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Roadmap Update March 2017

Spring is in the air and we’re pleased with our progress over the past few months. We have a lot to share with you. We decided to take the time to really bring together all of the newly developed elements – UI, VR, and DX11. Although this puts us slightly behind our targeted “end of Q1” release date, we promise you it will be worth the wait. In addition, we wanted to make sure that modders and leagues have enough time to update their content so it shines in the new engine. With all of this in mind, we’re targeting a release date of May 1st.

DX11 Pipeline and Post FX

Over the course of the last month we have spent a lot of time to further optimise the HDR rendering pipeline. We also started adding post processing effects. This is a bit of a balancing act between ensuring we stay compatible with existing content and adding various improvements to the graphical output. Work on shaders, the shadow system, and on various other effects is also under way.

Working on the DX11 integration has allowed us to fix some things that were previously unaddressed or needed improvement. For example, we fixed an issue with stray coloured pixels in the distance, caused by MSAA artifacts. We also improved the way shadows are cast on the ground. Shadows now follow the normal maps of the materials, which means for example that the shadow on asphalt follows all the little bumps in the road. Our clouds are using much higher resolution textures, and we fine tuned ambient lighting in overcast conditions by adjusting both the color and intensity of the light.

Last month we already showed you improvements, some of which were very subtle. This month, we have a few new screenshots that will show we’re on the right track!

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Shadows now follow all the small bumps in the road surface.

 

nola-karts-night-1920x1080.png

Night lights show a much more realistic, dynamic glow.

 

howston-sunrise-1920x1080.png

Our classic content looks great as the first rays of sunlight touch the banking.

 

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The Camaro GT3 on a bright blue day at Mores.

 

corvette-bathurst-1920x1080.png

Early morning going up the hill at Bathurst.

 

Virtual Reality is operational

Great news! We are already driving in VR – seeing a virtual sun rise through the trees is an incredible experience!
Our VR implementation is based on OpenVR. We chose OpenVR for its support of both headsets – the HTC Vive and the Oculus Rift – ensuring future compatibility. To complete the experience, we are integrating VR with the new UI and adjusting several other parts of the game, such as external cameras.

User Interface

The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments.

setup-gears-1920x1080.png

Setup screens have been split into different aspects.

Radical Content

We can’t wait to announce some very, very cool content news soon, for both cars and tracks. As you know, our ambition is to streamline content, aligning cars and tracks. In the meantime, the Radical SR3 is coming along nicely. We have extensive technical data from Radical and are creating the most realistic version that has ever been produced.

radical-silverstone-cockpit-1920x1080.pn

A pair of Radicals at Silverstone.

Modding

We are very happy that many modding teams have already applied to join our special forum. We have already started to share information there about upgrading custom shaders. Over the next couple of weeks we will proceed with guidelines on materials and textures as well as provide early beta builds for you to check your work. These guides will be part of a new documentation that we will publish and maintain going forward. So, if you are working on new or existing mods for rFactor 2 and have not done so yet, contact Christopher and Marcel to join the dedicated DX11 forum.

That wraps up another monthly roadmap update. We hope you are as excited as we are about what the future will bring!

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Ποιός περιμένει μέχρι την 1η Μαΐου :P

Ελπίζω να μην θέλουμε νέα κάρτα γραφικών αν και η 270 καλά κρατεί ακόμη

Για τον @John@John μάλλον δεν θα είναι ευχάριστα γιατί θα πρέπει να φτιάξει όλα τα shaders πάλι

Edited by spyder
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Ο Marcel Offermans υπεύθυνος για την εξέλιξη του rF2 έδωσε μία συνέντευξη σε ένα ολλανδικό sim racing site για το μέλλον του rF2 εδώ

Quote

"Marcel could give a small hint about new content, albeit very cautious. A big number of tracks and cars will become available this very year. Possibly there will come a high-end Formula car, although the last licences are still to be signed. Behind the screens the car has been finished for a while though.

Also an agreement has been signed with 'Circuit Park Zandvoort', so we can soon be driving on an official version of the 'dune circuit'."

"There has also been talked about so-called DLC, that probably will make it's arrival, and can be bought through steam."

