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rFactor 2 – Four New High-Resolution Previews

rFactor 2 – Four New High-Resolution Previews

Thanks to Image Space Incorporated, VirtualR is able to show you four brand new high-resolution rFactor 2 preview shots you haven’t seen anywhere else yet.

The shots show the fictional Mills Motor Park known from rFactor in the wet and during the night. Furthermore, we get to check out two previews of the Palm Beach Raceway, a real-life karting track located in Florida.

rFactor 2 will introduce various improvements to the modding-friendly simulation including weather, driver animations and a refined graphics engine. ISI has not announced a definite release date yet, the company is still aiming to release their newest title by the end of 2010 though.

  • aceruber

    only improvment to me seems to be the textures ,shadows wich look very good, the rest no realy an improvment

  • addyduss

    omg, normal hi res non photoshoped screenies? unbelievable  πŸ™‚ good stuff!

  • 6e66o

    Cool πŸ™‚

    I like the Sun and how it refelcts on the wet tarmac.
    Would love to see how it interacts with clouds.

    Also like how trees get illuminated by the lights at night.

  • Wesley

    IMO these graphics are better then others, it does look much more real instead of all those other games wich overuse blur

  • Big Ron

    Looks way better than what we´ve seen so far. Lightning and textures are very good. Also the trees are made well.

  • Pau

    Woot, those trees got my attention as well πŸ˜›

  • Snake7

    It took them five years to create this aged crap?

    Perhaps they try to prove to the rest of the world that there is still life in the good ol Gforce 6200

  • scca1981

    Looks good.  Nice to finally see some high res preview material regardless of the fact i’m gonna get the game anyhow. πŸ™‚

  • mr_pio

    And are asymmetrical to boot!

  • Com8

    wow, those shaders look ace …. drooling so badly, excitement rises!!!

  • GeraArg

    Agree with the wet tramac  =-O =-O =-O

    And the third screen looks awesome  =-O =-O =-O =-O

  • Carbonfibre

    These shots are gorgeous! No, I haven’t calmed down from the excitement of seeing the best rF2 shots yet.  
    I’m starting to see why everybody was craving weather for so long… It achieves such great atmosphere without having to result to colour filters.  
      
    I can’t believe this is all dynamic too, I wonder if the fog gets reduced later on in the day? It looks humid out at Mills this morning! lol

  • Carbonfibre

    These shots are gorgeous! No, I haven’t calmed down from the excitement of seeing the best rF2 shots yet.   
    I’m starting to see why everybody was craving weather for so long… It achieves such great atmosphere without having to resort to colour filters.   
       
    I can’t believe this is all dynamic too, I wonder if the fog gets reduced later on in the day? It looks humid out at Mills this morning! lol

  • Scott J

    Fog levels and wet reflection level are dynamic.  Groove and dryline are dynamic and based on where/how you drive (as it stands right now)…

  • DeDios

    I really like it πŸ™‚

  • Mike Oppenheimer

    OMG the Palm Beach Kart track. I love that place,

    Screens look awesome!

  • Lennart Lippens

    This is looking nice!
    I wonder if the wet reflection is real-time or cube? I think it is real-time. You can vaguely see the reflection of the trees and the bridge, which is right I think. In the 3rd pic you can see a building reflection in the little shed.
    I think the wet-track looks a bit too wet. It looks like there is standing water with small waves.

    Also I think the flat track-side grass makes it a bit less realistic.
    I really like the trees, they don’t look like flat textures, but I assume they are 2D. I remember ISI talking about their new tree-engine.

  • GeraArg

    That sounds great Scott!!!!!!!!!!!!!!!!!!!!  =-O

  • JGoenR

    Great screens.

    P.S. IC πŸ˜€

  • DeDios

    Fantastic, i’m really happy!

  • Mark

    Looking good to me πŸ™‚

  • Stefan

    You are a fool. You dont even know what you are talking.

  • gtrNL

    Ok, I’m sold.
    Buying Rf2 when released.

  • Scott J

    reflections are real-time, yes.  Trees are a combination of 2D and 3D elements…  Wet level is variable–this is how it would look if the values were maxed out, which under normal conditions the track probably wouldn’t reach unless it was a monsoon  πŸ˜›

  • Scott J

    Also, the “waves” you see is the normal map distorting the reflection map, else it would look like a sheet of ice or a perfect mirror, which obviously wouldn’t be right

  • felipe

    it´s nice to see ISI sharing with the community these previews instead of sharing with some morons who used and abused last time around!

  • logos

    Great! Thanks for the info Scott.

  • Lennart Lippens

    Thanks for answering my questions Scott!
    I agree with you on the ‘waves’, in many racegames the wet track is just a flat mirror. dynamic groove and dryline is really amazing!

  • shum94

    I’m in.
    Happy to see 1080p screens
    Happy to see wet conditions

  • F1Racer

    Yep nice screenshots !

    Makes all the negative comments from the previous ones seem a little silly now eh (although the first post guy wanted to try and carry on the trend) ? πŸ™‚

  • scca1981

    and the best previews yet too

  • Stefan

    what is the rest?

  • shum94

    Just a question : Why in the screen one, the bridge on the mills track isnt reflecting on the wet track ?

  • shum94

    The sun in the morning should be powerful imo

  • Scott J

    It is actually, it’s just very subtle due to the angle of the lighting and the distortion from the normal map.  As should be you will see more or less of a reflection based on camera angle, light angle and wetness level, etc

  • Scott J

    Post FX for these sort of effects are not in… yet.  This is pure track art without any enhancements…

  • Scott J

    enhancements to geometry are not easy to see.  But, the most obvious test would be to look at Mills in rF1 from this same position and you’ll see immediately see that even the bridge has about twice as many poly’s as before, making it look smoother.  Post FX are the only other “enhancement” that is as obvious as textures, and those aren’t in yet…

  • Aaron Carlisle

    Oh ya, now these are more like it!  I’ve been saying since the first day that rFactor2 was officially announced that it’ll be a day one purchase for myself.  After seeing these latest 1080p screenshots, I don’t think I’ve been this excited for a game to come out since Battlefield: Bad Company 2.

    Scott, thanks for taking the time to answer everyones questions here today.

  • Hompe

    Super great work isi!

  • Montoya

    I second that, thanks a bunch!

  • Crobol

    Thanks ISI to show this material on a Blog made for simracingfans to simracingfans and also thanks to Scott Juliano to answer our doubts and questions. With this kind if images we are enjoing your work.

  • 6e66o

    So there will probably be post fx … πŸ™‚

    Would be great to have some kind of controll over them (adjusting intensity etc),
    as everyone seems to have a different opinion of what looks good.

  • shum94

    “More powerful”

    Ok thanks for the answer Scott. Good job anyway, i’m thrilled.

  • shum94

    I think most simracers like what 6e66o likes lool

  • F1lover

    Brilliant..
    ANd big thanks to VirtualR for sharing!!!

  • Simosimosimo

    Will Rf2 give us a drying race line like in F1 2010! That would be awesome!

