Kryztov
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Studio 397 released a Roadmap Update
Roadmap day!
Happy end of July everyone – we’ve made it through the month, and now it’s that time once again to sit down, take stock and get excited about the future development of rFactor 2! The days have been long, the nights have been short, and we’ve even managed to find time to pull ourselves away from the sim rigs for a little while to do some more development work, as always marrying together our own internal roadmap plans with feedback from our ever loyal and expanding community here in rFactor 2 land.
Development has been very intense behind the scenes of late, and we’ve exhausted a lot of our resources in recent weeks on bringing together the latest big build update for rFactor 2, so much of what we have in the works for the next few weeks is perhaps a little too early in development to start discussing in this Development Roadmap post – however, we really can’t let July pass without giving you some bits to get excited about, so let’s have a look at what the very near future is likely to bring…
The helmet model in rFactor 2 has been in use for… a while now. Let’s be honest about this, it really did need an upgrade in order to add some much-needed visual immersion to the excellent content produced both here at the studio and by our outstanding modding community that continue to work tirelessly to create great content for rFactor 2.
Whilst we have always harboured ambitions to revisit the helmets in game, allocating the artwork resource required for this task just hasn’t been possible until very recently – and to be quite frank with you, we think the efforts undertaken by our development team to upgrade the rFactor 2 helmet have paid off spectacularly – with a significant improvement having been achieved with this new update.
On the visuals front, the helmet now benefits from our PBR shader technology, which should really help to merge the visuals into the modern aesthetic of the simulation. We have added details to the normal map, and given the material a better feel. Additionally, we have also built a brand-new easy to use template, with user-friendly modular shapes and colours. This will allow us to quickly export dozens of different designs, with 15 of them already built and ready to use in future series as default skins. This new customizable template should allow creators to easily export skins and design their own styles – hopefully facilitating plenty of creative opportunities for our community!
At last! A new Safety Car is coming to rFactor 2 – we’ve done it, at long last, the previous generation safety car will be no more! With full working lights and PBR shaders, and keeping with the Corvette theme (because we really like Corvette here at Studio 397), the new C6 is here, and is something that we have been exceptionally keen to bring into the simulation for a long time now, but haven’t quite found the time to put the resources towards bringing this into fruition within the simulation. That has changed with this new car, and as soon as we get the base design liveried up and looking all official, we will be adding it into rFactor 2 for everyone to enjoy. Get ready to say your goodbyes to the old car, it’s been a long-standing member of the software for plenty of years now – but change is coming!
Original post
Roadmap day!
Happy end of July everyone – we’ve made it through the month, and now it’s that time once again to sit down, take stock and get excited about the future development of rFactor 2! The days have been long, the nights have been short, and we’ve even managed to find time to pull ourselves away from the sim rigs for a little while to do some more development work, as always marrying together our own internal roadmap plans with feedback from our ever loyal and expanding community here in rFactor 2 land.
Development has been very intense behind the scenes of late, and we’ve exhausted a lot of our resources in recent weeks on bringing together the latest big build update for rFactor 2, so much of what we have in the works for the next few weeks is perhaps a little too early in development to start discussing in this Development Roadmap post – however, we really can’t let July pass without giving you some bits to get excited about, so let’s have a look at what the very near future is likely to bring…
Helmet Updates – Coming Soon
The helmet model in rFactor 2 has been in use for… a while now. Let’s be honest about this, it really did need an upgrade in order to add some much-needed visual immersion to the excellent content produced both here at the studio and by our outstanding modding community that continue to work tirelessly to create great content for rFactor 2.
Whilst we have always harboured ambitions to revisit the helmets in game, allocating the artwork resource required for this task just hasn’t been possible until very recently – and to be quite frank with you, we think the efforts undertaken by our development team to upgrade the rFactor 2 helmet have paid off spectacularly – with a significant improvement having been achieved with this new update.
On the visuals front, the helmet now benefits from our PBR shader technology, which should really help to merge the visuals into the modern aesthetic of the simulation. We have added details to the normal map, and given the material a better feel. Additionally, we have also built a brand-new easy to use template, with user-friendly modular shapes and colours. This will allow us to quickly export dozens of different designs, with 15 of them already built and ready to use in future series as default skins. This new customizable template should allow creators to easily export skins and design their own styles – hopefully facilitating plenty of creative opportunities for our community!
New Safety Car!
At last! A new Safety Car is coming to rFactor 2 – we’ve done it, at long last, the previous generation safety car will be no more! With full working lights and PBR shaders, and keeping with the Corvette theme (because we really like Corvette here at Studio 397), the new C6 is here, and is something that we have been exceptionally keen to bring into the simulation for a long time now, but haven’t quite found the time to put the resources towards bringing this into fruition within the simulation. That has changed with this new car, and as soon as we get the base design liveried up and looking all official, we will be adding it into rFactor 2 for everyone to enjoy. Get ready to say your goodbyes to the old car, it’s been a long-standing member of the software for plenty of years now – but change is coming!
Original post
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