Πολλές πίστες και αμάξια αυτή τη χρονιά, φόρμουλα που είναι έτοιμη, την Zandvoort και DLC επι-πληρωμή απο steam. A small "insight" in what's to come

 

Δεν πρόλαβα το edit, μετάφραση του ολλανδικού κειμένου:

Quote

It was a beautiful weekend in Loosdrecht. Our General Assembly we, because we have (over) 5 anniversary expanded to a multi-day LAN. But we were especially honored that Marcel Offermans wanted to come to this special occasion to tell you about Studio 397 and the development of rFactor 2.

 


In practice, we could already see what the future would bring us rFactor 2, the virtual reality capabilities in conjunction with DX11.


It was interesting to hear how the 'acquisition' of rFactor 2 came about: it started as a partnership, but a piece of bluff poker made Studio 397 could take over the entire Toko. ISI wanted to actually easier from then on she had thought at S397. And so could be developed full. One of the main objectives is to make it easier rFactor 2. So we saw previews of the new User Interface, which makes tools like Live Racers are shortly unnecessary, and for us more important: the results system that can be easily embedded in our new website. Also as admin much easier to manage a server instance and weight penalty or other matters assigned to users within the server.

 


In addition, it was of course the transition to DX11, the complete infrastructure has to be rebuilt, but that is the standard (former) ISI jobs not so much work. This is because rFactor 2 in the base actually be if it were made for DX11, but the development of the packages came to be in the way, priority is given to the packages and so rFactor 2 was released with DX9.

 


What followed were some very nice screenshots, without filters, pure adaptation of DX9 to DX11 without too many tweaks to the existing content. What stood out was the beautiful light, both the low-hanging sun and its reflection on the cars. Even details like rear lights and shadows that dynamically move across the surface. Or dynamic light from artificial lighting along the path. This was until now a texture, now it really is a lamp.

 


We also saw something else: DOF, ie, Depth-of-Field. Something is still missing when the TV cameras in rFactor 2. iRacing and Assetto Corsa have this well and gives a pretty realistic picture from the TV cameras where the subject (the car) is sharp, but the background and the foreground more vague , such as a lens works. You would think this would weigh heavily in terms of performance, but an added benefit is that since you just blurs the background, you can load a lower LOD by car. On balance: better graphics, and less stressful for the PC. Anyhow DX11 is lighter than DX9, which could already show the first tests. Incidentally, many worked with some graphics specialists, who do a lot for Assetto Corsa. So it's not surprising that these simulations more graphic will go together.

 


New content Marcel could give a tip, but very carefully. There is a large number of tracks and cars available this year. There probably will be a high-end Formula car, but the last licenses have yet to be signed. Behind the scenes, the car is ready for a while.

 


There is a deal with the Circuit Zandvoort, so we can soon be on an official version S397 drive dune circuit. Incidentally, there was a conscious decision to keep the name rFactor 2 and example not to rFactor 3, because of the current contracts with the various licensees. There is also talk about so-called DLC content, which will come probably, for sale on Steam.

 


All in all, lots of nice developments, the first update to DX11 we would already have seen coming next month. This, coupled with the new user interface and new graphical updates, be sure rFactor 2 also is the ideal simulator for SRVN in the coming years.

 

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Roadmap Update April 2017

With about a week and a half left until May 1st, it’s time for our monthly update again. We’re sure everybody is looking forward to the new build, and we’re happy to announce that both the DX11 graphics engine and VR support will be released as promised.

DX11

Over the last couple of months, we’ve revealed several development screenshots of the DirectX 11 engine to share with you our enthusiasm for the possibilities it brings. The new engine is not only the basis for our VR implementation, but it also enabled a new, improved HDR tone mapper and a bunch of post effects that greatly enhance the overall atmosphere of the simulation. We tried to strike a balance between using these effects to render the real-world imperfections of cameras while retaining the “first person view” you have when racing. At the same time we kept two very important goals in mind: we needed to ensure that, with the same graphics settings, the DX11 engine is at least as fast as the DX9 engine, and that existing content is still compatible with the new engine, so all the content out there can still be fully enjoyed.

