Gjon Camaj has released another screenshot of ISI’s upcoming rFactor 2 simulation, showing the yet unnamed oval track from another perspective, including some pretty stunning grandstand details.
Despite the fact that it looks like there will be no shortage of eye candy in rFactor 2, ISI is working hard on making sure the performance will also be improved as their last twitter message shows:
“Simulation has been split into multiple threads, immediately resulted in increased framerate of approximately 15-25%”
Even though we still haven’t even seen a complete feature list or full-resolution screenshots yet, rFactor 2 looks more and more promising with every screenshot and every tiny bit of info released.








kankoine
April 16th, 2009 at 18:48
isn’t that Daytona?
Siggs
April 16th, 2009 at 19:01
Biblically good looking, to use a Clarksonism. :D
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mbeast
April 16th, 2009 at 19:15
Looks lovely. Like the shadows and the way it gets hazy into the distance. One of the things that sort of spoils rfactor immersion currently.
Grozni
April 16th, 2009 at 19:31
multithreading, yummy :)
hope ISI will show some full-res sshots soon
can’t wait for rF2 :)
msater
April 16th, 2009 at 19:39
The game looks increasingly like it’s going to revolutionize sim-racing. If these are the default tracks, are good are modders tracks going to be?
Can’t wait.
Uff
April 16th, 2009 at 19:44
It’s interesting to read what Scott wrote too:
An interesting note about this track: it is a major “upgrade” of a previously unreleased rF1 track. So, although it will require a bit of work, especially to bring it up to rF2 “standards” and make use of new tech, conversions are indeed be possible….
And about minimum requirements:
We wont’ know precisely until we are further along. ” We’re doing our best to make it up and down-gradable to run on a range of systems”, is about the best answer I could give at this time….
http://www.new.facebook.com/photo.php?pid=1593835&o=all&op=1&view=all&subj=130715570626&aid=-1&id=754293424&oid=130715570626
navalhawkeye
April 16th, 2009 at 20:35
No, it’s not Daytona. My guess is that it is either Charlotte Motor Speedway (Lowe’s), or Texas Motor Speedway. Both of which ISI has made, which never saw the light of day. They are now part of/going to be part of ASR.
Jos
April 16th, 2009 at 20:38
can we have some car screenshots please.
kkv
April 16th, 2009 at 21:26
Looks really good. Glad somebody still keeps trying to do realistic natural graphics. So tired of all that modern blur, bloom, over-contrasted HDR, color tint, etc. which being a good ideas theoretically (HDR at least) in typical current tasteless usage make any game look like animated comics illustration.
ermax18
April 16th, 2009 at 22:11
Jos, all the rF2 screenshots can be viewed here:
http://www.facebook.com/photo_search.php?oid=130715570626&view=all
Including a few cars.
Vkt
April 16th, 2009 at 22:29
looks like rf2 will piss off the crappy sim for rich snobs called iracing :?
oh jezzuz i did it again …
ermax18
April 16th, 2009 at 22:35
Vkt, don’t do it.. ahhh!! Hahaha.
drowsy
April 16th, 2009 at 23:41
The lighting looks good. I’m just waiting to hear something about the physics engine and force feedback, those are the two things that make or break a simulation and the ones in rFactor are slowly becoming outdated. Then again, the game is four years old so that’s bound to happen.
moppenheimer
April 17th, 2009 at 01:11
its too big to be any of those tracks,and there are too many trees in the infield, i think its fictional
navalhawkeye
April 17th, 2009 at 01:29
It’s not too big. Have you ever seen how big those tracks actually are? They most likely don’t have the license, so it’s not going to be named after it, only look like it. The grand stands on the back straight also go down too far to be Lowe’s.
Cheekychops
April 17th, 2009 at 07:03
So long as you dont sign up….I’ll still be happy.
must dash…….the Corgies need their breakfast.
Vkt
April 17th, 2009 at 08:42
hey redneck! can i haz a cheezburger?
http://tinyurl.com/dm9k67
DeDios
April 17th, 2009 at 10:23
LOL vkt
UncleChuckle
April 17th, 2009 at 10:48
And once again, more pretty pictures, no actual details on the important stuff like physics, AI, FFB etc… *yawn*
Come on Gjon, how about some actual decent details? The way they’re pimping the eye candy is more like Codemasters and EA than a hardcore sim developer.
unklepepper
April 17th, 2009 at 12:43
looks nice, not that you can see much tho so how anyone can say its “better” than iRacing , or anything else I dont quite get. I hope we get something real juicy soon tho coz I hate this teasing business
I vote its lowes, can just see the legends oval & the road course entry/exit match up.
Whats the prize?
Lenniepen
April 17th, 2009 at 14:05
This looks really nice.
Would love to see some cars in there.
I noticed that al the skies in the screens are clear, no clouds at all.
Is this sky rendered in stead of textured with a photograph?
Maybe we’ll see some 3D-clouds then, for the realtime cloud-shadows mentioned by ISI
ermax18
April 17th, 2009 at 15:04
Sry, I changed one spelling error and it created a second post. Odd.
Uff
April 17th, 2009 at 17:18
Well, realtime clouds already were in the promotion videos ISI released together with Intel many months ago (the ones with the rain too), if I remember well.
mike
April 17th, 2009 at 17:35
I wonder how long we will have to wait for rF2. It does not look it will be anytime soon (my guess summer 2011) considering no details on physics side have been even mentioned just screenshots of work in progress.
Ryan Gilmore
April 17th, 2009 at 17:43
Twitter Update:
We’ll almost certainly be adding speed-related effects with the initial release. Additional effects may be implemented, time allowing.
- I posted a question to him as to whether it was graphical effects such as motion blur or something more like what we have been seeing with mainly carbon cars with moving mirrors & wing elements.
Siggs
April 17th, 2009 at 18:33
Maybe not this year, but I’m confident on Q1 2010. I’m doubting 2011.
Also, @ ryan Gilmore, have you seen the BrawnGP wingmirros? At speed, they’re rags in the wind, useless
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XaliaS
April 17th, 2009 at 19:21
Who knows, FSX introduced dynamic models into the sim, (wing flex) if only at a basic level. But I don’t think we’re at the era of true dynamic material properties on anything other than planks of wood and glass yet – things placed in an environment or simple objects, e.g. source engine.
For having all these materials defined on the model of a car would have to be a system wide implementation, handled at first by defining material rigidity, mass, thickness, etc. on the car models and secondly by the game engine; how velocity not only affects aerodynamics, but also results in cool wind buffering effects on bits of the car like wings and wind mirrors that aren’t just animations but actually flexing because of the physics engine. Sort of like an xplane on steroids car sim, I can dream.
Siggs
April 18th, 2009 at 02:06
Unfortunately, I think it’ll just extend to animations Xalias.
But rFactor can do animated car parts. apart from the wheel, has anone had the glitch where the wheel hubs/discs float upwards under acceleration?
I had it once on the little arbath 131, it was the engine cover for that car…. 
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