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

In the Jeremy Miller Tweets thread on ISI's forum, I noticed Tim mentioned that the next build will have 'support' for karts... But sadly no karts themselves. Anyway, one crash bug to fix and they'll be a new build. Hopefully some modder can get a kart in sharpish :)

Edit: oh and Palm Beach has a go kart track behind the pits... Maybe we can get in???
 
Seems that one of the principals at United Racing Design has been working for SMS on Project Cars since 2013 which may explain why their Endurance Racing X is taking an age to be released. Pity I pre-ordered it based off the excellent T5 Series mod...
 
Seems that one of the principals at United Racing Design has been working for SMS on Project Cars since 2013 which may explain why their Endurance Racing X is taking an age to be released. Pity I pre-ordered it based off the excellent T5 Series mod...
URD should have sent a download link in an email upon purchase, however their emails tend to land in everyone's spam boxes, so best to check there and get racing!
 
I have a beta version; I want the finished version to be released as its miles behind the targeted release date!
 
Bahrain track finally released!

Promo video
Lap video
Download page

GRAB_005.jpg

GRAB_001.jpg
 
Any Nividia users have a guide or suggested settings for anti-aliasing in rF2?

I've been reading this guide: http://isiforums.net/f/showthread.php/12633-4x-Better-Graphics-and-way-more-FPS-Guide and in the last 2 pages the author states he has reverted back to using the ISI in-game AA option but doesn't say what he's using!

I was forcing 4xMSAA and 4xSGSSAA but I still see jaggies on the white lines around the track...forcing high AA solutions often kills the framerate (although I'm v-sync'd at 60fps) so a simple use this setting would be appreciated as I can't be bothered to tinker with rF2 any longer.
 
Sadly I'm unable help. I suffer from jaggy-blindness and whilst I can appreciate the benefits of AA, I usually switch it off to improve framerate.
 
I suffered the other kind of jaggy-blindness after doing a few laps at Bahrain last night. Not sure if it's just the eye line to the geometry or what, but that place has jag crawl like none other I've seen.
 
I want to buy this game so bad, but I've heard middling things from people about the progress of development as well as technical issues. As a person who wants to appreciate in-depth and realistic driving physics, is it worth putting down the $40 at this moment (though keep in mind I already own Assetto Corsa)?
 
I want to buy this game so bad, but I've heard middling things from people about the progress of development as well as technical issues. As a person who wants to appreciate in-depth and realistic driving physics, is it worth putting down the $40 at this moment (though keep in mind I already own Assetto Corsa)?
Obviously, with half the posts on this page being mine, I most likely have some bias towards rF2, but I'm also a realist and can easily speak of its negative aspects. For me the driving physics, tyre model, ever evolving track surface, AI, weather, day/night cycles and pit stops all come together to create the single most immersive racing experience available. It's my no.2 most played racing game after Grand Prix Legends.

However, and it's a big however, the hoops you need to jump through to get that experience are more than is necessary for a game released in 2013. Did you ever own a 386 33mhz PC? You know the ones where you needed a boot-disk to customise system memory just to play Tie Fighter VS X-wing? Well that's what rF2 feels like.

-Finding mods/the right version can be a pain (no Steamworkshop)
-Installing mods is an 8 step process (no single click anything)
-The menu/UI is from 1995
-Many settings are not in the UI and are tucked away in text files
-Loading can take a whole minute, even on an SSD

A couple more negatives:
-For some reason AMD cards are poorly supported and run at about half the framerate of their nVidia counterparts
-Yes, development is slow, I think there's only 4 people working on it now. An update came out about 9 days ago with a bug that is preventing many people connecting to multiplayer servers with non-roman characters in the server name, pissing a lot of people off. Most companies would have a hot fix released within 48 hours but nothing has happened so far, just a 'we're working on it' message.

Anyway, back to some positives. It's got a wide range of race cars; with all manner and bhps/drivetrains/engine combinations. Plus there's far more historic content than AC. Circuits are far more diverse too and are plentiful, albeit not laser scanned.

So there you go. It's an amazing racing simulator hampered by a terrible front-end. Anyone who's interested in sims should own rF2, Assetto Corsa and GSC2013, the holy trinity of racing games.

I'll leave you with some videos I posted in the PC Racing Sims thread...

8 laps of Lime Rock with GT3s
3 laps of Croft with Skip Barbers
6 laps of Mid Ohio with Lola 280s
4 laps of Le Mans with Group Cs
 
I want to buy this game so bad, but I've heard middling things from people about the progress of development as well as technical issues. As a person who wants to appreciate in-depth and realistic driving physics, is it worth putting down the $40 at this moment (though keep in mind I already own Assetto Corsa)?
Game Stock Car would be your best bet. And is about $15 cheaper.
 
I want to buy this game so bad, but I've heard middling things from people about the progress of development as well as technical issues. As a person who wants to appreciate in-depth and realistic driving physics, is it worth putting down the $40 at this moment (though keep in mind I already own Assetto Corsa)?

If you have the hardware, rF2 will give you an adequate looking game with certainly some of the best car/tire physics and ffb out there. If you don't have the hardware, the compromises to get an acceptable frame rate will be significant.

