rFactor 2: Big Zandvoort Update Released

Paul Jeffrey

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rF2 Zandvoort Update 3.jpg

Studio 397 have released a significantly updated version of Zandvoort for the rFactor 2 simulation.

With somewhat perfect timing considering Formula One have just confirmed their return to the Dutch venue from the 2020 Grand Prix season, Studio 397 have today deployed a new update to their Zandvoort circuit for rFactor 2.

Featuring plenty of changes, updates and improvements to the content, the Zandvoort circuit is a free addition to rFactor 2 and can be downloaded now from the Steam Workshop page of the sim.

Download HERE

rF2 Zandvoort Update 1.jpg


Zandvoort V1.02 Update Notes:
  • Track is updated to 2019 configuration, changes:
  • Tweaked asphalt texture & shaders, structure more visible, less blurry in the distance.
  • Pitlane Coloured striping on less blurry when far away.
  • Tweaked offroad dust and tiresmoke coming from the car, should look more natural, bit less pixelated.
  • Collision outerwall altered slightly, so you can drive around the full support sandroad, but only can enter the track from the pitlane.
  • Smoothed braking zone (washboard effect) before Tarzanconer.
  • Reworked grass/dirt/curbstone masking, for better of connection of different textures.
  • Added 2nd skidmark layer for a more lively road appearance.
  • Tweaked skidmark spec and normals, rubber shines more than the track at low light angles.
  • Many (too) white objects lowered tone a bit, so less overexposure at low sun positions.
  • Many objects tone changed slightly for better appereance.
  • Tirewall texturing redone.
  • Start-finish bridge, better bump/spec maps, added cube shader.
  • RedBull-arch at pitlane entry, 3d model redone, better texture and normal/spec maps.
  • Racecontrol-tower texturing added better bump/spec maps.
  • Pitlane building texture and shader upgrades, fixed to bright reflections of cubemaps in windows.
  • Crowds, added a lot more and different amounts for all track states and layouts.
  • Added pit entrance/exit/keep out signs.
  • Changed max pit speed to 60km.
  • Paddock and infield have more diverse objects and better positioned.
  • Added rF2 flags last part of main straight.
  • Added new Paddock Club building at inside Tarzan corner.
  • Tarzan exit ribbed-curb now real 3D, texturing upgraded.
  • Trackside banners better bump/spec maps, added cube shader.
  • Added buildings, a whole town of Zandvoort and the Centerparks bungolowpark for more accurate horizon view (low poly don't worry).
  • Reworked trees and treelines at horizon.
  • Bigblue crane now only shows up in qualy-race, less bright reflections in window.
  • Bricks next to curbsstones have better mappings and normalmap shaders.
  • Clubhouse at Scheivlak fixed too bright cubemap, added normalmap shaders.
  • Paddock buildings, added cubemap and normalmap shaders.
  • Restaurant fixed too bright cubemap, added normalmap shaders.
  • Tunnel under mainstraight added banner above.
  • Concrete plates above tunnel on straight new texture and shaders.
  • Toilets, added normalmap shaders fixed to bright cubemap on windows.
  • New disabled people stand next to main grandstand.
  • Removable guardrail (splits the layouts) better textured.
  • Radar tower now at correct position.
  • Optimized objects and lod's for better performance.
rF2 Zandvoort Update 2.jpg


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Nice

EDIT: Track looks good, I had forgotten how good the flow is.
But AI seems to be slow, I tested it in 100% Medium Aggression Formula 1 race, you know, since it was announced to hold GP irl. Bots are too aggressive on kerbs, which makes them slower if it's an F1 car. Even with my average at best driving I got from P20 to P3 in 7 laps:

 
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Those who got this free track when it was initially released, are suddenly expected to upgrade the track with all these nice features now that it is free. How can we suffer this outrage!
 
Those who got this free track when it was initially released, are suddenly expected to upgrade the track with all these nice features now that it is free. How can we suffer this outrage!
I’m not that long into rF2, but from your comment I think I hear it was payware?
 
Just drove a few laps in the RSS Formula Hybrid 2019 and McLaren MP4/8... trying to go full throttle through ‘Het Scheivlak’ corner...:confused: Looking forward to F1 qualification next year!:D
Great track updates S397! Thank you!:thumbsup:
 
Thanks for the update. @ studio 397 @Marcel Offermans

How does this update relate to the January Roadmap?

"We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it."

Understand this might be late and still work in progress, but is this a first iteration of new track shaders/material system? What we might expect to see re circuit overhaul ie complete set of new shaders going forward, still work in progress?

Thanks
 

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