rFactor 2 – Beta Build 60 Out Now

For the first time since the release of the rFactor 2 Open Beta in early January, Image Space Incorporated has released a new version of their simulation.

Build 60 fixes a variety of issues regarding graphics, UI, AI, gameplay and more as listed in the detailed changelog below.

Changelog

MULTIPLAYER:
—————————-
Configurable multiplayer race countdown timer (“Race Client Wait” in multiplayer.ini).
Reducing collision work in multiplayer (including completely turning off remote car vs. scene collision for now) in order to prevent slowdowns.
Modifed Dedicated server and mpfile to allow/disallow nicknames.
Fixed in-car chat for extended ASCII characters.

GRAPHICS:
—————————
Fixed showroom sun occlusion problem.
Fixed sun occlusion toggle.
Improved HDR debug output.
Moved all HDR processing to GPU.
Now enforcing deformable meshes.
Fixed and improved “visible vehicles” algorithm.
Updates to static meshes now disabled.
Fixed AI brake lights.
Fixed some issues doing HDR/Post on monitor.
Fixed up some postFX problems.
Updated sun occlusion.
Improved post FX integration with HDR.
Dixed bug that could result in cam file having more shadow parameters than the array that holds them.
Fixed problem with using post with HDR.
Fixed up hdr debug output, also improved post-processing.
Tidy up line drawing, also deactivated pre-caching for now as a test.
Fixed up hdr debug output.
Fixed a crash when loading a new profile to an existing track.
Shaders are recompiled if vid driver or HDR changes.
Reverted virtual mirrors back to using options settings rather than video settings.

UI:
—————————-
Fixed car skin spinner not selecting current selected skin when entering screen.
Fixed path error for loading truetype fonts.
Fixed car spinner gizmo bug where it selection didn’t take into account pace cars in the veh list ordering. (so picking a car near the end of spinner would select the wrong car.)
Fixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.
Fixed bug where one couldn’t select a new UI.
Fixed gear graph text in wide-screen mode with non-wide-screen UI.
Tidy up some loading bar problem.
Fix HUD pit menu selector box.
Added tire volume slider.
Added new options for VSync and FXAA.

****
Software sync uses a timer to draw frames based on your refresh rate. In other words, you could compare it with a software VSync.
GPU sync is a UI element for the PLR’s “Flush Previous Frame” setting. This setting is not recommended for SLI.
Video sync is actually the good old VSync option (notice that the usual VSync checkbox is now missing).
None means it will behave like the previous build, without VSync enabled.

AI:
—————————-
Extra code to prevent ramming from behind when attempting to pass.
Generally made AI initiated player crashes less likely.
Made line transitions safer (for example moving from fastest to blocking line).
Fixed exaggerated pitspot slowdown.
Implemented 1st round of VERY basic wet weather tire logic.
Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy).
Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring.
Made AI cars more likely to pass another car in the straight if given the opportunity.

GAMEPLAY:
—————————-
Fix for timescaled mechanical failures.

CONTROLLER:
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Added controller.ini variable “Off-road multiplier” at least until we have proper soft terrain physics modeling.
Changed default for “Keyboard Layout Override” in controller.ini to 1 which seems to work better most of the time.
Added new controller.ini option “Use Keyboard Rates For Analog” which allows gamepad users to intentionally delay the response time of their twitchy inputs.
Added controller.ini variable “Use Hardware Additional Features” to control whether we play G27 LEDs, for example. Actually that’s the only example right now.
Added ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way).
Set default control for ‘Display Vehicle Labels’ to TAB key.

OTHER OPTIMIZATIONS
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Various collision optimizations, including better automatic LODs for trackside collidable objects.
Fixed crash that occurred when no sound devices was enabled on Windows 7 Machine.
Improved and/or fixed OnTop variable in TDF – this is a precise way to physically apply paint stripes on top of the road with a realistic thickness.
Minor SSE optimizations added.
Vertical position of individual mirrors wasn’t being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).
Fixed dedicated server not updating scoring for plugins.
Fix for “Unknown” name in player file.
Fixed wide characters aborting the results file write.
Mirror toggle control lets you go through all 5 permutations in cockpit now.
Fixed a potential problem alt-tabbing with SL.

FUNCTIONAL ADDITIONS:
—————————-
Allow nickname and attempt to allow wide char names.
Added a “Steering Wheel” option for “No Arms”.
Added user car skin support.

