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Nachdem es in letzter Zeit verdächtig ruhig um rF2 wurde, kommt nun ein mächtiger Brocken

- Partnerschaft ISI mit Luminis

- rF2 Engine erhält DX11 und VR Support

- Zukünftig wird mehr Content ausgeliefert




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Um ein bisschen zu nörgeln, wegen DX11 wird die Grafik überhaupt nicht besser (Siehe Vergleichsfotos DX9 gegen DX11). Sieht aus, als wäre da einfach ein Filter angewendet worden.

Ich hoffe die haben noch ein paar Tricks auf Lager.

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Beta des DX11 und VR Release startet im May


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.


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 it, 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 whet your appetite, take a look at these new screenshots showing off the new engine and some of the camera post effects in action.

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.


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.


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.

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Die Beta von der DirectX 11 Version von rF2 ist da.

Folgendes Prozedere um per Steam die Beta zu aktiveren: https://www.studio-397.com/2017/05/open-beta-with-directx-11-and-virtual-reality-support/

Release Notes

We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):

In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:

  • None
  • Low = Glare Effects
  • Medium = Glare Effects and Depth of Field
  • High = All Effects at High Quality
  • Ultra = All Effects at Ultra Quality

At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.

  • With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
  • Improved Clouds resolution and depth.
  • Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
  • Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.
  • Shadows Normal renders shadows, taking into account the shadow receiver normal map.
  • A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
  • New Car Ambient Shadow, now working for the entire 24h cycle.
  • Fixed some “pixel” artifacts caused by invalid calculations in shaders.
  • Dedicated dynamic exposure simulation for each main camera set.
  • Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
  • Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
  • New Shader for car Dashboards, Rev Meters and Motecs.

Content updates as part of this initial build:

  • The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
  • Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!


Known Issues

Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!

Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: http://wiki.rfactor.net/index.php?title=AlbedoMap

There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.

As stated above, we are still optimizing performance of DX11. As confident as we are that most of you will experience a nice boost when comparing the same settings in DX9 and DX11, we are aware that some of the new post effects, especially at higher settings, require a lot of memory on your graphics card. Future builds will bring improvements.

Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.

The Road Ahead

This release version, as we have said, is an open beta. Development is ongoing, and we will quickly move to a full release over the next few months. We will regularly provide you with updates, both in terms of code and content. This release already comes with 5 updated cars and 5 updated tracks, and we have seen some third party modders come out with releases that are DX11 compatible as well. Expect us to do more releases in the upcoming weeks, each with new content, bug fixes and further improvements.

Additionally, the full release will include updates in key areas, such as improving night driving, rain, new shaders for cars and a host of other additions. We know that strong graphics coupled with our best-in-class physics is only part of the package. We are working heavily on new content – both cars and tracks – and of course on providing you all with more functionality – including an innovative competition mechanic. We are really excited about our upcoming UI, which didn’t quite make it into this release, but will be released and improved as part of our series of frequent updates.

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Mehr Infos zur Open Beta und wie's weitergeht:

On Monday we released the first “open beta” and promised you regular updates in terms of code and content. In today’s blog we would like to explain this process in more detail to give you more insight into this process and our plans to get from this open beta to the first stable release.

The implementation of the DX11 and VR engine obviously is a big project that touched many areas of the codebase and in terms of features we added everything we wanted to have in our first release. Once that was done, our focus shifted to performance and ensuring the code runs in a stable way on every system out there. At this point, no matter how many great testers you have, you discover that you can never test your code on all possible combinations of hardware and software. For that reason we decided to release an “open beta”.

Regular Updates

Our strategy in the upcoming weeks will be to release small updates often. Whenever we fix an issue, we’ll quickly test it internally and push a new build, so you can confirm that it is indeed fixed. This way we might end up pushing one or more builds every day. On our forum we will keep a changelog as we publish those builds. To make it easier to report issues, we have added a “Contact Support” button to the Launcher (top right of the main window) and, for performance related issues, we added a feature that allows you to collect performance data in a file that you can send along with your report.

To enable the capture of performance data, please first press Ctrl+F to display the framerate information (which we’ve extended a bit). Then, as instructed on screen, press your Left-Shift+SPACE to start capturing data. After a little while, the capture will end and you get a file in your UserData\Log folder called PerfLog_DATETIME.txt which you can send to us along with your report. Then you can turn off the display by pressing Ctrl+F again.