  • batito

    The shadows on Palm Beach Raceway look amazing !!!

  • GeraArg

    Scott, leaving aside the issue about graphics, you have something about the licensing system for the players?
    It would be interesting something like a LFS with a single user and pass per player.  πŸ™‚

  • Scott J

    Nothing that I can share at the moment as it’s all still WIP…

  • Scott J

    Yes, that’s the “dryline” I refer to–it’s dynamic based on the the racing line of the cars (not fixed like the old rF1 groove)

  • Scott J

    No problem.  I’m happy to answers questions where I’m able to do so.  When I can’t it’s because there’s no answer yet to give for one reason or another.

  • sosman

    Sweet pics! Still getting RF2 reguardless anyway πŸ™‚

  • GeraArg

    Thanks for the reply Scott!!!!!

  • Philip Oakley

    Sounds fantastic! Thanks Scott!

  • Finally a sneak peak and it looks terrific.  But what every one really wants to know.  How the rubber meets the road!

  • Pe11e

    These screenshots are much much better and much more promising! The reflections are sweet, and the lighting of track is a big improvement.

    thumbs up

  • Scott J

    Glad you all, for the most part, like what you see.  It’s kind of a catch-22–we want to drum up publicity and let you know we’re working, so we release the odd screenie here and there.  But, to date all these shots were of older alpha art, because that’s all there was–just the initial push to get the basic art in place for each asset.  So then we have to endure the endless slams that the quality isn’t there–of course it isn’t, because we weren’t there yet  πŸ˜› .

    These two tracks have had there second pass finished, and so you can see the quality level begin to come up where you would expect it to be.  But again, it’s still not quite where we want it still (which is where things like post fx, etc., come in).  Most developers don’t begin to show art until it’s reached this stage…

    Oh well, babling now  πŸ˜‰ .  Anyway, glad things seem to be more pleasing to the eye now…

  • Scott J

    Hard to show THAT in a screenshot  πŸ˜›   We’re working for your pleasure though…

  • Mike Oppenheimer

    Awesome. Thank you and the guys a bunch for taking the time to post here!

  • Shmeel53

    rF2 is looking amazing

  • KastaRules

    Say what you want about rF2 but I am gonna get a copy as soon as it’s out!  😎

  • JP-Exxe

    If your on drugs then it’s certainly Looks “A-M-A-Z-I-N-G”

    Care to explain what so amazing about those pics?

    cos besides the mediocre lighting and some other pointless fluff here and there (3d 2d trees – dynamic wet reflections Yaay welcome to the early ’00) i don’t see anything AMAZING

  • Woodee

    Cool…. any shots big enough for wallpaper?? πŸ˜€

  • Ahmad

    Keep up the good work. Just don’t stiff us with any kind of subscription payment please.. otherwise, instant buy πŸ™‚

  • mykem

    The lighting in 3rd and 4th pic are especially breathtaking.  Great job ISI!

  • Mike Oppenheimer

    well, here’s a troll…took you guys a while to show up….

  • FONismo

    WOW, really looking good guys and would like to hear the thoughts of all the guys that slated the last shots now. I remenber the post from Scott stating they were early shots and now you can see the difference. Scott, would just like to say how good it is to see yourself answering questions so openly and what a good team ISI are giving it a personal touch to the commuinty like this.

    Simbin take note!

  • F1Racer

    Scott, if you pleased the entire sim racing community it would be a worlds first.  Toughest audience I know. πŸ™‚

    I’m sure rF2 will be just what most of us are waiting for.  I cannot wait.

  • CS

    Scott do you know it is possible for a game to control color saturation? I find most games showing way too much saturation, making it unnecesarely unrealistic.

  • Mr. A

    Looks great, I can’t wait to try it out! πŸ˜€

    I’ll ask this again since I don’t think I was early enough to get an answer when the last set of screens were released: Will the game support “Screen Space Ambient Occlusion (SSAO)?” I think it would be a great addition together with the new lovely dynamic lighting.

  • Scott J

    Can’t say currently if it will or won’t yet, honestly….  That said, it would indeed be a nice addition…

  • JP-Exxe

    oh yeah, those people who don’t praise the above pics are called trolls now

    eh mike?

  • Scott J

    We do have a de-saturation PostFX that was created to test the basic system.  I don’t know if it will be open to users, but it’s not a bad idea, so I’ll suggest it.  I personally like a bit more saturation, but I know a lot of folks don’t…

  • Scott J

    No, I think it was because you personally slammed his opinion (if you’re on drugs, etc” ) and didn’t make any constructive comments to the contrary.  You’re entitled to your opinion, but so is he, yes? 

  • JP-Exxe

    Yes and my opinion regarding these photos remains as it is.

  • Raphael dos Reis Oliveira

    I hope not to see heavy in-game fps drops with all these effects πŸ™

    The rFactor 1 is already kind of heavy, even for a good PC, to run well.

  • f0xx

    Indeed, I hope they optimize this one.

  • Pau

    I did not even recognise Mills in those first two screens πŸ˜› would this mean tracks from rF1 will be ported and improved? Toban I really like, Mills just as much, should we dream of a banked Monza?

  • Jos

    pc simracing graphics are getting there! πŸ™‚

  • Ryan Marc Joseph Callan

    That is truly wicked.

  • Ryan Marc Joseph Callan

    I can only say that I am impressed with the shots – they are not ‘look-at-me’ HDR shots like DiRT and SHIFT, but they have a lovely real-life, gritty feel to them.

    And thanks very much to Scott for taking the time to answer questions. Despite the simracing community being paltry compared to other genres we still like to moan a lot it seems. And you are a refreshing change from a certain other individual from a certain other webzine….. I tip my hat to you.

  • Carbonfibre

    Yes it will cost FPS for certain, but it’s still a good idea to support these things, if not immediately but later on in patches.

    The life cycle of rF2 will be at least 4+ years. I’d say it was worse if you don’t aim your game to run a little above the capabilities of today’s graphics.

  • Scott J

    And that’s really what we have to do to give rF2 some legs.  That said, there are PLENTY of options to turn down/off so that you can get a good racing experience on a wide range of machines. 

  • Scott J

    There are certain tracks from rF1 that I do want to update, although I can’t say ALL of them will come with the initial release.  One reason is that a couple of the tracks, like Mills for ex., were really fun to race on.  The other is to show that rF1 tracks can in fact be updated to run on rF2.  Depending on how much work you put in will dictate how good it looks, but there are only a few things you HAVE to do to use all the new features with the old tracks…  We’ll get to that later <img style=”padding: 0px; margin: 0px; border: 0px initial initial;” src=”http://cdn.js-kit.com/extra/tiny_mce/plugins/emotions/img/smiley-smile.gif” title=”Smile” border=”0″ alt=”Smile”/>  

  • Scott J

    There are certain tracks from rF1 that I do want to update, although I can’t say ALL of them will come with the initial release.  One reason is that a couple of the tracks, like Mills for ex., were really fun to race on.  The other is to show that rF1 tracks can in fact be updated to run on rF2.  Depending on how much work you put in will dictate how good it looks, but there are only a few things you HAVE to do to use all the new features with the old tracks…  We’ll get to that later  πŸ˜‰

  • Scott J

    Cheers.  It’s no trouble at all…

  • GeraArg

    100% agree, thanks a lot Scott for your answers  πŸ™‚

  • dknine

    graphics look great, hats off for this.

    just one other thing i like to ask/mention is that i hope rf2 gets a rejoin function during race session for us endurance racers. πŸ™‚
    now, when you have a disconnect by whatever, internet probs etc, your race is over, nr2003 had rejoin during race, so it’s possible, i just hope that rf2 features rejoining during races aswell.