MOD/PACKAGING
—————————-
Fixed a bug with packaged files which could have allowed tire data to be overridden by external components.
Fixed a minor issue with encrypted mas.
Fixed ttool crash.

The updated .exe needs to be download and put into the “\rFactor2\Updates” dir. After that, start the rFactor 2 launcher and visit the Update tab to start the update.

Build is available both via torrent and Mediafire download by visiting the links below.

GTOmegaRacing.com

  • http://www.facebook.com/MAKCorp Petros Mak

    Nice to see the game updated. Hopefully in the future they can remove the “Highest LOD loading” and go back to rF1′s style of having a separate cockpit model loading in cockpit view. Its such a drain on resources to be loading anywhere between 10-30k worth of useless polygons that don’t get viewed in cockpit view. Hopefully they will go back to the rF1 system as that was better and allowed for more flexibility to make the specific areas of the model better detailed for the cam it would show up in.

  • Anonymous

    Great update. From what I’ve experienced so far, the under-car shadows are good now. At least on the rF2 stock tracks.  On the beta of Snetterton, they flicker on and off in replay.  Maybe thats the track it’self, I dunno.

    HDR looks a lot better too when enabled.  Good progress.

  • http://www.facebook.com/prunn Bruno Lévesque

    No remote updates found. Simulation is up to date.
    ??
    humm

  • Anonymous

    Hope you read the last lines?

  • http://www.facebook.com/jonathon.p.selley Jonathon P Selley

    Nice update can’t wait for the GT pack :D

  • http://profiles.google.com/conticreative Marco Conti

    It’s great, but I really wish they had included a new mod or two. Even just a new car.
    I like both rF2 and pCARS, but one has very few cars while the other has no online multiplayer yet. I am almost tempted to take the two files and merge them :)

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    50% more fps !!!

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    They said some content was coming soon…

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    You have to copy the update in the Update directory of your rFactor2 installation, then run the rF2 icon, go to the Update tab, and click on Update. Lots of Update, isn’t it ;)

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Have you noticed the fps boost without HDR ?

  • Anonymous

    A little, I was running without it before this build, but my FPS is good enough with it so I can run it nicely.

  • Anonymous

    I barely notice any fps improvements. I was at 84 fps, sitting in the pits at Spa including HDR enabled and ingame settings most on max. Now I am at 92.

    Without HDR it was 100, now 96.

  • Ricoo

     Your FPS are already quite good. What do you hope 300 FPS?

  • Anonymous

    No the old way of doing things was a drain on the system, having millions of LOD’s, and if the polygons are useless then why did the modder do them?

    But seeing as it was you who brought it up it’s not hard to see why it’s such a ridicule statement

  • Anonymous

    No the old way of doing things was a drain on the system, having millions of LOD’s, and if the polygons are useless then why did the modder do them?

    But seeing as it was you who brought it up it’s not hard to see why it’s such a ridicule statement

  • http://www.facebook.com/profile.php?id=100000119964258 Tomas Beha

    Adding new content in same patch, would be adding new factors that might cause bugs – not a good way to test. I’m sure, once the patch has proven it’s worth, we’ll get new content.

  • Anonymous

    I know I had nothing to complain if I compare it to some others, but I read a lot of comments about a huge jump in fps. Just saying that it’s not for everyone.

  • Anonymous

    Second that. I dont get the idea of using highest detailed body for the cockpit exterior body. Or which one would work best…body 25k polys+cpit 20k polys or body 5000polys+ cpit 20k polys? :)

  • http://www.facebook.com/fabio.pittol Fabio Pittol

     Indeed. Here it jumped from 40 to 40 FPS. lol

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    What kind of PC do you have, guys ? ATI or nVidia ? SLI/CX ? Just wondering…

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Do you also have the blue sun at 6PM on the Malaysia track ? 
    I had it before and still have it now.Not that it matters much, I’m sure it’ll be corrected in time.

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Good point :)

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    What CPU/GPU have you got ?

  • http://www.facebook.com/prunn Bruno Lévesque

    its just hard to believe paid for an online service but need to download torrents…
    but the client cant download remote updates… it clearly says remote not local?

  • Anonymous

    Again you didnt read..

  • http://www.facebook.com/fabio.pittol Fabio Pittol

    An outdated combo (lol): Core2Duo and Nvidia 9800GT. I was hoping for better frame rate but nothing changed. Not that I expected a huge amount, ’cause I know the limitations of my hardware.

