Triple Screen Support, New GT3's, 64 Bit and More Released in New RaceRoom Update

Paul Jeffrey

Premium
RaceRoom Updated.jpg

Sector3 Studios have released the much anticipated new update for RaceRoom Racing Experience, and it contains plenty of goodies to get your hands on...


This new update has been brewing in the background for quite some time over at Sector3 Studios, and with plenty of new features, fixes and content it looks very much like one of the more substantial updates to the RaceRoom Racing Experience game in recent memory.

Now containing a new 64 bit version that should allow much larger grids in offline mode, the long awaited and much needed triple screen support, improved damage and a total reworking of the GT3 car physics to bring all GT3's in line with the latest content releases today, this is one impressive looking new build!

Check out the full change log below:
  • 64-bit executable to allow the game to use more memory
  • First pass for true triple screen support. Right now handled through startup arguments. Full details and instructions on the forums. ( LINK )
  • Game is now providing more information to all players present on a Multiplayer server whenever the server is waiting for players who are still loading into the game.
  • Added a bindable key to reset FFB while driving.
  • Hud_options.xml residing in My Documents is no longer encrypted, allowing players to edit and move HUD items around.
  • Video settings: Car Reflection Quality on High now draws reflections at full framerate.
  • Added support for Thrustmaster TS-XW Racer wheel
  • Updated Fanatec SDK to v3.2
  • Xbox One controller - changed default keybindings to match the Xbox 360 pads
  • Game no longer allows to drive a sequential gearbox car with an H-shifter. H-Shifter users no longer need to change the H-Pattern gearbox option manually depending on the car they picked. They can now always leave the option always enabled and let the game decide when to use it or not.
  • Damage system - Fixed a case where the point of impact would not translate properly to the visual damage (for example formula cars were hard to damage visually)
  • Damage system - Fixed an issue where car deformations could sometimes switch on and off when going backwards in a replay
  • Damage system - Prevented detachable parts of the cars from detaching when mechanical damage is disabled (to prevent loss of downforce after losing a wing)
  • Damage system - Fixed detachable parts randomly disappearing in replays or being visible when they shouldn’t.
  • Damage system - Fixed damage not being visually repaired for opponents in multiplayer after the opponent returned to garage to fix it.
  • Fixed some issues with the 8-shaped layout of Suzuka where cameras or blue flag detections could be confused by the crossing section.
  • Fixed an issue where the game would fail to restart the engine if the player cancelled the pitstop right after confirming it.
  • Fixed an issue where the game could start stuttering when playing long replay files.
  • Fixed an issue where a traffic cone would be sometimes visible in a seemingly odd location when playing a replay
  • Fixed car class specific pitstop actions that could sometimes not trigger in multiplayer
  • Fixed a case where Fanatec CSW 2.5 would be listed twice in controller profiles menu and would not be recognized after being turned off and on again while driving.
  • Fixed so Opponent Strength setting is now properly used in Free Practice mode (was always using adaptive AI setting)
  • Fixed missing results at the end of a race session on single lap layouts such as Nordschleife Tourist.
  • Fixed an issue where lap timer would randomly stop on a Hillclimb run after restarting several times in a row.
  • Fixed an issue where performing a pitstop at Anderstorp could sometimes result in a cut track penalty.
  • Fixed a case where the game could sometimes show an Off Track Warning (Black and white flag) for a split second.
  • Fixed a case where the player could on some occasion be wrongfully asked to give back one position for overtaking under yellow.