  • Dave

    The shots look great and the fact that all the post process has yet to be seen is something to look forward to.Ill ask a slightly different question but also based on the graphics and this would be to do with the vid editing capabilities of rfactor 2 ,youve seen what some guys can produce but id say most of the best vids are done by extremely talented amateurs(this is a complement) or professionals . It would be nice if the rest of us mere mortals could get a fairly easy to understand but powerful editor so we can also advertise the game on the likes of you tube.
    I expect that ye have raised standards in all of the game compared to rfactor 1 so i dont really have to ask questions about anything else.

  • oipic

    I know I’m late to the party, and it’s all been said, but gee – rF2 is looking truly fanstastic.

    Graphics were always going to be of secondary concern to me with this sim, but having said that, there’s no denying that they’re a key player in immersion – and it looks like that won’t be a problem here.

    Very excited at the thought that other elements of the package will no doubt be receiving the same polished treatment.  The hard work and dedictation is clear for all to see in these latest screenshots.

    Many thanks also to Scott J for his willingness and enthusiasm in getting involved and responding to us here – much appreciated. πŸ™‚

  • Scott J

    Sorry Dave, no info for you either way on this one right now…

  • Scott J

    Yeah, I’ve been hoping for this feature myself  πŸ˜›

  • F1lover

    ok really stupid question here.. but Scott are you the same Scott Juliano that built the Birmingham track??

  • i am the law

    Dynamic racing line?   wow.    lovely.  

  • the_last_name_left

    wow.    and with hi-poly cars?   woohoo!

    Please ISI, give us super-options panels that include every variable you can imagine might be useful?  For post-fx, for individual sounds, for everything….?  Please?  πŸ˜‰

    the dynamic line is brilliant.  especially for the dynamic weather.  Crammond did this brilliantly, I thought.

    One question – AI?   Will there be any?   Has it been reworked?  IF not will it?  If so – how?  What sort of improvements might we expect?  [I race offline mostly and would love more realistic behaviour from AI……like pitting when they’re damaged  πŸ˜‰   Just for atmosphere, if nothing else.]

  • the_last_name_left

    oh – and a plane in the sky?   not moving in circles?   nice.

  • iracer

    Give me the ability to use a 900 wheel and this will be a nice break from my regular racing. Cant wait to start making tracks again. Hopefully dirt (dirt oval racing) can be used with the groove and track condition settings to form some changing conditions in the dry.

  • Scott J

    Yes, that was the first track I ever did (seems like a long time ago now).

  • Scott J

    yes, with the new animation system, not only can you do characters, but you can also do things like planes flying by on specific paths, etc.  Just have to animate them where you want them to do.  For instance, this plane is “taking off from an airport just outside of the track” and is banking to the right.  They follow other patterns, and some come in to land, etc…

  • Scott J

    Sure, the dynamic groove can be textured to represent loose dirt (or whatever) and can affect the available grip.  The system is still a WIP so I can’t give you specific details yet…

  • Scott J

    AI–plans are to include it, yes, and it has been, and is still being worked on.  That’s about all the info I can give you at the moment…

  • Carbonfibre

    I want to ask about directional sounds.  
     
    Can we have two external samples per car; one for intake and one for exhaust?
    Coupled with the Doppler effect, it will definitely improve the drive-bys. I’ve heard that’s a common criticism of our ISI sound engine over at GTPlanet, Forza 3 as the same issue though.   
      
    FSX is a sim with sound emitters, if only slightly… e.g. spin the helicopters around and you can hear the tail-rotor fade in and out.

  • Scott J

    Sounds are a WIP currently–can’t give you any specific info yet…

  • Scott J

    Hmm–first reply didn’t take it seems.  What I had said was that I don’t have any specific info I can give you for sounds yet. Sorry….

  • BjΓΈrn

    This is looking fantastic and all the extra, great informations you’re giving us, Scott, answering all our questions.

    Here’s a question: Why are you so cool, taking your time answering our questions? It’s really great. Priceless!

  • Jay

    Thanks for taking the time to answer questions Scott.

    Definitely will be purchasing rF2 when it’s released, the Dynamic Grooves feature will be the one that gets everyone back to racing rFactor, I feel.

    😎

  • 07wtcc

    in 2010 graphics cards can do better image I guess

  • shum94

    Standing start without a lap to warm up the tires wont be the defaut used start imo. With dynamic track line, we wont be able to run straight away like we used to in rF1.

    PS : start under wet conditions πŸ˜‰

  • cosm1

    this mean for example people moving on a rally track? or moving marshals?

  • Philip Oakley

    You have to be negative, don’t you? Ever heard of something called W.I.P?

  • weischschon

    This is looking really great so far!

    I have three questions to the devs:

    1. Are there any plans to support the modding-teams who are working already on rF2-Mods, before the release. Should be great, if we could shorten the period from rF2-release and the first multi-car-mods.

    2. Will rF2 be able to use the advantages of a 64bit-System, especially in terms of memory-usage?

    3. Will rF2 be able to get more than 103 AI-cars, (or 60 players online) on track? This would be very nice for our VLN 2009 Mod

  • xTr3me

    Pics looks good so far, especially the shadows are looking very smooth,also the textures are very good.(On screen 3 the track textures). But the vegetation looks a bit muddy :/
    Looking forward for more screens with a bit more race action =)
    :-$

  • Guillaume

    Crap, that means it wont be in rF 2 ? That was one of the most wanted features πŸ™

  • canamracer

    4. Will the driver-change be improved for online endurance-racing? πŸ˜‰

  • speedfreak968

    Wow… Dynamic lightning, dynamic track surfacem weathe etc… FANTASTIC… A dream come true… I’m sooo looking forward to this… Just one question regarding car models, maybe somebody already asked, but – is it going to be a dust and scratches, paint swaping ‘n stuff like that, you know what I mean? And of coures, real reflections? Don’t get me wrong here, I’ll always take realistic driving experience over the eye candy stuff, but getting it all together in one (REAL) sim like rF has always been is making my heart sings….

  • Gulyo

    rFactor2 … release date WHEN WHEN WHEN WHEN WHEN WHEN WHEN ????????????????????????
    Nothing reasonable info about it … this is not a serious company !!! JOKE … just coming out stupid screenshots ….

  • virtuo

    waoo,very impressive!!! i look forward to.