    Anyway I’m aware some ATI video card owners had awful frame rates even with high end specs. So probably that’s the focus of it all.

    You got ATI or nVidia, Laurent?

  • http://twitter.com/PieLighter Kyle Puttifer

    Some polys are useless in cpit because they are out of view, therefore wasting GPU power if you use the normal model. Therefore, you use a separate model with only the polys that are visible. Simple really.

  • http://twitter.com/PieLighter Kyle Puttifer

    No FPS increase on my HD 5450?!!?!?!?
    NNNNOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    I have an ATI 6950 flashed with a 6970 firmware and overclocked to 6970 clocks on a i5 K overclocked at 4.5GHz… My problem is that I need CPU time to run the calculations for my motion rig by X-Sim Profiler…

  • http://www.facebook.com/dave.hodsoll Dave Hodsoll

     the flickering was a bug with the game, it was caused by having trackside cameras with FOV lower than about 30, if it’s fixed on the ISI tracks I have no idea why it’s not fixed at Snetterton, though I don’t think I’ll be doing any more to the track anyway so hopefully it will get cured in a future rF2 update .

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Please remember this is a beta. We paid knowing there would be bugs, nobody forced us to get in so early. ISI said the remote update wasn’t working for the moment.
    And what does torrent have to do with anything ? It’s just a means to an end, like FTP, HTTP, SCP, etc. I like torrent very much in the case of CARS for example, as it gives me very high transfer rates (up to 6.8MB/s) without overloading SMS web servers. Perfect solution for everybody.

  • Anonymous

    I`ll be hoping it’s an rF2 bug then :)  
    Nice work on the track man.  That last tight corner before the run up to the s/f line is still annoying me, hehe.

  • Anonymous

    Haven’t noticed that before. I`ll check it out tomorrow and let you know.

  • Anonymous

    StorKuk, I think he’s saying that in cockpit mode the whole car model is used instead of only a cockpit model like was done in rF1.  Someone correct me if I have that wrong.

  • http://www.facebook.com/MAKCorp Petros Mak

     Exactly. In rF1 the game would load a specific model for external cam views which had a lower poly interior, and it would load a separate cockpit model which modders made higher poly and removed parts of the car that were not viewable, such as tyres, rims, the rear end of the car. This allowed for those poly to be used on the interior to make it better looking and smoother.

    In rF2 it loads one model for all. So now you have to balance the poly budget on the car and you can’t have as detailed interiors like you could in rF1 by using the same poly. So in cockpit view in rF2 you are also loading the tyres, rims, entire car body, everything you don’t see which is really annoying. With rF1 you could dictate which areas of the car would be more detailed in accordance to what model the cam would be loading, but in rF2 you cannot do that.

    I hope they go back to the rF1 style otherwise we’ll have less quality models in rF2, and to get the same rF1 quality we’d have to use much more poly in rF2 which would be an FPS drain. Its kinda a major step backwards.

  • http://twitter.com/PieLighter Kyle Puttifer

    They haven’t, have they? That is indeed a step backwards.

  • http://www.facebook.com/Angus944 Anthony Birch

    No remote updates found. Simulation is up to date.

    nice start, whats the trick to getting the update to run

  • http://www.facebook.com/Angus944 Anthony Birch

    i followed the instruction but got the same message as Bruno

  • http://www.facebook.com/fabio.pittol Fabio Pittol

    Did you read the entire post? Including the last 3 lines of it?

  • http://www.facebook.com/fabio.pittol Fabio Pittol

    It just kinda make sense with the Historic F1 cars, because you actually can see almost the entire car from the cockpit.

    But I agree, mainly for touring cars, it’s a huge step backwards. I believe it’s just a “bug” for now. It would be good to hear from someone inside ISI regarding to this.

  • Anonymous

    Sometimes i dont see the point of making a whole article and changelog as people still dont read it..

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Have you checked the official thread on ISI forums ? That’s where all the support should be done. If you have a bug, only ISI can help you really…
    I can’t be sure you don’t have a bug, but many people have had difficulties following the instructions, probably because rF2 data directory can be specified at installation so it could potentially be in a different place on your machine.
    After you copied the .exe in the Update directory, started rF2 launcher and clicked on the Update tab, you might have to click “Check online updates” (or something like that) before clicking the actual Update button.