Content Updates

In the mean time our content team is working hard on making more of the stock content available to you. Our plan here is to stick to roughly a weekly schedule for delivering updates. Those will be a bit bigger in size, and we will deliver them to both the stable DX9 build and the open beta simultaneously. Content updates will obviously also contain information about exactly what content gets updated.

Beta Labels Explained

If you’re currently running the open beta release, you are on “v1108-dx11-open-beta” and this is the label we will be regularly updating as we address more and more issues. If for some reason this build is not working for you at all, after reporting it, you can optionally switch to the “v1108-dx11-open-beta-last-stable” build, which will point to an older build. If that does not work, you can obviously choose to temporarily “opt-out” of the beta releases altogether and go back to the stable release until we release another update

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Hier weitere News zu rF2 (Auf Deutsch).


- Zandvoort kommt (Yeah!)

- Radical kommt

Zudem hat Studio 397 schon fast den gesamten Original-Content auf DX11-Stand geupdated, dazu muss man im Steam Workshop sämtliche Inhalte von Studio 397 abonnieren.


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19/5/2017 Build ID : 1828309

  • Minor performance improvements from 17/05 (fixed online issue)
  • Memory improvements
  • Performance improvements in pre-race screen

22/5/2017 Build ID : 1837619

  • Performance improvements (for PP None to Low)
  • Fixed lightshafts in multiview (PP settings Medium to Ultra)
  • Video memory management improvements

1/6/2017 Build ID : 1859720

  • VR Mirror mode selectable in Launcher config
  • Further VR performance optimizations
  • General improvements

1/6/2017 (2) Build ID : 1861183 (Hotfixes)

  • Fixed UI transparency issue
  • Fixed Laptop secondary card selection issue

2/6/2017 (2) Build ID : 1861431

  • Fixed rendering issue with triple monitor gizmo

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Neuer Build

  • Fixed excessive marble build up on some tracks.
  • Fixed UI and HUD colors reversed on some elements.
  • Fixed VR issue where clouds were clipping over the horizon.
  • Switched rFactor 2 screenshot function to Steam screenshot.
  • Fixed Gmotor 2.5 scene viewer showing all stages of real road at the same time.
  • Fixed CTRL+C (CPU/GPU usage chart) being only visible with driver name tags. ON.
  • Fixed Dev Mode Launcher ‘Video Settings’ button not properly saving.
  • Fixed a sporadic issue where changing graphics settings would cause black areas to appear around the car body.
  • Updated Fanatec SDK: Added native support for LEDs and gear shift indicators.

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Neuste rF2 Updates

21st June 2017 rFactor 2 Update



Formula 2 2012 Physics changelog:

  • Full CPM tyre upgrade.
  • AI improvements to help launch on race starts.
  • AI now take longer to warm up tyres.
  • AI correlation tweaks to slightly decrease grip.
  • Added RCD / talent file.
  • AI tweaks to make them faster overall.
  • Lower initial tyre temperatures and more pressure buildup.
  • Softened front ARB.
  • More damping in suspension components.
  • Minor tyre tweaks to include more damping.
  • Correction to low downforce package to add stability.
  • Added optional caster upgrade to help increase the cornering forces in the FFB.
  • Reduced flatspot intensity on front tyres.
  • Softened steering slightly.
  • Low-end torque slightly increased.
  • Corrected unsprung inertia.
  • New engine throttle map.
  • Softened chassis.
  • Improved inertia.
  • Lowered max brake force.
  • Set default brake pressure to realistic typical usage.
  • Rear ARB increased to be bit stiffer and better match the data.
  • Reduced fuel consumption by appropriately 20%, this should give more plausible fuel consumption figures.
  • Slightly less dirty air in the slip-steam (in particular, less understeer so you can follow a tiny bit closer).
  • Front ARB now displays stiffness to make it clearer.
  • Wheel rate correction.
  • Added chassis flex.
  • Added new steering system.
  • Softened shifts, this should make up-shifts more harmonious especially in mid-corner.