  • Castrol77

    Have you ever heard something called DirectX 11 ?,well,guess what it’s not going to be supported by a game with a release date in 2010/11 ,instead they’ve chosen an outdated API that came out in 2002.and the worst part is that you’re going to stuck with this archaic tech for at least 5 years from now.

    Clever uh ?

  • migf1

    For me, the really big thing in this thread is that Scott is interacting directly with the community! I’ve always appreciated devs adding their personal touch in communiating with the community, so for that I thank you Scott!

    That being said, I would buy rf2 anyway even if no more feedback was given until its release date (it’s simply unthinkable for any simmer not to buy rf2 πŸ™‚ ). Actually I’m eager to its release, especially now that LFS keeps loosing more and more of its once upon a time “glory” and iracing is not really my type of thing (too… “carot-rabbit” marketing/pricing model for my taste -and age I might add- as a comsumer).

    A quick question about rf2 (if you are at liberty of answering it, Scott): I remember in one of the very eary discussions about rf2 you guys mentioning about “plans for a “moderated modding system” for this sim… is there any more info about it?

  • Uff

    If you don’t know anything about how the sim racing world works, please don’y say anything. Sims are sold to a very small audience and so they need to reach the largets number of people possible. Implementing Dx11 just to have a flag that waves better (like in DIrt2) is simply a waste. The majority of games still are in Dx9, maybe there’s a reason for that.
    You can still obtain great results with Dx9 too, if used properly and these screens are proof.

  • Philip Oakley

    The rFactor graphics engine has so much more to offer…the graphics are brilliant anyway when you tweak the ATi colour settings and max rFactor out fully.

    So Dx11 doesn’t really make a difference for me. It’s more about the weather, the physics and all this dynamic stuff that ISI are bringing in.

  • Dave

    Currently what games have much directx 11 features,as far as im aware none have moved totally to it and its unlikely they will until another gereration of consoles come out and even then they wont untill such a time as their are more people with directx 11 than directx 9 hardware.
    This is the same on pc.Now i have the hardware and it would be nice but the physics engine is far more important,you can look at another racing game coming out soon for directx 11 features ,im sure there will be comparison shots of the small differences between the 2 API

  • Forum Searcher

    Future rFactor2 users, fans, moders, developers…etc will need a meeting point to share impressions, ideas and works.
    RSC & rFC they will never be the same, VirtualR is an information blog, NoGrip seems focused on Simbin titles and RaceDepartment on championships.
    Other game developers have their own game forums for community impressions.

    Maybe will be a good idea if ISI creates a Community Forum where concentrate rF2 cars, tracks and addon developers, technical doubts, users comments, problem resolutions, tweaks and tutorials…etc etc made by users and fans.

  • 6e66o

    I would like to see certain limits being removed (or extended):

    – Maximum AI opponents in off- and online races
    (can you immagine racing 200 Cars in a VLN race at Nordschleife? πŸ™‚ )

    – Number of track cams (having a special 72km track in mind 😎 )

    Also rf1 seems to have a problem with more then ~50 players in a online race,
    resulting in players loosing connection to the server etc.,
    hope that can be improved somehow..

    And please keep the free camera movement as it is,
    i love that feature πŸ˜€

  • FOG>Daheee

    Scott how are the physics and FFB coming along?
    Our team has now stopped rfactor racing at the moment and we are so waiting for rf2 but the main thing for us would be a total overhaul of the FFB.

    Anything you can tell us on this subject? 

  • scca1981

    There’s hardly any DX11 games now and only a hand full of GPU’s capable of running them at decent detail.

  • scca1981

    A true 64Bit version would be killer.  With the high popularity of 64bit OS’s at this time it would seem a good idea to offer x86/x64 versions.

  • Forum Searcher

    Number of drivers on a online race is not only a rF code problem. For races with 200 drivers a powerful server (CPU and RAM) with big bandwith will be mandatory…

  • 6e66o

    In our league we were trying to have such races, with 50+ drivers.
    If i remember correctly the server wasnt the problem really.

  • weischschon

    Getting rF2 used to 64bit would be very needed for multi-car mods with high detailed textures and sounds. As an example VLN 2005 with 100 AI’s brings the rF.exe-Process very near to the limit, what a 32bit-system can handle in terms of memory-usage. And the VLN2005 Mod is already a big compromiss in terms of texture-sizes, Sounds and so on.

  • Scott J

    1. Gjon would be the man to ask for that…
    2. I’d need to ask specifically about this…
    3. No answer for you yet, sorry….

  • Scott J

    You can have realtime reflections on the car, yes.

    New damage elements on the car are still being explored, so no answer yet other than to say we’re experimenting with lots of things

  • Scott J

    There is more info about it, but nothing I can share currently…

  • Scott J

    Free camera is not changing as far as I know…
    Total camera limit in rF1 was 128.  It was being talked about to increase this for one of our tracks–not sure if it was done or not yet…

  • Scott J

    FFB is being worked on, and physics are being worked on.  So far things feel good to me, but nothing is done and final yet…

  • Scott J

    sure they can if you don’t mind the game running at 30 FPS or lower while you race…

  • Karma9
  • 6e66o

    thx for the answer πŸ™‚

  • Ernie

    Realistic-looking reflections, haze, lighting & shadows.  These hires-shots are much more eye-pleasing.

    But one question: The fourth shot is showing many (good-looking) tree shadows, but i don’t see many (or big) trees on the right side, which can produce so many shadows.
    Nevertheless it looks great. Can’t wait to get more infos and screenies. πŸ™‚ rF2 will be a must-buy.

  • Scott J

    No, just means it’s not the YET, so I can’t say it is…

  • AndreasT

    Now that I’m convinced that lighting will get some major improvements, I only need to pray that AI of the same team will never pit at the same time under full-course yellow (as they frequently do in rF1) and kick each other’s a**. Of course there’s much more that could be improved in the AI department. πŸ˜‰

  • the_last_name_left

    thanks for the reply and glad to hear the AI will get an update and that there’s going to be more life at the tracks.  Seems to be as I trusted it would be : rF2 will deliver.  Thank you, thank you!! 

    I think rF2 might turn out to be a real software classic.  more than rf1, I mean.  I feel spoilt.  Thnx.

  • jonneymendoza

    Looks better than GT5

  • Dave

    Totally agree

  • i am the law

    Looks great. 

    A couple of questions, maybe Scott could address, if he hasn’t exhausted himself already:

    1) Will there be (can we please have) a better system for tracking fastest lap times – per circuit, by vehicle etc?   rF makes hotlapping a little unrewarding as it’s very clunky to track your best ever times.  I’m sure the open nature of the program makes this more difficult to do…..but it would make a big difference to hotlappers I feel.  In rF1 you have to exit the track, go to driver, and work through a list to find your times for any particular track.   GPL used to post the lap record every time you loaded a track, and your PB was easily available. 

    2) Ghost cars?

    3) Track learning – if it’s going to be implemented again, can it be/is it to be integrated into the UI? 