  • http://www.facebook.com/scala.giovanni Giovanni Scala

    I suggest to the people that are using vsync to try the different Sync settings to have more than 40% of fps improvement, I got more than 40% of fps using Software. E8400 + HD5870

  • Anonymous

    Well, you don’t not put up an article because of some people that don’t read it.  You put one up for those that do.

  • http://www.facebook.com/zchitty Zach Chitty

    ok so for people who are having problems… the easiest way to get to the “update” folder is to launch the launcher, go to advanced, then at the bottom right of the page there is the directory for rfactor 2. Open it and BOOM  you will see the folder you have been looking for all your life lol

  • Anonymous

    So…..IS IT ANY GOOD?   

  • Anonymous

    Hey guys, I need your help.. I’m getting terrible FPS with my eyefinity setup. I’ve got 2x 6950s with an I7-2600k processor and 8gb of ram. Crossfire is enabled but I’m getting between 30-40fps… my video drivers are catalyst 12.1… thanks for any advice you may have.

  • Richard Hessels

    Try the rFactor forum, that’s what it’s for.

    Eyefinity does not work at the moment.

  • Richard Hessels

    What do you expect with a absolute low end GPU like that?

  • Richard Hessels

    rfactor only uses 2 CPU cores…

    Assign your X-sim to one of the 2 remaining CPU cores.

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Good to know, thanks !

    It already was auto-isolated on the first core, but I still had lots of stutter. I also was running with everything enabled on full, now I started to go down on some options to win some frames as it should help with FFB and motion.

  • http://www.facebook.com/scala.giovanni Giovanni Scala

    It works very good for me

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    At the risk of being taken for a fanboy (don’t mind)… It’s the best sim racing game I have ever played. FFB and motion are simply spectacular.  And apart from a few graphic bugs that should be solved soon, it’s a solid looker. It’s not CARS (there can be only one – Highlander ;), but then it’s rFactor2, who cares about ultra top notch graphics when you can have WSGT2 ? ;)

  • Noel Hibbard

    %50 FPS boost on my i5-2500K/HD5770. I can actually play it now!!

  • http://www.facebook.com/fabio.pittol Fabio Pittol

    If you are using SLI be sure not to use GPU VSync, as said on the changelog.

    Anyway, you should as this on ISI foruns. The likelihood of someone in ISI help you is bigger.

  • Anonymous

    nice, thanks for that.    I’d grab the beta, coz I loved rF1 and think ISI do everything properly…..but I need a wheel….and …..we’re talking several hundred bucks already….and I have audio gear to get.  :D    So I’m waiting for the full jobbie.  

    I like the look of the “feel”…….but you can’t really “feel” the “feel” from looking.  :D    Looking forward….!

  • http://twitter.com/jonneymendoza jono

    Hi. does this build have any noticeable graphics effects?

  • http://www.competauto.com/ Theroro29

    > @ Jono

    no, only bugs fixes

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    If on top of that, you loved rF1, then you’ll know how much work ISI has put in rF2… 

    You definitely need a good wheel to enjoy it, but it may be possible to spare some nice cash in the audio department… DIY makes wonders, forget about the mainstream brands, try to study what you need by the specs and not the catalogue of MediaMarkt. I paid all my amps (stereo) less than 50€ and the sound is amazing (Tripath chips, like TA2022 or TA2024, are incredibly cheap and efficient for hi-fi). ebay makes wonders for us audiophiles on a budget. If you’ve got some soldering skills, you can even go high end (DACs & Tube preamps) for not much more…

    But sorry I’m disgressing. Give me a budget and I’ll build an empire in DIY ;)

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    So ? Any contrast/negative coloring issues on your rig ?
    For example, I see a cone of light through the tree and sides of the tracks around 6-7PM, when the sun is below the visible horizon. Also during the day and at dusk, the lighting of the car interferes with the natural light/sun on the track. On any track, not only Malaysia, btw.

  • http://www.facebook.com/fabio.pittol Fabio Pittol

    Same here Laurent. I see a blue/yellon sun glow (cone shaped) on near 8am and a black glow at night.

  • http://www.facebook.com/laurent.cortier Laurent Cortier

    Ok so ISI is definitely aware of this, if it happens on 2 unrelated rigs. Thanks for confirming I’m not turning colorblind ;)

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