rFactor 2 Beta Thread: Which will crash more often; it or us?

What could this be? The steering wheel looks like a modern F1 car and apparently it's officially licensed. Hmm...

rFactor2 on Twitter said:
Cockpit WIP from one of the licensed cars due for release over the next few months.

ibfDaDZBCfuLvs.jpg
 
Well they've just recently handed a license for NFS Most Wanted so it does sound likely.

lol, for a moment I thought that NFS MW is going to have an F1 car in it but it's "just" the Marussia B2.


an F1 would've been awesome, like in the burnout games
 
It looks like we'll be getting a Corvette C6 in the near future...

iExS1M1wCYOOL.jpg


i52nB20yIg9AR.jpg



Putnam Park v0.91

Alex Sawczuk released a version of Putnam Park earlier this year, but now feels3 has decided to try his hand at the same track. Both are available to download from the second post in this thread.

• Trees use temporary T1 shader; a more advanced shader is planned for v1.0
• The HDR profile is from ISI's official tracks
• Track includes two layouts; a third layout is planned for v1.0
• Animated corner workers are planned for v1.0
• Racegroove, marbles, and crowd textures are from ISI tracks
• Temporary replay cameras; upgrade is planned for 1.0
• Some model and texture improvements are planned for v1.0

Putnam Park v1.0 is planned for the V1.0 version of rFactor 2.

Download

ibxuNITaVhSHuj.JPG
 
Torrent downloads and 107->118 updates are currently available here.

UPDATE 8 – BUILD 118 – CHANGELOG:
======================================

GAMEPLAY:
—————————
Corrected code to always use track GDB SettingsFolder override
Setting session starting times default to 9am
Changed default steering help from low to off because it confused a lot of people
Re-enabled transparent trainer and added some options for it

PHYSICS:
—————————
Added code to allow RealRoad to be pre-conditioned in a number of ways
Moved some real road computations into road shader
Fixed typo that prevented the middle turbo dump sample from playing
Improved turbo dump
Added minor effect of turbo spool friction
Fixed a small problem with auto reverse

AI:
—————————
Attempts to get the fuel-less AI to slowly pull off the road

UI/HUD:
—————————
Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom
Fixed statbar car position map to correctly scale with screen/hud resolution
Now checking livery availability on vehicle change to make sure it's valid
Eliminated more conditions where the player vehicle gets incorrectly set to Pace car
More UI stuff for RealRoad loading/saving
Minor fix to info display on Video Res page
Scaled text on mouse-less spinners to correct value based on screen res and res of options.
Added ability to add boost gauges to cockpit and HUD

BUG FIXES:
—————————
Fixed crash in multiplayer
Fixed some memory/resource leaks
Fixed crash when changing tire compounds in pitstop
Small optimization with regards to buffering data between simulation & multimedia threads

MULTIPLAYER:
—————————
Added dedicated server RealRoad options
Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races
Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window

CONTROLLER/FFB:
—————————
Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.
Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers.
"Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.
Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file.

PLUGINS:
—————————
Completed custom plugin control (this invalidates old Version05 plugins)
A little bit more robustness with respect to saving and restoring custom plugin control mappings

REPLAYS:
—————————
Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format

MODDING / PUBLIC DEV:
—————————
Fixed bug with render target selection for all 3DS Max plugin versions
Added a new default method for generating normal map tangent basis
Added _v25 to the names of all plugin dlls
First release of scene viewer, located in ModMgr directory
Fixed some problem with component Install/Uninstall in mas2 packaging tool
Updated modmaker doc to sync with latest tools
Added CG visualizer to Ctrl-U dev tool
Added support for RealRoad file reading in viewer
 
Has the Logitech death-rattle been fixed yet?

If so once my friend gets back from the UK I'll probably have a go with the game and DFGT again so what content/mods would you recommend trying? I found the Megane in the first few builds absolutely bersersk and weird compared to a chipped up Focus ST on ice no matter how I tried to set it up(Have they made any changes to it?). I only got to try the Nissans for a few minutes, but they seemed infinitely better and the FFB aside from the rattle felt absolutely sublime.

That one MP4/4 video seemed really fantastic, is it available or has anyone here tested it?

Also, there wouldn't happen to be Laguna Seca or Imola available for the game yet?
 
Has the Logitech death-rattle been fixed yet?
Unfortunately, no. That will probably be one of the last issues to resolve.

What content/mods would you recommend trying?
The list in the second post is the best place to start.

I found the Megane in the first few builds absolutely berserk.
Hmm. I think the Megane feels closer to real life than any other sim car ever. You and I will probably never see eye-to-eye on this.