    4) Will the accidental gear change switch still be available?  My wheel buttons are old and invariably deliver 2 signals and the accidental override thing is crucial.  Else I’ll need a new wheel.  I can’t be the only person with this issue – please retain this feature.  πŸ˜‰

  • i am the law

    They have said “it’s ready when it’s ready”.   This is the absolute best response one could get – apparently timelines are subject to the product development, not the other way around ie some arbitrary date required for marketing and bottom line determining release date – ready or not.  Having no definite date is the right way to do it.   It’s a more serious approach than a commerical/corporate one – enthusiasts should be very happy about it imo.  

    Even delay it – and get it right would suit me rather than deliver on a release date whilst there’s still work that really needs to be done.  I can wait.  Just.

  • i am the law

    yeah – good question.  I also think multiple sounds for single events is a good idea and on my wishlist.  3 gear change sounds available, say, and one chosen to play randomly each time etc.  The aural depth to rF can be pretty impressive already with some great samples, but….I’d like more.

    Doubtless there’s a pretty hefty resource overhead in doing all this.  We can’t have it all?

  • i am the law

    so the dynamic groove will influence grip levels?  Nice.

    Will the groove be persistent?   if i leave a track and return a week later, will that same groove be there when I return, or will it start anew at some default?

  • i am the law

    Brilliant!    No starting from scratch…..    This is gonna be great.

  • 6e66o

    On a sidenote but related to the sounds topic.
    It would be great to have more (and track specific) ambient sounds.

  • F1lover

    Well I have to say its still one of my all time Favorits..and I am a HUGE FAN!!!!
    Thanks soo much.

  • F1lover

    This thread is PROOF.. rF2 will kick ASS with the FANS>>>
    Very happy too everyones reactions..

  • Johnny

    Looking very very good.  Can you give us a rough idea of a good spec PC to run rF2 on high(est) settings?  

  • DeDios

    I hope will be a proper AI. I really like to drive in offline races too.

  • Scott J

    1.  No specific answer for you at this time—those sorts of things are still being hashed out
    2.  No comment  πŸ˜‰

    3. AI is being worked on, so I’m not sure how relevant that will be (I’m just an artist  πŸ˜›   πŸ˜‰
    4. I can’t imagine it would be taken out honestly…

  • wtf man

    Yes that sure is good news, would love to see the Virtua_LM & Com8 Tracks, with the new effects, planned for rFactor 2 πŸ˜‰

  • Scott J

    Nothing specific yet as we’re still adding/removing/reworking/optimizing features, etc.  I’m sure Gjon will provide relevant info on that as soon as he’s able…

  • Scott J

    I enjoy offline racing, too, for practice, so I’m always being a pest about the AI πŸ˜‰

  • wtf man

    Read between scott j’s sense of humour Guillaume, im assuming this feature will be in rfactor2, sooner or later. πŸ™‚

  • Scott J

    THAT is on my current wishlist, because I have things like birds and cows, airplanes flying overhead–would be great to tag a sound to things like that…

  • shum94

    Doom III came out with a terrific engine based mostly on Dx7 while Half Life 2 was coming and was Dx9.

    You’re ignorant πŸ™‚

  • DeDios

    Yeah, thanks really much for your reply! πŸ˜‰ for me, last really good AI was in Grand Prix 3, fantastic.

  • GeraArg

    Scott, may be possible to include a debug mode? would this be quite userful for modders. we would save a lot of time  πŸ™‚

  • Scott J

    We’re working with modders in mind, that’s about all I can say at the moment…

  • wtf man

    Actually srw has now changed it’s policy on user made content, from the community, gone are all the mentioned content, and it will now focus the site on licensed tracks & vehicles and online racing.
    rFactorcentral will still remain the hob for the community to continue sharing their work.
    Race Arcade central ….ooops i mean race sim central, doesnt seem to support our modding community anymore, the site is full of console products now.

  • DeDios

    No way to insert/integrate in rF2 something like as “rFactor rank system”?
    i mean this http://rfactor.gplrank.info/
    I use a lot this πŸ™‚

    OT i’m waiting an improved Lime Rock layout from you πŸ™‚ and..why not, some ALMS tracks more too.

  • Castrol77

    Yeah cos ISI when it comes to graphics are in the same league with Valve and Id…..facepalm

    but fine,call me ignorant if you want

    in a couple of years when we’ll see the arrival of the next gen of consoles and a new dx then you’ll found out who’s the ignorant and who’s looking beyond the present time.

    πŸ˜‰

  • GeraArg

    Thanks for the answer πŸ˜€  

  • James

    How many tracks will have rfactor2?

  • Vince Klortho

    Personally, I liked all of your courses (I mean both ISI and yours) with the exception of the ovals.  Essington, Mills, Sardian Heights, and Toban are lots of fun as are Brimingham, Leinz, and the “F1” tracks.  I hope we will be able to have them all in the next game.  πŸ™‚

  • shum94

    What about the damages Scott ?

  • Carbonfibre

    I used to have the same opinion as you about having the latest and greatest tech in games. As soon as the Dx11 SDK came out I was like everybody should be using this now -but look at what Dirt2 did, or in retrospect, didn’t do, because nothing happened. The graphics industry moves fast, but the tech doesn’t.
    Also you’ve got the quality problem occurring exponentially now; whereby people expect higher quality every year and that detail is taking even longer to build, therefore you need even bigger teams to balance it out.

  • Scott J

    I expect more than rF1 had on release…

  • Scott J

    See below–there was an “answer” to this question πŸ™‚

  • Firefox

    Very nice screenshots, really love those shadows and the lightning!
    And if Scott is still answering questions: Will the driver Swap system still be there and will it be improved?
    Also in free camera mode the sound was heard from the spot that you ‘tooke’ the camera from, is that fixed?

    Thanks Scott and all ISI crew, you guys are the best!

  • shum94

    Ahaha yes sorry, comments system is confusing.

  • shum94

    Good question about the sound in free cam.

  • F1Racer

    There is/was a forum at http://www.highgearforums.com/&nbsp; but no-one seems to go there any more despite my mates recent efforts to bring it back to life.

  • F1Racer

    With 200 cars, how do they all garage themselves in the pits and how much CPU and texture RAM do you need for that ?  I think even my rig would have trouble running that maxxed out.  πŸ™‚
    Thats a LOT of physics processing to process.  
    That many cars isn’t my kind of thing though.  40 or less is enough for me. 

  • shum94

    Screen 1 shows that anti aliasing isnt on max. Please do the next screens with max filtering.

  • F1Racer

    One question I have Scott,  in the Monitor screen where, say, you are in the pits and AI or other human players are on-track and you are monitoring their laptimes.

    Can we have something simple in the GUI where when a player is in the pits, their number shows up in red (like in the Formula1.com live timing).
    Then you can tell who is and isn’t on-track at any given time.

  • Toby

    I’m hoping RF2 will have more flexibility to adjust the rules. Penalties for certain things or not. What the penalties are ect. To accommodate for various forms of racing.

  • Dave

    Just as a side note to this ,ive been using VonDutch’s Better AI with pretty good success even if  it was designed for gtr2 ,no harm in taking a look at it if you ever get a spare hour or 2.

