rFactor 2 February Development Roadmap

Paul Jeffrey

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rF2 February Development Roadmap.jpg

Studio 397 release latest roadmap update, share images from the DX11 update and progress on VR and NOLA Motorsports Park.

In the second development roadmap update of 2017 from Studio 397 the team behind the continual development of rFactor have outlined their recent work on the sim, as well as confirming both VR and DX11 are still on schedule for a Q1 release.

Although no actual release date for VR and DX11 outside of the loosely mentioned Q1 2017 has been shared by the developers, it has been confirmed the latest track to join rFactor 2, NOLA Motorsports Park, will make it's official debut on February 28th. As usual with stock Studio 397 content, the new track will download automatically when you next fire up the game in Steam.

You can read the full February 2017 Roadmap Update below:


We have a lot of exciting news in this month’s update as we edge closer to our release at the end of Q1. The team is working very hard in all areas and we’re thrilled to share some of the recent developments with you.

VR Update
With DX11 implementation complete, we are now in our first development stage for VR. Our initial focus is the in-car driver experience with both the Oculus Rift and the HTC Vive. The second development stage will delve deeper into the environmental capabilities of the VR experience, which we will share over the next couple of months.

DX11 Content Peek
Last month we shared with you our first comparison shots for DX11. In the last couple of weeks we’ve focused on ensuring compatibility with existing content as well as further improvements to the way we render our HDR output. We’ll let the new screenshots speak for themselves.


rF2 DX9 DX11 Comparison Picture.jpg

rF2 DX11 2.jpg
rF2 DX11 4.jpg
rF2 DX11.jpg

rF2 DX11 3.jpg


Competition Update

Development of the competition infrastructure is going well and is on track to be released this summer. Drivers and teams will be able to record their stats, achievements and results, which then can be accessed through any device and shared with friends. Competitions will feature selected existing content and new content. Details will be announced in the coming months. Our main focus is to create feature rich mechanics that provide a challenge for new drivers and seasoned sim racing veterans alike.

UI Update
We are super excited about our new user interface, which is currently under development. The new UI not only provides a more intuitive and user-friendly experience, it also offers improved flexibility and the ability to add new elements and modules.

rF2 UI Update.png


NOLA Motorsports Park
Whether you choose to race a kart, open wheeler, or tintop, the large variety of configurations makes NOLA a very versatile and challenging track to master. NOLA Motorsports Park will be released on February 28th!

Radio Communication
Most racing series use radio communication to let drivers talk to their team and pit crew. Some series also have race control broadcasting instructions. For example, oval racing series such as Stock Car typically also have spotters that keep an eye on what’s happening to keep you out of trouble.

We are working on expanding our current system, which is centered on the spotter’s role, into a system that allows different people to talk to you on the radio. In addition, we intend to make the communication more interactive by giving you the ability to ask for information or instructions.

Modding
We’re excited to invite modding teams to join our private forum. We are looking to work with those of you in the modding community to explain the necessary steps that ensure your content continues to work flawlessly with the new DX11 engine. Modders joining our forum will also get access to pre-release builds of the DX11 graphics engine (still in alpha). Our goal is to ensure that your content is ready to go when we do the first public release of the new engine.

If your modding team is interested, please register on our forum and start a conversation with Christopher and Marcel, stating:

  1. Your modding team name and all the names and forum names of members that need access.
  2. A list of mods you have released for rFactor 2 (either links to the workshop, or some other reference).
  3. Any other interesting information about your team such as mods you are still working on.
That wraps up this roadmap update. We are looking forward to the coming month of development so we can continue to share with you our progress on the new innovative elements planned over the next few months!

rFactor 2 is a racing simulation exclusive to Windows PC.

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 roadmap post from Studio 397? Looking forward to DX11 and VR? Do you think NOLA will make a good addition to the sim? Let us know in the comments section below!
 
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Amazing stuff!!! Im soooo glad ISI is gone and that we have a serious developer that brings us goodies:thumbsup:. The DX11 screens looks AMAZING:confused:...that is amazing progression. Hopefully we can enjoy VR soon (although i do not have VR) but for peeps who have i wish them joy and luck. NOLA will be fantastic:thumbsup:. Life is good & beautiful:thumbsup::thumbsup:

The DX11 screens have added contrast and saturation, that's more or less it. Don't get me wrong, I'm all for the change to DX11 and VR, but ISI did build the entire physics base for this sim. It is too early to judge the progress compared to ISI from a few screenshots with altered contrast/gamma.