For example, for me (ATI), any and all of the rear view mirror options come at a 30% cost in frame rate. That's sitting on pit row by myself. Needless to say I run without them. If you can overcome that kind of poor optimization, then you'll be OK.

Marvel spelled it out really well. I'd call him out for his Trinity, but I can tell he chose his words carefully.
*own* I see what you did there!
:P
 
I want to buy this game so bad, but I've heard middling things from people about the progress of development as well as technical issues. As a person who wants to appreciate in-depth and realistic driving physics, is it worth putting down the $40 at this moment (though keep in mind I already own Assetto Corsa)?
I'll be 100% honest; I bought rF2 some time ago based on what I'd read elsewhere on the internet. I play-tested rF2 for 3 days - playing nothing else - and thought despite some quality physics, this sim looks like shit, my G27 is rattling itself to death and mods are very hit and miss. I asked for a refund & got one with a very polite e-mail from ISI.

Several months later I got the rF2 itch and bought it again and have zero regrets buying rF2. ISI even fixed the G27 rattle of death!

For me the driving physics, tyre model, ever evolving track surface, AI, weather, day/night cycles and pit stops all come together to create the single most immersive racing experience available.
Marvel's post is a very succinct list of the positives. ISI has a solid list of cars and tracks if you choose to run rF2 in a 'vanilla' state. Most of the negatives relate to the glacial speed of development and a lack of quality mods.

Further, I'm an Nvidia GPU user and I don't have many of the same issues the others (may) have because ISI and Nividia have worked together; this is something you'll need to weigh up too.

At the very least, download the trial version of rF2 and give it a try: http://rfactor.net/web/rf2/rf2dl/
 
It's always great talking to myself..

New build (Version 590): http://rfactor.net/web/rf2/installers/ - auto update works fine too!
ISI said:
Rel notes: Update 22 (Build 589-unstable, 590-release) Changelog (March 18, 2014):

GRAPHICS:
————————
Fixed bug with HDR lum histogram when in SLI mode
Fixed 3D Vision problem with tire shader
Added extended ambient shadows under cars
Modified EnvReflections = Off mode to render only sky/clouds into ref map


FEATURES:
————————
Added "+memstats" cmdline option to output memory usage file


BUG FIXES / OPTIMIZATIONS:
————————
Fixed crash on MP lobby UI page
Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation
Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled.
Fixed a potential problem with upgrades that adjust gear settings.
Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times.
Fix for sidebars not clearing when exiting replay mode directly from control screen.
Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin


MODDING / PUBLIC DEV
————————
Added "Copy To Clipboard" button to TTool.
Fixed viewer.exe crash
Corrected rFactor Mod Mode.exe UI
Fixed lockup when mouse is moved in mod mode


UI / HUD / Options:
————————
Added a button to manually transfer loose livery file, so that you may update the server's copy or get the latest version of the livery stored on the server.
Disabled Mod button if server and client version do not match.


MULTIPLAYER:
————————
Fixed +oneclick crash
Fixed join button greyed out issue
Message box shown if dedicated server is stated with oneclick but no mod is loaded
Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load.


CONTROLLERS / FFB
————————


AI
————————
Preventing driver database from growing much larger than it needs with duplicate entries
Loading custom paths from the loose track directory (*.aip files contain info for a single path)
Small change attempting to reduce AI tendency to stay behind a slower car.
-----
New car: http://rfactor.net/web/rf2/cars/panoz-roadster/


Download file:http://rfactor.net/web/getfile/panoz-roadster/

New UI preview: http://isiforums.net/f/showthread.php/18766-New-user-interface-(by-FSR-preview)

 
Oh wow, very nice. I'd say it seems to have a bit too much understeer, but it's just about impossible to say much without actually driving it.

Hope we get it soon!
 
Indeed.

-Understeers too much (from what I can ascertain from the video)
-Tyres a far too quiet (although I can simply turn the tyre slider up)
-Engine seems to rev too low and is missing the higher pitched bzzzzzzz sounds that GSC2013 does so well

It's a work in progress though, so fingers crossed it gets tweaked before release.

Edit: reading the thread on ISI's forums, it seems the driver auto-leans, which is a shame as I'd love to weight transfer manually… but than again, how on earth would you control that? Oculus Rift maybe?
 
Nice video, thanks.
+1

Quite strange to see those guys talking about anything that isn't iRacing.
Reading the ISI forums, it does appear the remaining ISR host did receive a lot of negative feedback for not covering rF2 and other sims; I guess they have their advertisers to appease (not that I have any ill feelings towards iRacing). Good to see a 'review' of the latest car from ISI even though it's likely to have at least one further update.
 
For those who have anti-aliasing issues, press Alt+M when driving as this removes the negative MipMap LOD Bias settings. The jaggies on the white lines and power lines will effectively disappear with zero performance hit.