  • F1Racer

    Yeah and also for F1. Maybe such things as 3 timed quali sessions with cars dropping out until 10 (or whatever) are left.  Proper implementation of a safety car too but maybe thats down to the mod makers as it seems to work in Nascar iirc.

  • migf1

    ok, no prob… patience is a good virtue πŸ™‚

  • vik15

    <!– @page { margin: 0.79in } P { margin-bottom: 0.08in } –>
    Nice screens. Looks the same good as those posted before. (never understood all the criticism) Trees are a bit more simplistic although without any sign of light/shadows. Wet (probably) asphalt looks a bit like vaseline smeared . Lighting is quite believable for an evening time. Would be interesting to see more.

  • i am the law

    I see this as a really fundamental choice ISI have made.  They seem to be going with the flow: they’re enabling.  Most of the content is user made.  ISI is making a platform rather than something they want to jealously guard.  IMO they’re very rightly trying to make a virtue of opening things up instead of trying to make a single instance of a thing and viciously protect it.  I really hope it succeeds.  I am confident it will.  Because it’s going with the flow.  Just check all the comments?  
    πŸ˜‰

  • i am the law

    Yeah, thanks really much for your reply! πŸ˜‰ for me, last really good AI was in Grand Prix 3, fantastic.
    ———

    y.   character too. 

    then again, my teddy bear had character once.  Gp3 is going back a bit?

  • i am the law

    VonDutch’s Better AI tutorial

    Hey! thanks.

    Any kop?

  • i am the law

    y

  • i am the law

    Ok – thanks scott.   Glad to hear I don’t need a new wheel quite yet.  hehe. I really appreciate that simple control.  πŸ˜€

    Sin-Bim take that control out of the plr file.   rF saves me 200 nicker.  Ta/.  πŸ˜€

  • i am the law

    well, it smacks of an opportunity, does it not?

  • i am the law

    very eary discussions

    ?

  • i am the law

    apparently the same issues are faced in AI development – and all modelling of reality: information demands rise exponentially.  In nature, every sub-atomic particle ‘knows’ all the laws of nature,  every force that is having an effect upon it and what it must do in response.  That’s a lot of data? Look at CERN’s new baby?

  • joekart

    Hello,
    this is looking to become my favorite game!
    thx scott for replying all those questions O:-)
    I have one i didn’t see yet: will it be possible (like in lfs) to exchange skins automaticly with others racers by connecting in multiplayer mode? my pc is full of skins that noone can see and it’s the same with a major part of us i think.
    don’t know if my english is good enough for you to understand what i mean :-[
    sorry for mistakes
    And one more time: thank you scott and ISI

  • frigopie

    you can say what you want guys, but those graphics are from a 2005 game… i hope that in rf2 people start to experiment a little more with shaders, they are the key to get nice graphics, and i dont mean graphics like nfs shift or dirt2, but graphics that don´t look like cartoons… Niels and Some1 did an nice job in this way (i can´t understand why modders don´t use their shaders  *DONT_KNOW* ) for cars, next step is to make good shaders for track materials… btw i cant wait to se it in movement!

  • Scott J

    We’re still working on these types of things, so I can’t give you a specific answer yet…

  • Aaron Carlisle

    Don’t worry, bud, your English is just fine.  Much better than many others that’s I’ve seen try to type/speak English…lol.  I would like to see this feature as well, or possibly just a server side auto-downloader itself that would download the tracks and skins needed to race w/o being kicked.  Kind of like how Steam has Counter Strike, and other Valve games setup.

  • Mike Oppenheimer

    Show me a game from 2005 that looks like that.

  • krisby

    Looks good, certainly an update, though is still easy to tell is only an “update” of the existing engine.

    However, my main concern is AI, I gave up online racing cos of all the douche bags, however, I have recently given up on offline racing too because the AI are so unbelievably stupid and inconsistent, for instance, in TCL, I race at 118%, but the AI whip me in qualifying, then I basically fight my way to the front for the race, so not a race, just a procession. 

    So if the AI can be awesome, and actually offer a good fight, in both quali and race, then the graphics can remain the same for all I care.

    at 100% the AI in STCC are great fun.

  • krisby

    CMR Dirt was 2006, and it was better (though you needed a nuclear powered PC to run it).

    GT Legends looks way better, from the same engine, go figure. Also, the Flatout series, looked superb and ran like a mid winters cold.

  • Aaron Carlisle

    Krisby, you’re kidding me, right?  GT Legends was a great game, but it was DX8.  Don’t get too far ahead of yourself now.  Dirt was WAY too brown, almost identical to Grid.  If you think that looks better than the more realistic looking rFactor 2, I’d advise you to stick with arcade games then.

  • migf1

    πŸ˜€ πŸ˜€ πŸ˜€

    My text is full of typos anyway: “eary”, “comsumer”, etc πŸ˜›

  • DeDios

    For the VLN series, we need an huge amount of cars in track! πŸ™‚ 40 is not enough!

  • DeDios

    Yeah, that feature would be great! πŸ™‚ nice one Joekart.

  • Hanjin

    I’m really looking forward to RF2!!! 
    Please ISI, take a very, very, very good graphics for RF2!
    Thx for your working!!!

  • David Wright

    GTL was DX9 πŸ™‚

    I’m in the middle here – it looks better than rFactor (detail in objects and textures and shadows are much much better) but lacks that wow factor for me at least.  Scott has said they haven’t applied things like post fx, etc yet so I think its best to hold off final judgements.  Also the track itself is a factor – the kart track isn’t visually very exciting and so doesn’t help the wow factor.  Screenies of the recently released Longford were technically not as good as these but did have wow factor because the track was interesting and had character.

  • Hompe

    Will you make more surface physics (grvl grass sand etc) than rf1?
    Will you be able to make moveable objects with some sort of weight in them, making the car slow down on impact etc?
    Have you got any comments on gravel physics?

    thanks

  • RJC_pt

    Is there any news in point to point(hillclinb) suport?
    Thanks!

  • Dave

    1 other question is regards setups.
    As we have a huge number of tracks and mods its impossible for the mod makes to give good setups with their mods and while there are good guides on the net you have to leave the game to read them,it might be a good way to introduce new people into the game and guys like me who find setups quite difficult to make it easier in to understand what you are doing in game.
    One way is to give textual highlights when you pick a setting and the other is to put a basic video animation of the part you are adjusting and explaining what it does.
    Another way is maybe to list in order of what you should adjust.
    Sims are perceived as being difficult how ever the driving is easier that the setups so maybe something to think on,id personally pay a premium for something like this in game,the advantages for those who already know this stuff is that they end up with more competition as drivers and their setups get better.

  • John

    How will the qualifying session at RF2?

    Qualifying will have the system like F1?

  • RJC_pt

    You can create more surface types in rf1 using a custom tdf terrain file per track…

  • sommergemuese

    Hello!

    I have some Questions would be nice to get some answers.