The Nissans seemed infinitely better and the FFB aside from the rattle felt absolutely sublime.
The Z and GTR are definitely more stable than the Megane.

That one MP4/4 video seemed really fantastic, is it available or has anyone here tested it?
It is available but I haven't tried it yet because I don't like high-horsepower cars.

There wouldn't happen to be Laguna Seca or Imola available for the game yet?
Not yet, though I wouldn't be surprised if somebody in the community is already working on at least one of them.
 
Not yet, though I wouldn't be surprised if somebody in the community is already working on at least one of them.
Thanks.

I skimmed the OP too fast and missed the mod section. I'll definitely try the Maserati and Infineon.

I need to give the Megane another go, but I remember it being absolutely horrific to drive fast. Then again, the steering looks every bit as weightless in onboard videos as it does in rF2 (though I do believe in one particular rain video it still looks generally more stabler than what I found it on dry track in rF2)
 
Thanks.

I skimmed the OP too fast and missed the mod section. I'll definitely try the Maserati and Infineon.

I need to give the Megane another go, but I remember it being absolutely horrific to drive fast. Then again, the steering looks every bit as weightless in onboard videos as it does in rF2 (though I do believe in one particular rain video it still looks generally more stabler than what I found it on dry track in rF2)

Maybe it's the wheel but the Megane is actually pretty amazing in rF2, def. ranks in the top3 of cars available right now. I'm a little perplexed by you calling it unstable too, I've had no problem with 4th and 5th gear corners even when hitting a curb with the stock setup and even when the rear starts to come loose it's usually not that hard to recover.

Which tracks did you find it unstable in btw?

Virtua_LM's Mid-Ohio combined with the Megane Trophy is so much fun, probably my favorite combination in rF2 right now.

Also, why are you comparing a Focus ST (FWD) against a Megane Trophy car (RWD)? :P
 
I was kind of lazy about updating to the latest version (since it didn't seem like much), but it's totally fixed my weird issue with some of the mods. I was getting weird framerate dips in two places on Mid Ohio. GPU (660ti) and CPU weren't showing any stress, but it was happening anyways. Updating to latest build has totally fixed that. Should probably try some of the other mod courses that were giving me some issues.

Even though I miss the better elevation changes with the iracing version of Mid Ohio, racing that in rf2 with the 67 F2 is a wonderfully zen experience. So is the improved handling model.
 
I was kind of lazy about updating to the latest version (since it didn't seem like much), but it's totally fixed my weird issue with some of the mods. I was getting weird framerate dips in two places on Mid Ohio. GPU (660ti) and CPU weren't showing any stress, but it was happening anyways. Updating to latest build has totally fixed that. Should probably try some of the other mod courses that were giving me some issues.

Even though I miss the better elevation changes with the iracing version of Mid Ohio, racing that in rf2 with the 67 F2 is a wonderfully zen experience. So is the improved handling model.
So it's easy enough to crank the detail fully and get decent IQ with very little load?
 
Maybe it's the wheel but the Megane is actually pretty amazing in rF2, def. ranks in the top3 of cars available right now. I'm a little perplexed by you calling it unstable too, I've had no problem with 4th and 5th gear corners even when hitting a curb with the stock setup and even when the rear starts to come loose it's usually not that hard to recover.

Also, why are you comparing a Focus ST (FWD) against a Megane Trophy car (RWD)? :P
Okay, so I definitely need to give it another go.

Half of the time I drove with my Momo which couldn't keep up at all and I was kinda frustrated and maybe I just didn't want to like it.

I brought the ST up because I'd just driven it a couple of days before trying the game and I think the Megane felt closer to it than any of the RWD cars I've driven. On that note though, are there any plans or mods for a racing FWD car for rF2?

EDIT: I might even buy the game and the DFGT from my friend because he's not really into sims or games in general apart from GT5 and COD and since he's burned out on GT5 he might be selling the wheel and rF2 account. Hopefully I can get to have spin with his rally Corolla next time he goes to practice as an added bonus.

EDIT2: The game doesn't have any proper pad filtering though?

I'm still thinking of delaying the wheel until next year when I actually have room to store it and know if I'm going to get 360 for the Forzas. I'd rather go for either the G27 or a Fanatec and would very much want to have a proper manual box. And seeing as how I've only got 2 months before going to military service and plenty of other games to play it would make sense.

EDIT3: Wasn't there a Top Gear Test Track mod coming to rf2? How's it progressing? I can only imagine that it will be absolutely bonkers with the Corvette.
 
So it's easy enough to crank the detail fully and get decent IQ with very little load?