A Geforce forum member created two dll files that fix the issue too. Nvidia users should note that cards after the 4xx range have the 'clamp negative LOD bias' removed from the GeForce drivers. You can read about the issue here: https://forums.geforce.com/default/topic/529407/geforce-drivers/clamp-negative-lod-bias/1/

The links to the dll's which you place in the same folder as the game exe file are found below:

Windows 7: https://dl.dropboxusercontent.com/u/26773310/W7/d3d9.dll
Windows 8: https://dl.dropboxusercontent.com/u/26773310/W8/d3d9.dll

These dll's work on every sim that is rFactor based as far as I can tell; meaning GSC and the SimBin back catalogue of sims. More info on this topic can be found here: http://isiforums.net/f/showthread.p...same-performance-Yes!-And-YOUR-help-is-needed
 
Does the alt-m thing work for all GPUs, or just Team Greeners?
It works for all GPU's so you ATI users are catered for too ;)

As for the dll's - I'm not sure about those as they came from the GeForce forums so I'd presume NVidia only. ATI users (there are people who have several gaming PC's with different hardware) are reporting the forced supersampling through the ATI driver works far better than the non-existent effort for Nvidia cards.
 
A new build is available: http://rfactor.net/web/2014/04/15/rfactor-2-build-660-new-touring-car-demo/

rFactor2 Build Notes

=====================================================
Update 23 (Build 659-unstable, 660-release) Changelog April 14, 2014):
=====================================================

GRAPHICS:
————————
Added texture sharpening option to plr file allow mip lod bias adjustments (alt-m no longer required)

BUG FIXES / OPTIMIZATIONS:
————————
Made presets actually available in RealRoad gizmo for tracks besides the first one loaded.
Fixed scoreboard tower code.
Fixed a newly-introduced crash if there were no trackside cameras.
Fixed potential crash if transparent trainer is enabled on client.
Fixed it so trace.txt doesn’t go to VirtualStore.
Fixed minor memory leaks.

MODDING / PUBLIC DEV
————————
Report some inner tire temperatures to plugins.
Computed some missing telemetry info.
Added some replay control to the plugin interface.

MULTIPLAYER:
————————
hooking up skin download/upload progress bar to the actual transfer library progress
Implemented a likely improvement in multiplayer collision.

AI
————————
If AI has front wheels off the track pauses any steering changes until wheels back on the ground.

=====================================================
Update 22 (Build 589-unstable, 590-release) Changelog (March 18, 2014):
=====================================================

GRAPHICS:
————————
Fixed bug with HDR lum histogram when in SLI mode
Fixed 3D Vision problem with tire shader
Added extended ambient shadows under cars
Modified EnvReflections = Off mode to render only sky/clouds into ref map

FEATURES:
————————
Added “+memstats” cmdline option to output memory usage file

BUG FIXES / OPTIMIZATIONS:
————————
Fixed crash on MP lobby UI page
Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation
Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled.
Fixed a potential problem with upgrades that adjust gear settings.
Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times.
Fix for sidebars not clearing when exiting replay mode directly from control screen.
Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin

MODDING / PUBLIC DEV
————————
Added “Copy To Clipboard” button to TTool.
Fixed viewer.exe crash
Corrected rFactor Mod Mode.exe UI
Fixed lockup when mouse is moved in mod mode

UI / HUD / Options:
————————
Added a button to manually transfer loose livery file, so that you may update the server’s copy or get the latest version of the livery stored on the server.
Disabled Mod button if server and client version do not match.

MULTIPLAYER:
————————
Fixed +oneclick crash
Fixed join button greyed out issue
Message box shown if dedicated server is stated with oneclick but no mod is loaded
Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load.

CONTROLLERS / FFB
————————

AI
————————
Preventing driver database from growing much larger than it needs with duplicate entries
Loading custom paths from the loose track directory (*.aip files contain info for a single path)
Small change attempting to reduce AI tendency to stay behind a slower car.
 
ISR's URD EnduranceRacingX EGT5 Impressions: http://www.insidesimracing.tv/rfactor-2/rfactor-2-urd-endurance-series-egt5-impressions/

Inside Sim Racing said:
So to get to the bottom line: is the mod worth the $13? I feel that this is one of the top mods, if not some of the top cars period, currently available in rFactor 2. If you’re a fan of GT racing, and are willing to put up with some hiccups in the development (note that this mod is still considered a Beta, with only the Bayro is in a post 1.0 state), then it’s definitely worth the money. I feel this mod is a shot in the arm for rFactor 2, and will show modders that rFactor 2 is not dead, and has a lot of potential under its sleeve.
 
=====================================================
Update 23 (Build 659-unstable, 660-release) Changelog April 14, 2014):
=====================================================
BUG FIXES / OPTIMIZATIONS:
————————
Made presets actually available in RealRoad gizmo for tracks besides the first one loaded.
And yet they still fail to fix the speed of RealRoad. Surely a "RealRoadSpeed*0.15" added to the code somewhere would solve it in a heart beat.
Awesome… can't wait for the Ferrari :)
 
If you are an AMD GPU user, install the 14.4 drivers. They have made a huge improvement with my 7850.

I think us poor AMD users are finally getting the same performance as nVidia users.

I did a 21 car race at Silverstone, with me starting at the back. Never dropped below 60fps even on the pit straight which always caused drops before. I now get better race performance than AC (which still drops below 60 on mine at the start of the race).
 
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