    1. Do you will implement Mod Management? Means if you connect to a Server and you don’t have the Track or Mod Running the Download of it will be offered. It is really hard to find server with the Mods you have.

    2. Can you please show some Screens with the Realtime Reflection on Cars? (Like driving under a Bridge and you can see the Bridge Reflected on the Car.)

    3. Are you able to include shaders as FX Files so that we can edit them really easy? I think most of the Magic can done with great Shader work.

    4. SSAO?

    5. Any Release Date (roughly)?

    6. How is rain working? With Particle Systems? Do we get 2D Raindrops with Bump Mapping?

    7. For Simbin Games and rFactor you have to Render a “Shading/Shadow” Part for the templates. Do we have to do this for rF2 as well? Would be really nice to do this without rendering. Like Painting on a White Document with Wireframe Layer and all you have to do is adding Sponsors/Decals and Color.

  • F1Racer

    hehe poor Scott, he comes here to help out and gets totally inundated with questions.

    So….   I am wondering if the open wheel cars in rF2 will actually have collision detection on the wheels this time.   One of rF1’s downfalls was that you could collide an F1 car wheel with another and they just pass through one another.  
    The collision physics are quite strange in rF1 and the other isse which I guess is mod dependant (cos HistorX doesn’t suffer from this so much) is the ‘tank cars’ effect.
    This is where a play cars collides or touches an AI car at low/medium speed and the player spins or crashes off while the AI car either barely moves or just carries on as if he hasn’t been touched.
    Try tapping out an F1 AI car in rF for example.   
    Tank car effect is so annoying too if you get hit from behind or from the side by an AI and only you suffer as the AI car is virtually unaffected.

  • BazookaDoe

    Please Scott, the sim crowd demand SSAO.

    Pleeeeeease!

  • i am the law

    i don’t.    i’d like it as an option, but its benefit is highly marginal.  Likely I’d rather the time was spent elsewhere.   πŸ˜‰

  • i am the law

    hey, ease up on the “premium prices”?  

    you’re right though – setup needs more help.   some mouseover advice would be nice.  it really should have its own sphere in a ‘serious’ driving game too – part of the “game” should be about carsetup, and an aspect of it should be devoted to it.  It’s interesting on its own.

  • i am the law

    gtl is gmotor?    same.

  • i am the law

    rf can be judged on the level of the questions posed?

    compare to…….well, i don’t like to name names, like Codemasr………

  • sommergemuese

    Idiot…

  • sommergemuese

    @ BazookaDoe Sorry no Edit here?!

  • scca1981

    To Scott:

    Can you answer if rF2 will support proper cockpit shadows like found in Dirt/Dirt2/Grid/iRacing/Shift?

  • Toby

    RF1 already has the tools in place for mod makers to add different default setups for every track. Its just not done in 99% of them.

  • Toby

    The collision system is modifiable in RF1, probably why you see a wide variety of reactions.

  • i am the law

    i’m an idiot?  no – i am the law.  πŸ˜€

  • krisby

    No kidding, it looks very polished and sharper, and for me atleast, reacts to AA better. but it is DX9, as all Gmotor2 games are, maybe you only had a DX8 card at the time? Simbin even made some improvements to the shaders so it should look better too.

    My mention of Dirt was in the detail, I’m not saying the colours were better, but the detail is far superior to Rfactor1, and still looks better than RF2, from what I’ve seen so far anyway. The guy said show him a game from 2005 that looks better than rF2, I did that.

    And no I will not stick with arcade games, I love my sims, but I also have eyes that work, and if you think rF2 looks as nice as GRID/DIRT you need a new monitor.

    I’m not so fussed about the graphics anyway, as stated in another post, I’m more interested in the AI actually being AI, not drones that follow a set line round a course and can’t drive for pooh, no matter what the mod or track.

  • Lukas Kvietkauskas

    Awesome screens, awesome job Scott J is doing with community! Its first time I see such a cummunication with ppl, answering questions, etc., its so amazing there! Well done ISI and Scott.

  • Baule

    I wonder if we will be able to save during an offline race. I had several endurance races abandoned by system crashes and after 16 hours of racing that can be really annoying…

  • DeDios

    I hope will be again the possibility to export MoTeC files πŸ™‚ i love telemetry.

  • sommergemuese

    I mean BazookaDoe not you πŸ˜‰

  • Ross Siggers

    I dunno about anyone else, but I love the number of people asking questions, only to have responses that go along the lines of;

    “That can be done in rF1”

    😎

  • Dave

    True but if you want to drive on a track that the mods havent provided a setup for you are in the same position,there are hundereds of tracks available,and if mod makers provided the perfect setup for every track what will i or anyone have have learnt, only that they can do it and i(others) find it extremely difficult ,and realistically getting a perfect setup is a lot of work and is also dependent on driver perspective and feeling.
    Regarding the premimum price,if you were to assume that the game will be 40 euro and if they put a lot of work into teaching setups and then instead charged 45 euro you couldnt say that was bad value especially once taught you are taught for further games down the line.
    Also if the this part is easier to undersatnd and you increase customers buying it by even 1 or 2 % you probably dont have to charge extra as that will recover the cost,Ive a feeling even with the basics line animation and textual or voice info it probably the fastest extra that could be implemented,but like eveything i believe i could be wrong πŸ™‚

  • Gpfan

    Will the driver swap be optimized?

  • Scott J

    Nothing specific on this yet, but we’ve talked about this sort of thing…

  • Scott J

    1. WIP, as Gjon has said previous πŸ™‚

    2. I’m sure we can do that at some point  πŸ˜›

    3. Not quite, but you can write new shaders for rF1 currently, and the same holds true for rF2

    4. see below somewhere

    5.we’re still aiming for 2010

    6. It’s working and is being fully implemented still

    7.  if you’re referring to self-shadowing, everything self-shadows in our new lighting system

  • Scott J

    The collision system has been, and is still being reworked–about all I can say at the moment

  • Uff

    In the first screen we can see that white lines are still aliased once they get far away. In rF1 you could solve this by adding a lot of AA and changing Negative LOD Bias (in nVidia control panel) to clamp, even if that made those line become blurred.
    Are there any chance to see some improvements on this side?

    PS: I do love Mills at night: finally night is dark as it should be! πŸ˜€

  • Scott J

    the road lines are on separate poly’s so they can be slicker, etc.  You need AA to smooth out those edges at a distance, just as you need it to smooth out any edge.  Mip Bias is no longer an issue though doing it this way…

  • Uff

    Good to know it: thank you. πŸ™‚

  • shum94

    I just noticed that screen 1 got clear sky but got fog on the end of the straight line.

  • 6e66o

    I really dont want to nitpick (im pretty happy with the progress),
    and i understand not everything is finished yet.

    But i still see some transparancy problems with the trees,
    specially on the palmbeach02 shot.
    They look good with sky in the background (top), but not so much with other trees in background (bottom).
    (see trees on the right side)
    Also the haze/fog is kinda shining through (distant left side of the picture).

    Is that something we will be able to avoid?
    Can we have more information on the new tree system?