I can run 60fps with 1080p in 3D (120hz). I couldn't do it with every stock track on my 460GTX (particuliarly the 60s tracks), but my 660ti could do it no issues.

I don't know that it's easily done, but with a good card it can be done.

My issue on Mid Ohio was I would drop to 37 frames when I hit the long straightway and then when I came into the straightway towards the finish. And my GPU and CPU weren't being bottlenecked in those sections. Their utilization there would just drop off significantly.

With the update, it's all good. Although I wouldn't say it's easily done. Because with things cranked up, certain tracks will certainly push my 660ti (which I overclock for rf2) close to the limits in order to hold 1080P@60fps@3D.
 
I can run 60fps with 1080p in 3D (120hz). I couldn't do it with every stock track on my 460GTX (particuliarly the 60s tracks), but my 660ti could do it no issues.

I don't know that it's easily done, but with a good card it can be done.

My issue on Mid Ohio was I would drop to 37 frames when I hit the long straightway and then when I came into the straightway towards the finish. And my GPU and CPU weren't being bottlenecked in those sections. Their utilization there would just drop off significantly.

With the update, it's all good. Although I wouldn't say it's easily done. Because with things cranked up, certain tracks will certainly push my 660ti (which I overclock for rf2) close to the limits in order to hold 1080P@60fps@3D.
Fuuuuuuuck. 3D. I have a 5970 and 5850 w/ 2500K@4.9GHz, so hopefully that'll cover it. Damn.


3D.
 
I've entereted this event and I was wondering if anybody here on GAF wanted to join me.

What is it?
This is a three-hour endurance race that will be livestreamed on Twitch TV, complete with commentary. The event will take place at Mills Metro Park Inner Loop C.

When is it?
The event will take place on Saturday, November 24th @ 9PM GMT (5PM EST).

Event Rules/Server Settings:
• Renault Megane Trophy Series
• Qualifying: 15 minutes (unlimited laps)
• Race: 3 hours (x2 time scale)
• All driving aids will be available to use apart from Steering Help, Braking Help, Invulnerability, Auto Pit Stop, Opposite Lock, Spin Recovery, and AI Toggle

Entries (10/27):
• mclaren777

iLhLJTr1frcfF.jpg
 
Cool. I wonder if the trainer was always built on the Skippy, or if they went back and reworked details now that they have the official license.

Always liked Lime Rock, so have no issues with that being an official track.
 
Awesome, I love driving Lime Rock with "low" powered race cars. Can't wait to take a Clio and a Megane for a spin on it.


EDIT: New build is also out, here's the changelog:

================================================== ===
UPDATE 9 (Build 124) Changelog (November 30, 2012):
================================================== ===

GRAPHICS:
—————————
Improved lighting in car paint shaders
Fixed a bug with generating bboxs for procedural meshes, which was causing problems with shadows
Leaf wind now working again in shaders
HDR profiles are again active; packaged profiles will be auto loaded from track component mas files; user-defined profiles are loaded from Player\Settings\track_layout dir
HDR profiles can be loaded from the Settings menu in the real-time monitor
prevent ‘Auto Detail FPS’ from LOD’ing the currently viewed vehicle
Added support for loading user shaders
Attempt to improve LOD level flashing while regulating frame rate
Re-enabled transparency AA setting
Fixed issue with visual tire wear on AI vehicles

GAMEPLAY:
—————————-
Fixed/changed behavior where we wouldn’t use weather settings unless you had actually visited the weather settings page; this was confusing so we always use your saved weather settings now.
Made track-cutting thresholds configurable in the GDB.

PHYSICS:
—————————-
Fixed some RealRoad setting issue and uninitialized data if file couldn’t be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.
AI:
—————————-
fixed a bug where AI ignored pit strategy needs while out on track.
fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
added two new variables for AI to the RCD files “UnderSteerEffectOnThrottleMulti” which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer & “UnderSteerEffectOnLineMulti” which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter “UnderSteerEffectOnLineMulti” is.

UI / HUD:
—————————-
added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
fixed event picking bug when a MOD with multiple updates has multiple versions of some events
fixed bug in HUD editor that had mismatched global parameters.
Made RFM picker scroll in when ARAC button is selected.
fixed extra character being drawn for newlines in the garage notes
Add selectable HDR profiles to settings page
Added a new Options Button to select “All Tracks & Cars”. Also removed “All Track & Cars” mod from the spinner.
Added version numbers to RFM, VEH, & track selection gizmos.
Fix for showroom not loading first time through
added gizmo to off-line player monitor page that lets you pick specific AI to add to game.
made the “leave track” gizmo from the maximized monior page into a new gizmo type that hides itself if no in the dedicated replay mode.
changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)

BUG FIXES:
—————————-
Fixed problem where upgrades didn’t work first time after installation
fixed potential deadlock when adding or booting AI in single-player mode
Fixed a bug to allow mas’d sounds to be loaded in moddev mode

MULTIPLAYER:
—————————-
Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.

