rFactor 2 Development Roadmap - Update on DX11 Inside...

Paul Jeffrey

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rF2 Radical.png

Studio 397 have today released their latest Development Roadmap update for rFactor 2, giving fans an insight into the upcoming DX11 build and new VR implementation amongst other things.


Although for the most part the news of development progress from Studio 397 is very positive, it is a shame to hear that the proposed update to DX11 and VR support has been delayed until May 1st from the initial "end of Q1" reported during the initial development outline. To be fair with such a complex and involving process as this it is not surprising to see a delay, however I'm sure Studio 397 will be making the most of the extra time to ensure a positive experience once the update has been released.

Studio 397 have confirmed DX11 and VR support for both Vive and Oculus Rift are working in beta builds, as is a brand new user interface that will be included in the next build update. The UI will receive further enhancements and developments over time as S397 slowly add additional features and functionality over time. In other highlights from the March development update post it looks like rFactor 2 will be getting some new car and track announcements in the near future, however the studio are saving final details on those projects for another time.

Check out the full blog post update below:

DX11 Pipeline and Post FX
Over the course of the last month we have spent a lot of time to further optimise the HDR rendering pipeline. We also started adding post processing effects. This is a bit of a balancing act between ensuring we stay compatible with existing content and adding various improvements to the graphical output. Work on shaders, the shadow system, and on various other effects is also under way.

Working on the DX11 integration has allowed us to fix some things that were previously unaddressed or needed improvement. For example, we fixed an issue with stray coloured pixels in the distance, caused by MSAA artifacts. We also improved the way shadows are cast on the ground. Shadows now follow the normal maps of the materials, which means for example that the shadow on asphalt follows all the little bumps in the road. Our clouds are using much higher resolution textures, and we fine tuned ambient lighting in overcast conditions by adjusting both the color and intensity of the light.

Last month we already showed you improvements, some of which were very subtle. This month, we have a few new screenshots that will show we’re on the right track!

Night lights show a much more realistic, dynamic glow.
rF2 DX11 1.jpg


Our classic content looks great as the first rays of sunlight touch the banking.
rF2 DX11 2.jpg


The Camaro GT3 on a bright blue day at Mores.
rF2 DX11 3.jpg


Early morning going up the hill at Bathurst.
rF2 DX11 4.jpg


Virtual Reality is operational
Great news! We are already driving in VR – seeing a virtual sun rise through the trees is an incredible experience!

Our VR implementation is based on OpenVR. We chose OpenVR for its support of both headsets – the HTC Vive and the Oculus Rift – ensuring future compatibility. To complete the experience, we are integrating VR with the new UI and adjusting several other parts of the game, such as external cameras.

User Interface
The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments.

UI.png


Radical Content
We can’t wait to announce some very, very cool content news soon, for both cars and tracks. As you know, our ambition is to streamline content, aligning cars and tracks. In the meantime, the Radical SR3 is coming along nicely. We have extensive technical data from Radical and are creating the most realistic version that has ever been produced.

rF2 Radical.png


Modding
We are very happy that many modding teams have already applied to join our special forum. We have already started to share information there about upgrading custom shaders. Over the next couple of weeks we will proceed with guidelines on materials and textures as well as provide early beta builds for you to check your work. These guides will be part of a new documentation that we will publish and maintain going forward. So, if you are working on new or existing mods for rFactor 2 and have not done so yet, contact Christopher and Marcel to join the dedicated DX11 forum.

That wraps up another monthly roadmap update. We hope you are as excited as we are about what the future will bring!


rFactor 2 is available right now for Windows PC exclusively on the Steam platform.

Additional third party content can be downloaded from a variety of sources, one of which is the RaceDepartment rFactor 2 modding archive. Head over and check out the latest releases for the sim, or alternatively join in the discussion and keep up to date with the latest news at our rFactor 2 sub forum right here at RD. If downloading mods or keeping up to date with the latest news items aren't your thing, you can always sign up to one of our epic Club and League events using the software. We hold regular club racing events in our schedule, however the jewel in our crown in no doubt the RaceDepartment Le Mans Series. This is our premium endurance league using rFactor 2. Head over to the RDLMS forum to find out more!

Did you enjoy the latest development roadmap? Looking forward to DX11 and VR? Do you think Studio 397 are taking the simulation in the right direction? Let us know in the comments section below!
 
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  • Deleted member 205301

...really curious about the radical (for me sr3 is one of the best racecar/trackday ever)
and looking forward to see how the title will become (have to admit that I really don't like it, what is a shame, regarding to the potential)
@++
 
The light glow is a nice addition, but the NOLA floodlight shot shows some things that need to be improved: The barriers aren't casting shadows, barriers and curbs (painted surfaces in general I guess) coud use some reflection shader and the flat grass texture really stands out. Shaders, shaders, shaders guys. It's cool to see improvements though, I respect the hard work you're putting into it. In my opinion you shouldn't let out features, just so that some mods don't look outdated. Modders need to update their work if they want to keep up with new quality standards.

I know I won't make many friends here again, but that's just my line of thinking.

Keep up the good work!
 
So, May 1st isn't q1 which a little bit of a let down, I can't wait to give Rfactor some more attention once it has vr implementation. On a positive note, it gives more time for someone to work out how to squeeze around 30 hours into the 24 hour clock!!

Feel free to tag me in the appropriate thread once that's been achieved. Thanks :whistling:
 
Oh yes! Hands down. No matter if its delayed, best sim there is, keeps me busy so meanwhile waiting. Im racing in to the current sunset... =) Ps: Really waiting those Radicals! Official Nordschleife is my waiting list also, RF2-Nordschleife-Radical... Lots of sweat incoming :)
 
Looks nice, looking forward to get the VR support. Those razor sharp tree shadows kill me though :)

I have no idea if it can be done, but I'm dreaming having this kind of tree shadows in sims
tree_shadow.jpg
 
This is all very positive
I'm as impatient as the next guy, especially when it comes to content and improvements on my sims, but I've actually been playing a lot of rF2 lately anyway and it's still kind of my go to sim even with AC and AMS stealing some of my spare time now and then.
It's quite a big project and I wouldn't even know where to look to find out how to start so all I can say is good luck with the conversion and I'm looking forward to the updates and any new content that's coming. (Free or paid DLC I really don't mind.)
 
Having only played rfactor2 a very short amount before giving up on it (lack of vr and poor graphics), are the cars modeled to a good enough level inside to support VR or do they have additional work that needs to be done? That's something i've noticed in RRE. Some cars look great inside...others not so much.

I loved the FFB. Maybe VR will get me back into RFactor2.
 
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