Would be easier for them to team up with Simbin or something, I doubt rFactor 2 will gain any users.

Simbin is still using pMotor 2.0 (rF1) physics for the most part, so I doubt this would be a satisfying solution for the serious sim racers when there's a modern physics engine like rF2 lying around.
 
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Just to clarify, the differences in those shots are not just the tonemapper (that indeed deals with how to map an HDR image onto the screen) but for example also dynamic ambient occlusion effects (visible in the underside/rear of the car and underside of some of the buildings). And remember, this is just a "work in progress" update of where we are right now, these shots will still improve more over time. But we know we have a lot to prove, don't take my word for it.
 
Would be easier for them to team up with Simbin or something, I doubt rFactor 2 will gain any users.

What deep well of intelligence did you dig that one up from? You doubt the sim with the best tire engine on the market AND the most used sim in motor racing training will gain any users with the addition of dx11, VR and a new UI? Don't apply for a market prediction job soon.
 
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Just to clarify, the differences in those shots are not just the tonemapper (that indeed deals with how to map an HDR image onto the screen) but for example also dynamic ambient occlusion effects (visible in the underside/rear of the car and underside of some of the buildings). And remember, this is just a "work in progress" update of where we are right now, these shots will still improve more over time. But we know we have a lot to prove, don't take my word for it.
The AO is nice and there's of course an improvement, but for me, as someone who doesn't own rF2 yet, it's not enough to jump in. Aside from the AO, it looks like a good SweetFX/ReShade preset. I can't even really pinpoint what's "off", but it still looks really, really rough.

One thing that definitely needs improvement is the flat skybox, but I guess what the game seriously needs are some proper material shaders.

I'm aware it's w.i.p. so don't get me wrong.

Stupid question, but wouldn't it be easier to simply port the whole game to something like Unreal Engine 4, or CryEngine, than trying to rewrite the old ISI-Engine?
Of course I have no idea how closely tied it is to, for example the physics engine and how complex it would be to port it to new graphics engine.
 
Really looking forward to this, one worry though will be the loss of the Trackmap stuff. Hopefully a new in sim hud can be developed. I quite like Wedges stuff but it'll still be hard to give up all that tasty info and flexibility on a per car basis.
 
Loool,is getting more users everyday,muhahaha,also the guys i work in part-time only uses RF2 in the machines they build.
okay.
What deep well of intelligence did you dig that one up from? You doubt the sim with the best tire engine on the market will gain any users with the addition of dx11, vr and a new UI? Don't apply for a market prediction job soon.
you can get offensive if you want, I don't care and quite frankly, it feeds my needs and keeps the admins busy.
 
I'm aware it's w.i.p. so don't get me wrong.

I have no problem with feedback at all, we're not done yet and you make some valid points.

Stupid question, but wouldn't it be easier to simply port the whole game to something like Unreal Engine 4, or CryEngine, than trying to rewrite the old ISI-Engine?
Of course I have no idea how closely tied it is to, for example the physics engine and how complex it would be to port it to new graphics engine.

It is not a stupid question and one of the options that we considered and discussed with several experienced graphics developers. In the end we decided to upgrade the existing engine. I won't go into all the details that influenced that decision, but completely replacing the existing engine with a new one (such as the ones you mention) is a huge job. We also did not want to break backward compatibility with all the existing first and third party content out there.
 
The AO is nice and there's of course an improvement, but for me, as someone who doesn't own rF2 yet, it's not enough to jump in. Aside from the AO, it looks like a good SweetFX/ReShade preset. I can't even really pinpoint what's "off", but it still looks really, really rough.

One thing that definitely needs improvement is the flat skybox, but I guess what the game seriously needs are some proper material shaders.

The difference is that SweetFX and ReShade come mostly with the expense of worse performance and add latency, whereas the improvements in this case are insim and people with up to date hardware should benefit from better visuals, smoother gameplay and in some cases better performance. To expect huge differences is not realsitic from my experience, but it's still better to have subtle changes and overall improvements than no improvements at all. In most cases the visuals are not the factor that make people buy rF2 anyway, so if that's the sole factor that determines whether you buy the sim then I will say that you might miss out on something just by judging the book by it's cover.

The sky isn't a box in the original sense, it's an orbit. What could really help would be better cloud rendering with a biggere variation and types of clouds. But cloud systems are a complete different and very complex topic.
 
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