very exciting period to be involved with the title over the next 12 - 18 months..

Studio 397 rFactor 2 Development Roadmap - October
We’re nearing the end of the year, which is a good time to start looking ahead at what the new year will bring, but also to look back and reflect on the current year. At the start of 2017 we were still building our team and roadmap, and I think it is fair to say that we did not anticipate all the interesting conversations, partnerships and opportunities that presented themselves in the months that followed. Even though, we knew when we started that there were a few key areas in rFactor 2 we had to address.

The graphics engine needed to be upgraded to DX11 for two reasons. First of all, it enabled us to implement VR. On top of that, from an artistic and technical point of view, it allowed us to start evolving our graphics engine. Of course, we started with a “make or buy” decision as there are obviously existing graphics (or rather game) engines around we could have chosen. Nevertheless, remaining backward compatible was an important goal with our existing content, and we felt that this would have been difficult with a completely new engine. So instead, we chose to build a new DX11 engine, taking the current engine as a starting point. We are now confident that the new engine is more capable and ready for the future. By addressing some of the weak points of the DX9 engine we are building something that is starting to look really beautiful.

We also wanted to replace the existing UI with something that was more maintainable, flexible and future-proof. Throughout the year, we’ve already previewed quite a few screenshots and artist’s impressions, and by now I’m sure everybody is wondering when we will release the first version. The client part of the UI is in private beta testing now, and we are receiving lots of feedback about all aspects of it. During the World’s Fastest Gamer we’ve also previewed parts of the competition infrastructure, at that point still as a separate user interface in a browser, but eventually these parts will also end up in game. We are still working on some other parts, such as the Launcher, the dedicated server and a new HUD and overlay system that is scheduled to replace plugins that were drawing directly to the screen in DX9. It is fair to say that all of these tasks are taking more time than we expected, so bear with us for a little while longer!

The third thing we wanted to do is build high-quality and high-profile content that was properly licensed. A lot of people were also telling us they preferred series over individual cars. So we set out to license five GT3 cars. Finishing them this month was very satisfying and kept us incredibly busy at Studio 397. The GT3 Power Pack includes the previously released McLaren 650S GT3, previously announced Bentley Continental GT3, along with the teased Callaway Corvette C7 GT3-R and surprise Mercedes AMG GT3 and Radical RXC Turbo GT3 cars. As our first pack and DLC this has been a great learning experience, and we’re very grateful to our team, our testers, and you, our customers, for dealing with the pressures and effects that came along with it. We’re very pleased with the results, and hope you’ll enjoy these fantastic vehicles. And one more thing, we are in the final phase of testing an update that addresses the low framerates that some of you have been experiencing with higher quality shadow settings, and we hope to have that released before the end of this week.

rF2 October Development Roadmap.jpg


We are already hard at work to come up with the next pieces of content, including a brand new track that is scheduled to be released before Christmas. On top of that, we are also opening up our content store to third parties, further increasing the amount of high quality content and offering our modding community the opportunity to take the next step to convert their passion into something they can make a living out of. If you’re a modder and you’re interested, feel free to get in touch!

DX11
As we said in a previous update, we feel our DX11 version is stable by now, so it is our intention to make it the default at our next major code update. That update will include some of the rain and lighting improvements we have previewed at SimExpo, which you can also definitely expect before the end of this year. There are three reasons for the delay here. First of all, we were getting some feedback at the SimExpo that we wanted to improve on. Secondly, some of these changes will also require us to do content updates, and finally, we are working on an improved HUD that contains some of the information that drivers were missing and were installing third party plugins for. As explained above, a completely new HUD system is something we are still working on, and you can expect that sometime next year.

Physics
As you already know, our core physics and, more specifically, tyre development is always ongoing. We are continually looking for ways to improve and push things further to get you to that next level of realism! Our own physics developer and tyre guru Michael Borda took some time out to fill you in on the latest in tyre tech, notably, developments that translate into improving tyre feel and overall handling.