CONTROLLER/FFB:
—————————-
Now also resetting steering wheel range whenever ‘Reset FFB’ is pressed.
Bumped up maximum number of controllers from 4 to 6.
Added logging and potential fix for problem where people sometimes lose keyboard input.

PLUGINS:
—————————-
We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.

REPLAYS:
—————————-
Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a “perfect” save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.

MODDING / PUBLIC DEV
—————————-
Fixed a bug in Mas2 with crashing during mod install
Fix for viewer to support no dyn vbuf
Removed confirm dialogs from Mas2 for mas’ing and packaging components and mods
Changed multi-cmp file extension to .rfcmp

Minor changes made to improve meshmender tangent basis generation
Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won’t be
gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
gMaterial plugin has a “Reset Shader Location” button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
Added fix for loading mas’d sounds in mod mode
RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.

EDIT 2: Didn't realise both the Skip Barber and the Track already got released. Here's a link for the .rfmod
http://www.imagespaceinc.com/downloads/rfmod/ISI1060-v10-SkipBarberRacingSchool.rfmod
 
Played a whole lot of this (and PnG3) today with 3D Vision + Track IR, it's incredible. Makes me even more excited for the Occulus Rift.
 
Yeah. I just got back from reading the webpage at VirtualR. Some people ragging on the graphics. Game does look great in 3D. Favorite two are Spa and Monaco, but I think Lime Rock looks better in 3D in rf2 than it does in iRacing. Obviously iracing is laser scanned and should hold the advantage, but I still think Limerock is superior in 3D with rF2.
 
Yeah. I just got back from reading the webpage at VirtualR. Some people ragging on the graphics. Game does look great in 3D. Favorite two are Spa and Monaco, but I think Lime Rock looks better in 3D in rf2 than it does in iRacing. Obviously iracing is laser scanned and should hold the advantage, but I still think Limerock is superior in 3D with rF2.

Heh, the Lime Rock part is exactly what I thought as I was lapping it with the Megane and the Barber.

The Skip Barber is a such a cool car, you really need to learn how to correctly drive a race car to be fast in it. Have to be completely smooth with the car to go fast, no sudden lift offs, hard braking and no fast steering movements. It feels pretty unforgiving compared to some cars but when you concentrate and drive "properly" it's such a fun car to drive. I like the rF2 version a lot more than the iRacing one, but I'd have to try the iRacing one again with the load cell to be sure.
 
Played a whole lot of this (and PnG3) today with 3D Vision + Track IR, it's incredible. Makes me even more excited for the Occulus Rift.
I'm gonna have to get a 3D monitor. 3D gaming on the big PC is awesome, but can only imagine that it'd be fun as hell for desktop gaming and head tracking too.

I need to nut out a TrackIR as well. I'm tempted to go ghetto but I'm too lazy :(
 
I asked for and promptly received a refund not long after my original post as I felt rFactor 2 looked horrid and the death rattle on my G27 was far too much to bear with given how much fun I was having playing GSC 2012, nKP, FVA, SimBin's catalog and most builds of pCARS. I was recently gifted another rF2 licence and I'm happy to report that the G27 death rattle has largely been fixed. Whilst the graphics remain very average by today's standards, the Virtua LM made tracks are great and and offer a glimpse of what the future holds.

ISI have done a terrific job with the wheel FFB, tyre modelling and vehicle physics and I love the transition from green track to well rubbered racing line. Milestone added a similar feature to the SBK series in 2011 and it was nothing more than a gimmic whereas ISI have done a fantastic job as it actually has a major effect on grip levels. Night racing is sweet too 8)

There is a lot to look forward too with rFactor 2; I hope at some point in the near future the graphics match the excellent physics and wheel FFB.
 
Having a lot of fun with the Skippy and Croft combo. It's a shame that the multiplayer portion isn't as active outside of organized racing clubs.
 
Having a lot of fun with the Skippy and Croft combo.
Great car and great circuit 8)

I'm still baffled how a few individuals (e.g. feel3) and modding teams such as Virtua_LM make great looking tracks yet ISI made tracks look average in comparison and often run at lower framerates. I'm currently smitten by Toban; racing here in the Nissan GTR is hugely fun although all the cars feel awesome at Toban. Racing through the night and into dawn is even better 8)
 
Last build of the year released, (134):


Note that issues which require an update to the component or rfmod will persist.