  • Fixed visual suspension vibration of NSU TTS opponents in Multiplayer
  • Fixed a label on the HUD during warmup session that was wrongly stating “Position”
  • Fixed a case where attempting to close the game window while in a replay would prevent exiting the game normally.
  • Fixed an issue with the Bosch DDU7 data display where its white variant would feature some data in green that was hard to read.
  • Fixed an issue with the Bosch DDU8 data display where the gear indicator could sometimes remain red.
  • Fixed an issue with the data display in the BMW M235i Racing where fuel amount wouldn’t show the proper unit until player adjusted fuel. Fixed the fuel gauge not matching up.
  • Fixed an issue where the Pitlane limiter notification wasn’t showing on the KTM data display
  • Fixed an issue where a white flag warning would show during rolling start procedures
  • Removed “Allowed to overtake” related text from yellow flag HUD elements since many users reported the extra information led to confusion.
Sound, Physics & AI:
  • AI - Improved overall behavior when racing in a pack. Stress factor reduced, and improved on the tendency to sometimes turn into the player car.
  • AI - Rate for AI calculations is now increased for AI’s in the direct vicinity of the player
  • AI - Fixed an issue on tracks like Zolder where an AI willing to enter the pitlane would easily disregard the presence of other cars on the racing line.
  • AI - Modified the DRS activation logic to allow DRS on all tracks
  • AI - Increased pace of AI in qualifying sessions
  • AI - If an AI car breaks down, it now clears the ideal racing line and slows down once safe to do so. If coming to a full stop within 7 meters of the track, the game will remove the car after 20 seconds.
  • AI - No longer ignoring other cars at the end of race sessions
  • AI - More respect for track limits during rolling start procedures
  • AI - Shouldn’t be caught slowing down for cars exiting pitlane anymore
  • Grip level in Practice sessions has been increased.
  • All cars now have reworked gearshift volumes and reverb effects.
  • Fixed a case where gearshift sounds were missing when driving with AI’s.
  • GTR3 Car class - Updated physics and tire model
  • Reduced the rate at which tires get dirty when driving on dirty tarmac (10% slower) and when driving on carpets, astroturf, tarmac runoffs etc (80% slower)
  • Tires now get clean at the same rate, regardless of what kind of dirt is on the tire.
  • P4/5 Competizione - New cockpit sounds, Fixed the cockpit camera that wasn’t looking straight horizontal.
  • H-pattern gearbox cars driven with Autoclutch enabled no longer get an automatic drop of throttle input upon gearshift.
  • Hockenheim - Tweaks to cut track detection
  • Indianapolis - Tweaks to cut track detection
  • Laguna Seca - Tweaks to cut track detection
  • Lausitzring - Tweaks to cut track detection
  • Portimao - Tweaks to cut track detection and some AI speed tweaks.
  • Paul Ricard - Tweaks to cut track detection and some AI speed tweaks.
  • RaceRoom Hillclimb - Fixed TV camera showing the opposite end of the course when using the reverse layout and looking at the car at the starting position
  • Sepang GP - Fixed a cut track warning when taking the last turn a bit wide. Added all alternative camera sets.
  • Sonoma Sprint - Fixed a cut track warning in the final turn
Art:
  • All cars aside from modern DTM now benefit from 360 degrees steering animation. DTM cars will have to be updated at a later point due to the need for retexturing branded driving suits and helmets.
  • All tracks using the hot weather light settings (ie: Paul Ricard) have received light adjustments
  • Bentley Continental GT3 - Moved the data display up in the cockpit
  • BMW M235i Racing - Car no longer produces visual backfires
  • BMW M6 GT3 - #7 now has its golden rims and #97 received some color balance tweaks
  • Formula RaceRoom U.S. - Reduced reflectiveness of the rims
  • KTM X-Bow RR - Car no longer produces visual backfires
  • Spa-Francorchamps - Some optimizations to improve performance on this track.

