DX11 and VR Update Released for rFactor 2!

Paul Jeffrey

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rF2 .jpg

Its here! Its here! At last we have
the big one released for rFactor 2! DX11 and VR update released and ready to download right now...!

After months of speculation and anticipation, finally fans of the rFactor 2 simulation will have the opportunity to place their hands on the biggest update to hit the game in years, and sample the first major fruits of the development path taken by new game custodians Studio 397.

When Studio 397 first announced the deal to take over ownership and development of rFactor 2, one of the most ambitious developments planned by the studio would be the move towards DX11 and update to include Virtual Reality support within the software. In the following months Studio 397 have been working hard behind the scenes to bring these latest updates into a position fit for public release, refining what is sure to become one of the singular most substantial updates rFactor 2 has received since its initial release back in 2013.


Because a move to a brand new graphics technology and major update to include VR support for the very first time is a considerable and risky move by the developers, Studio 397 have been keen to ensure compatibility for a number of existing mods and content remains post update, without the need for mod developers to substantially re work their products to ensure functionality with the new build. Of course some mods may require adjustments to benefit fully from the new update, however this will only become apparent in the following days as a large number of players get the opportunity to try out the update themselves for the first time.

As an additional safety net for players who are maybe unwilling to move over to the new build immediately, Studio 397 have taken the wise decision to release the new update as an optional public beta build, which can be accessed by through steam itself (instructions below), this gives those not able or willing to migrate to the new build the opportunity to remain on the current foundation until manually choosing the updated version of the game.

To try the DX11 open beta, you must first opt-into the DX11 branch – this means essentially you are downloading the DX11 version of rFactor 2 – don’t worry, though! You don’t have to download everything again, it will be a small download to switch between DX9 and DX11. So, here’s how you do it:
  • Open Steam and on the right hand side right-click on “rFactor 2” to bring up the menu.
  • Click on the “Betas” tab at the top.
  • From the drop down list, locate and select the beta called “v1108-DX11-open-beta”
  • Now at the bottom of your Steam window you will see the download starting.

If you encounter any problems, make sure you validate your locally installed files.

  • To do this, from your library in Steam, right-click on rFactor 2.
  • Select “Properties”.
  • Go to “Local Files” then click on “Verify Integrity”.
The game will verify the files (this might take a moment).

If you ever want to revert, follow the same procedure, but instead of selecting a beta version, select “NONE”, which will opt you out of any betas, straight back to the latest DX9 release.

Your first steps in VR
Setting up VR and Post Processing:
  • Open the rFactor 2 Launcher.
  • In the Launcher click on the settings icon wheel.
  • Then click on the ‘Video Settings’ button.
  • In the pop up config window check the box ‘VR’.
  • Set your screen resolution to 1920×1080.
  • Start by setting the Post Effect Level to “None” (see release notes below).
Starting rF2 in VR
  • Important: First open SteamVR manually before starting single player. (We have a known issue we are working on where you will not get FFB if SteamVR is not started first)
  • Now just click on the single player icon in the Launcher and open rFactor 2.
  • The menus and UI are all in the VR space, but you will need to use mouse and keyboard.
  • There is a known issue with the replay cams, only one eye has an image.
We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):

In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:
  • None
  • Low = Glare Effects
  • Medium = Glare Effects and Depth of Field
  • High = All Effects at High Quality
  • Ultra = All Effects at Ultra Quality
At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.
  • With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
  • Improved Clouds resolution and depth.
  • Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
  • Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.
  • Shadows Normal renders shadows, taking into account the shadow receiver normal map.
  • A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
  • New Car Ambient Shadow, now working for the entire 24h cycle.
  • Fixed some “pixel” artifacts caused by invalid calculations in shaders.
  • Dedicated dynamic exposure simulation for each main camera set.
  • Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
  • Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
  • New Shader for car Dashboards, Rev Meters and Motecs.
Content updates as part of this initial build:
  • The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
  • Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!
Modding:
Known Issues:

Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!

Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: http://wiki.rfactor.net/index.php?title=AlbedoMap

There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.

As stated above, we are still optimizing performance of DX11. As confident as we are that most of you will experience a nice boost when comparing the same settings in DX9 and DX11, we are aware that some of the new post effects, especially at higher settings, require a lot of memory on your graphics card. Future builds will bring improvements.

Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.

The Road Ahead:

This release version, as we have said, is an open beta. Development is ongoing, and we will quickly move to a full release over the next few months. We will regularly provide you with updates, both in terms of code and content. This release already comes with 5 updated cars and 5 updated tracks, and we have seen some third party modders come out with releases that are DX11 compatible as well. Expect us to do more releases in the upcoming weeks, each with new content, bug fixes and further improvements.

Additionally, the full release will include updates in key areas, such as improving night driving, rain, new shaders for cars and a host of other additions. We know that strong graphics coupled with our best-in-class physics is only part of the package. We are working heavily on new content – both cars and tracks – and of course on providing you all with more functionality – including an innovative competition mechanic. We are really excited about our upcoming UI, which didn’t quite make it into this release, but will be released and improved as part of our series of frequent updates.

rFactor 2 is a racing simulation exclusive to PC. You can purchase the game directly from Steam with immediate effect.

Check out the rFactor 2 sub forum here at RaceDepartment for all the latest news and discussion with regards to the simulation. You can take part in lively debates with fellow rFactor 2 fans and take part in some great Club and League racing events..! Head over to the forum now and share the love this simulation so very much deserves...

Have you tried the new update yet? What do you think of DX11? Does the game run better for you now post update? What do you think of VR in rFactor 2? So many questions! Tell us your opinions in the comments below!
 
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Had rF2 for a while but never really played it because of the lack of VR.