Should be on auto update soon, and all other links are already posted in the downloads thread. Torrent should be fairly well seeded this time, we would prefer you to use those, where possible.

Notes (will add to these as things come in, if needed):
- Skin transfer is DISABLED. It didn't make this build.

================================================== ===
Update 10 (Build 134) Changelog (December 19, 2012):
================================================== ===


GRAPHICS:
—————————
Fixed problem on some AMD video cards where black squares would appear if bloom was used.
Fixed problem with reflections offsets for mesh hierarchies.
Fixed flashing shadows.
Now allowing users to run the sim even if below minimum video mem requirements.
Fix in usage of.hdp files for viewer.
Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
Add some better defaults for LDR rendering.
Potential fix for graphics corruption after screen shot.
Re-disabled transparency AA until all mods can be properly updated.



PHYSICS:
—————————-
Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.


AI:
—————————-
Fixed "resume from replay" issue where safety car would drive off despite not being active.


UI / HUD:
—————————-
Fixed a potential crash in a spinner.
Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).


BUG FIXES / OPTIMIZATIONS:
—————————-
Skip recomputation of AIW parameters if nothing changed.
No longer rebuilding collision every single time, which should reduce load times a bit.
Make "none" HDR profile stick between track loads.
Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.


MULTIPLAYER:
—————————-

Fixed problem where dedicated server couldn't load RealRoad files and forgot the weather settings.
Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
Hopefully fixed issue where servers stopped accepting new clients, often after one of those "? is removed" messages.


Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
The following command have been added to rFactor2 Dedicated.exe's console user interface.
:restart_race
:restart_event
:next_session
:next_event
:add_ai
:shutdown
:boot <number>
:ban <number>
:move_up <number>
:move_down <number>


REPLAYS:
----------------------------
Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!


MODDING / PUBLIC DEV
----------------------------
Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
Fixed a problem with Mas2 stalling when losing focus on Windows XP.
Tidied up some UI bugs in Mas2.
Updated ModMode.exe UI disaply page to match retail exe
Fixed a bug in Max plugins which caused a crash in Win XP


LAUNCHER
----------------------------
Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab
 
The C6.R will be an ISI created car; isn't Niels making the production car?

Oh yeah, you're absolutely right. There's no confirmation whether Niels is even doing the physics for the rF2 Vette. Not exactly a copy-and-paste job from rF 1 :P .
 
Man, not bad for a DX9 game. Still looks like a video game (I don't think anything DX9-based would look as close to realistic as, say, pCARS) but given the fluidity and physics involved, it's definitely close enough.

I've actually just realised what's missing from a LOT of driving games. Accurate interior reflections on windscreens. Brings it up another level... one of those things you don't realise isn't there until you see someone implement it well.
 
I respectfully disagree Shaneus.

Many people argue DX11 isn't the 'be all and end all' when it comes to any video game; for example many gamers play Crysis using DX9 and it remains stunning visually 5 years after launch. The difference between pCARS running in DX9 vs DX11 isn't huge either; a little more detail in shadows for example but nothing mind altering. Crank up the graphics levels in both the standard game (DX9) and the DX11 version and see for yourself. One last point: RaceRoom-RE is a DX9 title and it looks really good as the screenshots attest but I can't say too much more ;)

As I see things, ISI have put their efforts into creating a game with outstanding FFB and physics, a tyre model with parameters that beggar belief and living tracks in which rubber laid onto the racing line really affecting grip levels. Graphical enhancements will be much later into the project; Rf2 is the antithesis of pCARS which has stunning graphics but physics, FFB and tyre modelling that are all definitely WIP's. ISI have worked with many of the real designers of the cars featured in rF2 whilst SMS need outside help from Ben Collins and Nick Hamilton to get their cars to act and react as they do in real life.

FWIW, I think the rF2 physics, tyre modelling and FFB live up to the hype and certain tracks made by modding teams e.g. the Virtua LM team and Feels3 tracks (Croft, Putnam & Poznan) look fantastic however overall rF2 isn't a great looking game. I personally doubt the rF2 will looks as stunning as either pCARS or AC but I have been wrong before and modding teams have shown rF2 can look very good with a bit of work and effort.
 
Can't be stressed enough that it looks pretty darn good in stereo 3d. Which I think sim users use to a higher percentage than the general public.
 
So that's not a reskinned, generic Formula X car, that's actually the Marussia F1 car (2012 I think)? Fucking SWEET. Good pickup for them.
 
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