With the release of the F2 and Sao Paulo now completed, Studio 397 have now gone a long way towards bringing the vast majority of first party car and track content to the latest DX11 standards. You can see a full list of the latest build release official content below:


  • Silverstone 2012
  • Mores 2013
  • Indianapolis 2013
  • Nola Motorsports Park 2016
  • AtlantaMP 2014
  • TobanRP 2016
  • MillsMetro 2011
  • Portugal 2009
  • Palm Beach 2012
  • Malaysia 2007
  • Monte Carlo 1966
  • Quebec Super Kart 2011
  • São Paulo 2013


  • StockCar 2015
  • Howston G4 1968
  • Howston G6 1968
  • Indycar Dallara DW12 2014
  • Nissan GT500 2013
  • USF2000 2016
  • AC Cobra 427SC 1967
  • Chevrolet Camaro GT3 2012
  • Corvette C6R GT2 2009
  • Kart Cup
  • Honda Civic BTCC 2013
  • Formula Renault 3.5
  • Renault Clio Cup 2010
  • Brabham BT20 1966
  • Howston Dissenter 1974
  • Panoz Roadster 1999
  • Nissan GTR 2011
  • Formula 2 2012

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Der Radical ist da, erhältlich über den Steam Workshop.

Car Specifications

  • Engine : RPE-Suzuki, 1340cc or 1500cc, Inline 4-cylinder, Dry-sump, Power – 210rwhp (1500cc), Torque 124ft/lbs
  • Chassis: FIA compliant carbon steel two-seater spaceframe chassis with aluminum honeycomb crash box
  • Length : 4077mm
  • Width : 1799mm
  • Weight : 570kg
  • Bodywork: Lightweight composite fiberglass
  • Suspension: Fully adjustable Nik suspension system front and rear, with Intrax triple-adjustable Coilover Dampers
  • Transmission: Paddle-activated 6-speed sequential transverse gearbox with auto-blip and flat up-shift
  • Tank: FIA compliant 77-liter (20gal) ATL fuel cell
  • Rims: Radical cast aluminum wheels, front  8×15”, rear: 10.5×16”
  • Brakes: Radical four-pot calipers front and rear, 280mm front and rear steel discs
  • 0-100 KPH –  3.1 seconds
  • Top speed –  249kph (155mph)
  • Power –  256bhp / 449bhp

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July 6th Build Update Notes:

  • Fixed artifacts on old real road shader.
  • Fixed screen capture in TTool.
  • Fixed multiple controller profiles so JOY1 is default controller mapping....
  • Added controller profiles for Fanatec wheels: Fanatec CSW v2.5, Fanatec CSW v2, Fanatec CSR Elite, Fanatec CSL XBOX, Fanatec CSL PS4.
  • Added support for mulit-gpus and multi-monitor selection, available via drop downs in Laucher config.
  • VR Added re-center view now assignable to a key (default is Backspace).
  • VR Fixed Track loading screen.
  • Lower input latency

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DLC mit dem McLaren 650s GT3 ist über den Steam erhältlich. Danach muss das Auto im Steam Workshop abonniert werden.

Zudem hat Studio 397 ein DLC Pack mit diversen GT3 Autos angekündigt.

Hier gibt's mehr Infos zur Juli Development Roadmap

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GT3 Power Pack DLC & neuer Build

  • Bentley Continental GT3
  • Radical RXC Turbo GT3
  • Callaway Corvette C7 GT3-R
  • Mercedes AMG GT3
  • McLaren 650S GT3

Build Notes:

  • Added: An extended visual damage model featuring a combination of dents, scratches and cracks on the bodywork of cars, which has been implemented on the GT3 pack.
  • Added: New window and headlight glass shader that produces more realistic reflections. All five GT3 cars use it.
  • Added: Controller Profiles for Thrustmaster T-GT, T-GT Ferrari F1 Addon, TS-XW, TS-XW with Ferrari F1 Addon.
  • Added: Updates to the CPM model.
  • Fixed: Various small fixes to the no rain zone code that prevents rain from entering closed cockpits.
  • Fixed: All controller profiles default inputs are now assigned to JOY1.
  • Fixed: Bumped the rFactor 2 version for multiplayer compatibility to 1109 because of the new visual dents that required changes to the multiplayer protocol.

Mehr Infos: https://www.studio-397.com/2017/10/gt3-power-pack-release/

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