  • F1Racer

    Thanks.  Hopefully it will turn out well for open wheeler series’ 

  • F1Racer

    Yeah, I would love to be able to save durning offline races.  Then I can make the time to run full distance races and if the phone goes or I need to get off the computer for whatever reason, I can do so and come back to where I left off. 

    This would be great if they could implement this feature.

  • F1Racer

    haze ?

  • Mode-Franz
  • Carbonfibre

    I see what you’re getting at in palmbeach02. Those two trees in the middle right seem to lose a lot of their foliage against the ground (dissolves into little dots) and gain more foliage on the top, when against the sky.

  • Mike Oppenheimer

    That is a good representation of how good rf2 looks, thanks!

  • Mode-Franz

    booked a date for you with an optician

    free of charge

  • Dave

    http://en.wikipedia.org/wiki/File:God2-Sistine_Chapel.png

    (1508)

    Physics weren’t great though

  • Dave

    Appreciate the answer and ill keep my fingers crossed.

  • Johnny

    I’d love to see a damage model where parts ‘explode’, ala carbon fiber πŸ˜€

    Also, dirt/grass/debris accumulate on circuits

  • Mike Oppenheimer

    3do’s, textures, lighting, shadows….all look miles better than both shots you showed, so im alright on the check-up…You keep your fake blur and bloom, ill keep with rf2’s Substance

  • Bizan.P

    @Mikey

    True it looks fantastic,not for this decade though.

    http://www.mikearauz.com/images/conan_year2000.jpg

  • Mike Oppenheimer

    I disagree, but i can’t fault a Conan reference lol

  • Mode-Franz

    Physics were devine wise guy

    and mike when you say fake blur and bloom ,you mean something like this?

    https://www.virtualr.net/wp-content/gallery/2340/31411_406798613424_754293424_4089683_8087098_n.jpg

    and not to mention the so real God rays

    Enjoy your substance buddy,that’s okay.after all this exactly aged substance you’ll ve till the end of this decade.

    lol

  • Mike Oppenheimer

    Photoshopped screens aren’t fake ingame blur to cover up the graphical shortcomings…but good try, buddy.

  • Mode-Franz

    ah I see now,it’s shopped
    Just like this one i suppose uh? oh wait it’s shopped too lol

    https://www.virtualr.net/wp-content/gallery/2425/rfactor2.jpg

    Whatever

    Btw keep that line for fake blur you keep repeating,you’ll need it in the final game

    .. Kiddo

  • Mike Oppenheimer

    whatever…You can keep on trying to get across your opinion as rudely as possible, (working real well btw) but im through. Heve fun buddy πŸ˜‰

  • F1Racer

    I gotta say, out of those 3, rF2 looks the better.

  • Paul82

    No $hit sherlock,if you consider that the other two are years older and from inferior machines then the “Better” is not enough.

  • Aaron Carlisle

    You guys just don’t get it, do you?  Polyphony Digital, and Turn 10 both have hundreds of employees, and budgets over 40 MILLION dollars to develop games.  ISI is a team of around 10 to 15 guys with a budget probably only in the 2 million range….IF that.  You just can’t compare, so please.  Go troll elseware.

  • Carbonfibre

    Making the setups a more visual experience would be the right way to go. 
     
    Have a UI that shows the vehicle so that you can make the changes in real time. 
     
    Additionally have the “drop” function that LFS has and if you really want to show off: – a rolling road with adjustable velocity and surface ranging from the typical kind of bumps you find on a race track to cobblestone street. 
     
    That would be truly phenomenal if that was implemented, but this is taking for granted that the suspension animation was overhauled for rF2, otherwise it wouldn’t work, particularly with the fast and slow bump/rebound settings. 
    I imagine it would be an awesome spectacle for showing off the physics too. πŸ˜‰

  • DevonK

    Looking good, but given the long list of game features Scott lists for which ISI is still trying out different options I’d be very surprised by a 2010 release – that only gives ISI 5 months to go golden. Usually on a big title you are well into beta builds five months before a release, with all major release features locked down. RF2, however, appears to be early alpha ATM. Patience will be needed….

  • shum94

    You’re showing on the four screens of rF2, the least good.
    Plus the games you showed couldnt do what rF1 did (timescale, best netcode ever & simulation physics)..

    rF2 will be better than rF1 and thats what interest us.

    Go play nfs shift it will please you i’m sure.

  • Gpfan

    I´m affraid so…..

  • Uff

    For F1 2010 Codemasters said that they were implementing the last things before starting the final betatesting just few weeks ago and the game will be released on September. Considering that it takes 1 month to print all the copies I think that 5 months are far too much. Especially if you think that the majority of us (I think) will buy it online, so there’s no need to print DVDs (unless ISI decides to put the game on shelves from the beginning).

  • sommergemuese

    It is true rFactor 2 looks outdated πŸ˜‰

    But don’t try to tell this these peoples. All you get is hate 

  • 6e66o

    260 comments..
    must be a record πŸ˜€

  • M2209

    Scott, do you release a demo?

  • DevonK

    Problem is, rF2 is nowhere near “final beta testing” so the analogy doesn’t hold… Plus ISI is a much smaller company and consequently has much longer development cycles (look how long it has taken them to get rF2 this far).

  • Uff

    Actually we don’t know anything sure about rF2 developmente status. πŸ˜‰

  • Edu

    Scott.. Rfactor2 will have a sorrund 5.1 sound?

  • CS

    After adjusting saturation and contrast, I really hope the game will allow us to change both these properties:

  • Dale

    No not really. I’ve noticed immature people often make accusations of hate whenever they are legitimately criticized.

    Let’s not even mention the fact that rFactor 2 will run at 1080p and over because I don’t want to be hatin’ on ya for pointing out the truth.

  • Jon08

    Please Scott, can we expect just a little video soon?

  • Jon08

    It’s not beautiful =-X The actually graphisms are more realistic than yours, which are like HDR, and it’s not realistic, not “real”.

  • CS

    Neither are beautiful nor realistic, point is to my taste rFactor had way too much saturation and too little contrast. I wish we could adjust both so each can make it look like their own preferrences.

  • CS

    Perhaps this version is a bit better:

  • joekart

    hello,
    i think your screen can allow those settings.
    No? :-[

  • Andrew Cummins

    What about Wiper Blades, and Tear Off when its raining or when running on Dirt tracks?

  • jed

    I am hoping for a settings adjustment to force a shift delay for mods that did not have paddle/sequential transmissions (like older f1 mods. ect.).I hate being forced to use my
    paddles to be fast..It’s un-realistic.It could be used as a select box for multiplayer race setup.

  • joe rodgers

    Another thing we need is a better multiplayer system.
    How many times have you went through the process of
    finding a race only to have a file mismatch when you get in.

    Maybe a system file pre-check that can be done BEFORE you join a race (from the game list).
    Man that would be great.
    Or follow in another once great race hookup program and include the mod/track download
    available right from the multiplayer screen.The key would be to make the game open to mod insertions while loaded.

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