We are quite sure we succeeded in both, and we extensively tested the new graphics engine with our community of beta testers. That said, we want to make sure that everybody is able to run this new build without a hitch, which is why we are making the initial release available as an “open beta.” Starting May 1st, anybody can switch to this new build and try it out. It is fully multiplayer compatible with the DX9 build. If for some reason you run into any problems with the new build, you can easily revert to the previous engine with just one click.

We didn’t just stop at updating the graphics engine, though. While we’re at at, we also updated some of our existing content to DX11, so you can expect the first of a series of Studio 397 updates as well. And you’ll be happy to know, these updates don’t just concern the graphics: in some cases we also made changes to and upgraded the physics. The new graphics engine really lets our content shine. It provides so much improvement that we have decided to postpone releasing any new shaders. To wet your appetite, take a look at these new screenshots showing off the new engine and some of the camera post effects in action:

 

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Virtual Reality

If you have been following us on Facebook, you’ve already enjoyed some teaser shots of our VR implementation. We have since added some features such as support for our HUD, including virtual mirrors, as well as a way to browse the UI in VR mode. Mouse control is enabled for the UI, although we are definitely considering adding other options for controlling the VR interface.

User Interface

We know you are eagerly awaiting the new user interface, and we share your impatience. However, because we want to give you the full experience of the new UI and all its capabilities, we feel it is not quite ready for prime time just yet. Although that means we will ship the first open beta release with our existing UI, it will be upgraded to the new UI once that’s ready for release.

As we announced last month, we are now able to easily push updates, and we will use this ability to quickly release updates to the open beta in the upcoming weeks. Our goal is to ensure that we have a stable release for everybody, allowing us to begin phasing out the DX9 build altogether after a few months. In the meantime, our concern is to ensure that everybody has a fully functioning and compatible version of rFactor 2 to race with.

Content

Work on the Radical continues. With most of the graphics in place, our focus has now shifted to the physics and the sounds for this car. It’s not ready to be unveiled yet, but we can tease you with one of the other new cars that we have started working on soon! Watch our social media.

Modding

The modding community just recently gained access to an early DX11 build, and we released some guidelines for artists to work with the new rendering engine. Expect to see updates of third party content coming soon. In general, the new engine requires modders to make only minor changes. One area we are still working on concerns “plugins” that render directly to the screen. These plugins will not work properly in the first open beta. We are actively looking at improving our implementation of this functionality overall.

Edited by spyder
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Quote

More clarification yesterday.

Current build doesn't change.

A new beta branch will be available to everyone (Steam Library -> rF2 -> Properties -> BETAS) which will use Dx11, but is completely compatible with the dx9 build - can host, can join, can play with, etc.

The build number isn't changing, and build numbers won't change in future except where it indicates versions that won't work with each other.

 

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Για να ξερετε τι γινετε update στο workshop

From your Steam profile click on "Workshop Items" on the right, then "Subscribed Items" also on the right. You'll then see a dropdown style box appear, click it and select "Date Updated".

This will show Workshop content you've subscribed too for all games in order of "Date Updated" (most recent first) but at the top of the page you can filter for specific games.

Τωρα μου ηρθε update περιπου 500mb,λετε DX11????????????

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O βασιλιάς με DX11 ???

Εμένα προσωπικά δεν με ενδιαφέρει, αλλά μπορεί να ενδιαφέρει τους παιχνιδάδες...

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15 minutes ago, mad_dog said:

O βασιλιάς με DX11 ???

Εμένα προσωπικά δεν με ενδιαφέρει, αλλά μπορεί να ενδιαφέρει τους παιχνιδάδες...

Ανοιξα το Rf2 αλλα δεν ειδα ακομα καποια αλλαγη.Που ειναι το DX11?Αντε να μπει επιτελους για να κανω και καλυτερους χρονους

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Kαλο μηνα σε ολους!

@John@John,μαλλον εχεις δουλεια να κανεις στο μοντ σου.

https://www.studio-397.com/guidelines-for-artists/

http://meetme.bplaced.net/rF2_onlineTools/

Στα υπαρχοντα μοντ(rf1 conversions) θελει μαλλον λιγη δουλιτσα για να ομορφυνει το ολο πραγμα.

Απο οτι ειπαν μερικοι που δοκιμασαν beta του dx11 δεν θα δουμε τρελες διαφορες in car,εκει που εχει βελτιωθει πολυ ειναι στις trackside cameras,δηλ.σε ρηπλει και live απο καμερες πιστας.