Just had a go with a FR3.5 2014 around Silverstone and really enjoyed it. I'm only really used to AC.

Felt I could read the car better, predict what it was going to do from the FFB so kept it on the track most of the time and if I spun it, I knew why I'd spun it.

Maybe feels a little more interactive than AC, like there's less padding between me and the car and the track, if that makes sense.

I'll be having some more of this.
 
Had rF2 for a while but never really played it because of the lack of VR.

Just had a go with a FR3.5 2014 around Silverstone and really enjoyed it. I'm only really used to AC.

Felt I could read the car better, predict what it was going to do from the FFB so kept it on the track most of the time and if I spun it, I knew why I'd spun it.

Maybe feels a little more interactive than AC, like there's less padding between me and the car and the track, if that makes sense.

I'll be having some more of this.

That's why we've all been using (and struggling with) rF2 for years. If it didn't have the superior driving experience and fidelity, it sure wouldn't be worth all the aggravation.
 
For my first play today I had 'low' settings on. With a 4790k and 980Ti I may be able to go higher, but haven't tried it yet.

I found the graphics to be good enough. I'm willing to compromise on graphics if it means the overall driving experience is more to my taste.
 
Some help rF2 gurus. I have triples (5760x1080) , and enabled Multiview, tried fullscreen and windowed, but the car doesn't line up on my left screen. How do I take screenshots? I press F12 (says screenshot saved) but I can't find any pic, checked userdata\screenshots but it's empty.

For now, turn on the Steam overlay and press F12 then. You should see the screenshots appear in your Steam client (after your session ends). Our native feature to take a screenshot is not working yet.
 
For now, turn on the Steam overlay and press F12 then. You should see the screenshots appear in your Steam client (after your session ends). Our native feature to take a screenshot is not working yet.
Thanks. Appears the 'Screenshot Folder' is not being followed, as they were saved in another folder. Anyway, here are sample screenshots at 60FOV and 24FOV, they look the same as adjusting them don't work, although Pitch FOV (Shift [ or ]) adjustment works. And image on left monitor isn't aligned with that on the center monitor.
20170503210546_1.jpg
20170503210555_1.jpg
 
For my first play today I had 'low' settings on. With a 4790k and 980Ti I may be able to go higher, but haven't tried it yet.

I found the graphics to be good enough. I'm willing to compromise on graphics if it means the overall driving experience is more to my taste.


Go all maxed out with DX11 on ULTRA, i'm on GTX980 and works great like that, 80FPS during daytime ;) At night with artificial lights it drops severely...
 
Thanks. Appears the 'Screenshot Folder' is not being followed, as they were saved in another folder. Anyway, here are sample screenshots at 60FOV and 24FOV, they look the same as adjusting them don't work, although Pitch FOV (Shift [ or ]) adjustment works. And image on left monitor isn't aligned with that on the center monitor.
View attachment 189128 View attachment 189129

FOV adjustment with multiview enabled doesn't work.
Click race and press "Ctrl =" it will pop up a window to adjust screen size, bezel correction, screen angle, ... etc
You can do this symetrical or left/right independent.

"Ctrl =" is the default hotkey to show the multiview adjustments. If it doesn't work check your key aasdignment in the controller settings.
 
Hello guys ^_^

So !!!
After deleting the player.JSON file, emptying "Shaders" & "CBash" AND lowering the car reflexion from high to low... I can tell that I have the same FPS than before (110 rain at night to 220 clear day sky), with DX11 effects on "HIGH" (works very well also in "full") and almost everything on full execpt opponents cars (set on high)
AA Level 4
AF x16

It looks FANTASTIC !! Close from AC in terms of render but with AMAZING night time ;-)
Try it on NOLA with one of the updated car ... it's like a dream ^_^
Thanks a lot Studio 397 \o/

Running on win 7
i7 4790 on a Z97 gaming 5
16Gb of RAM
evga 980ti sc
Single HD screen (T_T)

Race with 9 AI with cloudy weather

Before all these manipulation, I couldn't go over 30 to 50 fps with exactly the same settings

Just remember to shutdown any AA or AF in the drivers options ! (no FXAA, no vSync of course)


Cheers guys ;)
Donnie
 
FOV adjustment with multiview enabled doesn't work.
Click race and press "Ctrl =" it will pop up a window to adjust screen size, bezel correction, screen angle, ... etc
You can do this symetrical or left/right independent.

"Ctrl =" is the default hotkey to show the multiview adjustments. If it doesn't work check your key aasdignment in the controller settings.

Multiview adjustments doesn't works fine in dx11. The popup is showed too small and it's almost impossible to see the numeric values (screen size, bezel correction, screen angle, ...). Indeed, angle of side monitors are wrong in dx11.

Back to dx9 and side monitors angle are ok and "Ctrl =" popup works fine again.

Regards.
 
So after first run I had massive frame drops like a lot of others and was disappointed ;-( but now after following the tweaks posted & a new PLR it seems to have come to life ! still a bit to much bloom when I use ultra hi settings on the PP so I found a good balance with MED PP this gives the game a great look ! everything in game on HIGH ..Nvid 1080 AMD 8350 @4.0GHz 16GB ram..
Playing on a 50" 4k @ 3840X2160 @ 60Hz on updated DX11 content 70-100FPS so down around 30fps or so from the DX9 install but runs smooth with the occasional stutter but I'm sure the devs will start to iron things out now that this "first DX11" build is out the door ! good things to come !
cons:
If I try non updated content its another story (expected) lol lots of over exposed bloom and color wash so for League races I will have to be going back to the DX9 until things in the mod world can catch up ! Lucky I do have a race this weekend with all updated content so will get a chance to try the DX11 build in anger ;-) !
 

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