“Since the inception of rFactor 2, we’ve calculated centrifugal forces in a ‘quasi-static model’, thinking this simplification was correct or close enough to reality to not require deeper adjustment. It was considered fact, when in reality, accelerations should be calculated localized as the distribution in the contact patch can vary significantly to the original behavior. Some correlation issues crept up over time, and as we’ve collected more data, it became apparent that it wasn’t on the data side. You may think that this might be sloppy, however, the reality is the way data is measured, interpreted (smoothed / adjusted / fitted), scaled, or worst of all, even copied between tyres, makes trusting data a very difficult thing to do. In this case we had strong suspicions that the data was measured under a single condition, simply offset and then applied to different data points. This doubt left plenty of room for us to believe that our model was probably correct, when considering the obvious short-cuts the manufacturer had taken in measuring the data. So everything was rosy, we thought, and then we finally obtained the same type of data from another tyre manufacturer. This time, they went to the extra step of measuring at multiple loads. Once we had this corroborating information, it became obvious there was a glaring issue with our tyre model. Of course, this was an original part of the tyre model that hadn’t been touched for years, taken for granted. This was also a essentially a non-issue before the introduction of the contact patch model. After a little thinking and investigating, it became obvious that our ‘harmless’ simplification, wasn’t so harmless after-all.

To describe the effect in practical terms, after some early testing, it is quite obvious that the ‘speed sensitivity’ of tyres is decreased. A reduction of speed sensitivity, meaning that the tyres lose less grip as a direct consequence of rotational speed. The resulting contact patch is a little bigger (longer), especially when compared to the previous tyres under a combination of both high speed and load. As you apply slip angle, the longer contact patch increases the sliding speed towards the trailing edge of the contact patch, making tyres more prone to overheat at high speed. A larger patch also increases cooling (as contact conductance is the primary driver of heat dissipation in a tyre). In general, tyre temperatures will probably be slightly higher, so you may need to increase conduction slightly to achieve realistic temperatures. In terms of overall feeling, this is the biggest change in rF2 since the introduction of the contact patch model. This also marks the first major change to the QSA model itself.

So now, with the latest newly-released build, we now calculate localized accelerations, and our QSA model, becomes a little bit less “quasi-static” than before.”

More details on this will be published soon as part of an upcoming physics blog, where Micheal will go more in depth on how to leverage these improvements.

Miscellaneous
Some other things we talked about in earlier roadmaps that deserve an update:

  • The Corvette C7.R GTE car is mostly done from a model point of view. We’re working on sound and physics and are looking at other options in GTE and related classes.
  • Our Motec implementation still has not started, mostly because we’ve prioritized other things at the moment.
  • Progress on Zandvoort and our first Radical have been slow, and we expect both to be completed in 2018.
  • We are already working on some of the Tatuus cars we’ve licensed, but those are still in early phases.
  • A final thing we reported on is improved spotter code. To be honest, there the community has come up with a great alternative, Crew Chief, so we’re reconsidering what we should be focusing on here.
Wrapping up this month’s roadmap I would like to thank everybody for their continuous feedback. A year ago we wrote our first roadmap with our main goal to give everybody more insight into our development. It is fair to say that some things went to plan, others maybe did not, but we still hope this openness is appreciated in the end. Happy simracing!

If you missed it first time around, don't forget to check out our interview with Marcel Offermans of Studio 397 as he discusses the future, rain and the upcoming build:

rFactor 2 is a PC exclusive racing simulation available worldwide via the Steam network.

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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Excited for the future of rF2? Looking forward to the new update? What sort of content would you like to see added as DLC in future? Happy with progress in the first year of Studio 397 developing the sim? Let us know in the comments section below!
 
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This community still continues to amaze me, and not in a good way. I have not really been involved in sim racing for a while, but I like to keep astride with what's happening.

There's been one year of a new company taking over rf2, beginning new work into the game, and serious work at that. Core parts of the simulation being redone.