Ασε τις δικαιολογιες και γραψε κανα χρονο!!!:)

 

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Μωρε θα τα κανω να φαινονται ποιο καλα και απο την πραγματικοτητα,Απο οτι ειδα και βλεπω στο Ασσεττο και PRCs 2 πλεον,ενω εμεις θα τρεχουμε με ρεαλισμο και θα τα βλεπουμε ρεαλιστικα,οι αλλοι θα τρεχουν κατι πραγματακια με 4 ροδες και θα βλεπουν ενα πραγμα σαν μικυ-μαους :):)   .

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ΧΑΧΑΧΑΧΑΧΑ

Ρε είστε τρελοί για δέσιμο @mad_dog και @John@John :bleh:

 

ΚΑΛΟ ΜΗΝΑ με Υγεία για όλους!!!

Από τις λίγες φορές που θα συμφωνήσω με την τρισάθλια χελώνα, δηλαδή ότι ούτε και εμένα μου λένε κάτι οι εικόνες που θα φαίνονται στα βίντεο ή στις φωτογραφίες...

Σίγουρο είναι ότι με όλα αυτά, το παιχνίδι θα "βαρύνει" και εύχομαι να μην ξεκινήσουν παιδικές ασθένειες, τώρα στα γεράματά του!!!

Οδηγικά θα υπάρχει κάποια διαφορά? Κάποιο πλεονέκτημα? Κάτι που θα το κάνει καλύτερο ακόμα? Ρωτάω γιατί ως γνωστό, είμαι άσχετος περί τεχνικών θεμάτων και τεχνολογ'ίας γενικά :P

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Δεν είσαι μόνο άσχετος στα τεχνικά...αλλά στα οδηγικά...

Gesendet von meinem SM-G928F mit Tapatalk

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Ρε τρισάθλια χελώνα, μπές μέσα να κάνεις καμιά προπόνηση, να φτιάξεις κανά σετάπ, να μάθεις τίποτα πατήματα της πίστας (αν θέλεις μου λές να μπω και να σου μάθω εγώ :D) και άσε τις θεωρείες και τα μεγάλα λόγια!!!

Την επόμενη Δευτέρα, κατά τις 23:30, βλέπω να έχουμε ... κλάματα πάλι!!!!:h0212::busted_red::sleep3::wallbash::bleh::bleh::bleh:

 

ΥΓ 1.15 χ α λ α ρ ά!!!

Edited by troffeo

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Δεν μπορώ να πω χρόνους και τι setup θα χρησιμοποιήσω...
Τα αποτελέσματα στον αγώνα...

Gesendet von meinem SM-G928F mit Tapatalk

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ΑΧΑΧΑΧΑΧΑΧΑΧΑΧΑΧΑ!!!!!

Ξέρω, ξέρω

Θα έχουμε πάλι "κοκορέτσια" και λοιπά ευτράπελα στον αγώνα

Δεν λέω όμως, το παραδέχομαι...

Δίνεις θέαμα στα βιντεο!

ΑΧΑΧΑΧΑΧΑΧΑΧΑΧΑΧΑΧΑ!!!!

 

ΥΓ. άνοιξε ρε τρισάθλιε κάνα thread για τον αγώνα να μην σπαμάρουμε όπου νάναι

Edited by troffeo

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Για την ενημέρωση του DX11

 

https://www.timeanddate.com/countdown/generic?iso=20170501T19&p0=16&msg=rFactor2+Release+(guess)&font=cursive

 

https://forum.studio-397.com/index.php?threads/eta-for-dx11-update.55252/

 

Btw Πως θα έρθει αυτή η ενημέρωση?

Κανονικά ως update ή θα πρέπει να έχω δηλώσει στο steam ΟΚ για τις εκδόσεις Beta?

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Μόλις άνοιξα το steam και άρχισε να κατεβάζει 1.8GB για rFactor 2 :oregonian_winesmiley:

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Μπήκα στο steam και επέλεξα την έκδοση beta για dx11.
Μου κατεβάζει 3gb lol...!!!
Εχω κάνει καμία μλκ η ετσι πρεπει???


Sent from my iPhone using Tapatalk

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