People clamour for graphics updates and tweaks, 397 rewrite and implement dx11, and continue to improve the visuals. What looks to be rain visual overhaul coming too...
"Nah, you should have done more, you don't even have dx12 yet..."

People ask for more full series or fleshed out car groups, rather than the single releases before. 397 release a feeder open wheel series with the full field, and 2 specs. They release 5 GT3 cars to add to the sole Camaro released before as the GT3 cars are always requested heavily, and work on a structured competition. They also release the GT500 car, possibly with more to come, and they also release a popular track day car.
"Nah, that's no way near enough, are 397 even listening?"

People want to see DLC releases, like in other titles, 397 release one pack
"only 5 cars? And the title isn't even finished yet, why do I bother?"

People want a UI that is more modern, fluid, editable and better integrated, so 397 go to the monumental task of redoing the UI. Pretty sure ISI tried to rewrite it all and passed on it after a while, huge job.
"What, you haven't got that done yet, should have taken a month or so..."

People find communication lacking with ISI, 397 go about monthly updates and more presence online in our communities.
"I find this teasing all to be silly, I'll only believe it when I see it in game, besides I can't even trust the updates as they showed something months ago and it isn't here yet"

Fix a fundamental and overlooked/obscured flaw in the core tyre model, the tyre model that is the heart of the physics in this title.
"It's just Rf1 anyway, isn't it? So far behind..."


I'm not really sure how to end this, I guess you're damned if you do, damned if you don't.
I sincerely hope 397 continue to push forwards and keep on improving their title. A lot has happened in one year, and it certainly fills me with confidence to see the enthusiasm that seems to boil around Marcel and his team.

We are spoilt for choice with many aims offering so much to us, and at an amazingly cheap price in the end. Why fight to kill off sections and big players of our community? The heart of what we do in sims is compete, improve against others, yet it seems we can't let that happen with the software themselves...
 
You're wrong :cool:
Proper turbo has been available in rF2 since 2012: https://forum.studio-397.com/index.php?threads/lets-talk-about-new-engine-model-engine-ini.33515/

Fuel maps were added a couple years ago.

Hybrid power (badly needed) and downshift protection (less urgency IMO) are still missing.

Yes, there is a proper turbo model. You can even watch the turbo pressure spool down when you stall the car. I sat for a couple of minutes watching the meter drop off as the turbo wound down.

In an NA car you can also start to see the boost gauge creep at high speeds, due to the ram air effect. Nascar is a good one for that
 
I have owned rF2 from the moment it was released as a beta by ISI. In the first few years, I occasionally played it. It had big promise, but somehow it did not 'grab' me. As soon as S397 took over, things started changing (for me) and I also became more active on different forums about rF2. Also being a WMD member for PC1 and PC2, I noticed how different this was compared to rF2, comparing responses from SMS staff or S397 staff. When I made some critical remarks about some things on rF2 on a Dutch forum (e.g. about the UI or why DLC content is managed in a certain way, or performance issues on the new GT3 cars), I got detailed explanations about why things work that way from S397 staff. And yes.. I would like to have this new UI as well, but not really for myself (I already own rF2 and are used to it). I think a new UI can help in getting more people interested in rF2 (1st impressions and presentation are key!) and more people means more income for S397 and a bigger online community for us. But I trust that S397 will get that job done.
 
I'm glad to see that things are continuing forward and progressing. But in a way I did feel a little bit let down. When you read the Automobilista October Road Map and then read the rF2 October Road Map back to back, you can kind of see what I mean.

The rF2 article talks about some more of an updated tire model. Something that can make a little bit of a difference, but something that 75% of users probably won't notice.

But with Automobilista, it is about turbo changes, limiting tire sets and cumulative wear, which in my eyes are pretty awesome developments for rFactor 1.5. I could be wrong with this statement, but I believe rF2 is still "faking" the turbo. There are a few other features that I think would be more beneficial for rF2 to have that other sims current offer. Things like down shift protection, adjustable traction control and ABS.

I just believe that instead of continuing to hammer away on tires, to invest some time to the physics and ECU upgrades that race cars currently have. Hopefully I'm wrong. After all there is a plan in place and we are getting monthly updates instead of being left in the dark. Hopefully the improvements will be beneficial

I think the comparison is a little bit unfair, Reiza are clearly polishing an older variant of the rFactor Engine code and have had much longer to do so, which is also easier than writing a total new DX11 Engine all the while adding in a bunch of other massive (and much needed) features as outlined in this Road Map by S397. Progress maybe slow in some areas but S397 did clearly acknowledge that, but that's game development in general, it ain't easy and some things just simply take longer than others.

As for your last paragraph you obviously didn't read the part about the tires in its entirety, they had to "hammer away" on the tires due to past unfortunate mistakes and as they want to simulate Realism they can hardly ignore it. Plus Racing Sims these days are constantly evolving, I applaud this approach personally as I'd like to see advances in Tires & Physics as opposed to a Sim "standing still and becoming static", that's when it begins to get left behind IMO.
 
I believe rF2 is still "faking" the turbo. There are a few other features that I think would be more beneficial for rF2 to have that other sims current offer. Things like down shift protection, adjustable traction control and ABS.

We're not at all faking the turbo, we have a quite advanced physics model for it, including the appropriate sound effects and everything.

You're right about downshift protection, we don't currently have that.

TC and ABS we do have.
 
I quit paying attention quite some time ago, are all the vanilla content cars now on the same (newest) tire model that the dlc GT3 cars are using?
No. About half the existing cars have not received updates. Historics, in particular, are on pre-CPM tires with the Cobra being more advanced, a "not fully CPM" model.

See list I started here: http://www.racedepartment.com/threads/list-of-cars-with-cpm.115215/#post-2152669

Is CPM no longer new and is now implemented on all content?
The newest tires are still CPM. I understand that what has changed with the latest tires (starting with the release of USF2000) are refined parameters to meet better data.
 
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Keep up keeping this magnificent piece of software alive @Marcel Offermans .
Current state of rf2 is really great.
New cars are really nice . I would like them a little bit less forgiving when over the limit. But hey, never drove a real GT3 IRL.
The feeling of mass and inertia and grip is superb as always though, really rewarding experience (except from the mercedes, she has really strange FFB ).
Can't wait for future updates in physics like tyres as mentioned, better clutch behaviour, dirt pick up (i can hear the dirt but no loss in grip), hybrid etc.
 
  • Deleted member 130869

Cross-post from rFactor2 forums because I occasionally come out from hiding for some virtual RD sunshine :ninja:.

Touching one point of the roadmap with my personal preference:

My favorite mod is the 32_pixels Toyota Celica GTO. Lester GP is one of my favorite tracks. Both are a few years old, both left as-is by the modder. That established, I would have supported a move to a new graphics engine which would future-proof the title, per se, over perpetually trying to keep things working and having to live in compromise.

That would mean a lot of existing work would need updating. It would also mean the possibility of higher visual representation of such mods that receive an update, and the ability for current modders to have their work look coherently good across all platforms, given there is adequate documentation. Now back to my first couple of sentences, such mods would need community support and knowledgeable users to bring them up to date (only visuals), meaning also doing so out of general best interest without official permission. It can be a cloudy area since there's no way of reaching modders who disappeared, however the spirit and mechanics would be left untouched, with only an update to keep it compatible.

There's a great risk in simply seeing these pieces of work disappearing but the potential trade off, to me, compensates the risk. While top work, already rare and few, may be lost, so will a lot of subpar conversions. It would almost bring a blank slate that can attract prolific modders from other games that have created quality content covering old or new eras. Lastly, completing the dream move would be Vulkan support, effectively removing the forceful ties of DirectX and specific Windows OS versions.

As I said, personal preference. It's too late for the current game but maybe something that can be kept in mind for future developments.
 

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