Curious to see what all the fuss is about with these new GT3 cars and physics? Check out our long test drive and physics developer interview below:

RaceRoom Racing Experience is available exclusively to PC on a free to play platform with additional content available at a further cost.

Love RaceRoom? Want to share the excitement with your fellow community members? No worries, we have all this and more at the RaceRoom Racing Experience sub forum right here at RaceDepartment:
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Impressed with the new update? What feature do you like the sound of the most? What are your impressions of the new GT3 cars? Let us know in the comments section below!
 
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  • AI - Improved overall behavior when racing in a pack. Stress factor reduced, and improved on the tendency to sometimes turn into the player car.
Since I last played R3E over a year ago, the AI is now very good at holding their line. Really good at it, enough so that any time I've been jostled when side-by-side, it's been my fault. Was occasionally tapped from the rear, but they're love taps rather than knocking me out.
  • AI - More respect for track limits during rolling start procedures
Looks good where I tested.

Otherwise... Adaptive AI is not adapting to me at the end of 5 short races, even if I restart R3E. I'm still many seconds ahead per lap, so will do a couple more races and then likely go back to just manually setting the AI strength. AI doesn't take defensive moves to block the line. The AI obey blue flags at least as well as humans do.
***
Triple screen is good after following the linked procedure. Will be nice when the UI includes the gizmo.
 
It's a great update! Triple screen is now fantastic! No more ultra stretched mirrors (though I didn't mind it as much). And 64 bit, so hopefully less prone to disconnects due to running programs together for RaceRoom (like Crew Chief, TS Notifier, RS Transmitter and other plugin-ish programs).

But the greatest thing is the revised GT3 physics. Tanks like the BMW GT6 and Bentley Continental behaves way better and more natural as I would expect in real life. And overall the GT3's feel much more as it should be. Not that I have ever driven one, but this is what I would expect. Real pleasure to drive these cars. In a sense they now become way easier to crash when you overdrive them. But driving on edge with these cars are now way more pleasurable than before! Hopefully Alex Hodgkinson will revise all cars up to the standards of the GT3 physics! :inlove:

Great work delivered by the guys of Sector 3 Studios! Well worth the waiting! :thumbsup:
 
Otherwise... Adaptive AI is not adapting to me at the end of 5 short races, even if I restart R3E. I'm still many seconds ahead per lap, so will do a couple more races and then likely go back to just manually setting the AI strength.

Did you use the same car/track in those short races?
The game keeps logs for each car/track combination so trying the same car/track at first will likely get you there faster. Once they match you for that first specific combo, they should already be much closer in other cars/tracks.
 
Does anyone know if there is a "lock view to horizon" setting, like in Pcars 2 and Assetto Corsa? With this and VR i am completely fine regarding Motion sickness. Without it it was quite bad, was dizzy for a full day after driving an hour without horizon lock.
 
Does anyone know if there is a "lock view to horizon" setting, like in Pcars 2 and Assetto Corsa? With this and VR i am completely fine regarding Motion sickness. Without it it was quite bad, was dizzy for a full day after driving an hour without horizon lock.
pCars2 solution is pretty bad, while AC needs RHM to fix that.
But in R3E, go to game data\cars\...car...\cameras. Open cockpit_driver_view_triple.
Then change the orientation line to this:

<orientationSpeed type="Vector">{10.00000000 50.00000000 2.00000000}</orientationSpeed>

and there you go...fixed horizon and the car moving like you 'd expect it.
You can still play with the values, but this is what I use (and I am prone to motion sickness) with good result.
Since you need to do it for every car (and each update) it is best to use Find and Replace program. Fixes it in about 10" for all cars.

Just realized you were talking about VR...don't know if it works for that, but on 2D screen(s) it is fine.
-
 
My VR seems to have suffered using 64bit
I have a intel i7700k and gtx 1080ti, I used to just run everything on low setting to get a constant 90fps in any scenario, now with the same settings it seems to drop to 45fps all the time and gives a very stuttery VR experience now :(

if anyone has the same hardware what settings to you use?

Thanks
 
Did you use the same car/track in those short races?
The game keeps logs for each car/track combination so trying the same car/track at first will likely get you there faster. Once they match you for that first specific combo, they should already be much closer in other cars/tracks.

Was switching to new tracks, but keeping same cars. Okay, will go back to the original track and be persistent :)
 
My VR seems to have suffered using 64bit
I have a intel i7700k and gtx 1080ti, I used to just run everything on low setting to get a constant 90fps in any scenario, now with the same settings it seems to drop to 45fps all the time and gives a very stuttery VR experience now :(

if anyone has the same hardware what settings to you use?

Thanks
My menu is lagging like mad. Before it was just fine, and now it's lagging, and i can't even choose a car anymore. Hopefully a hotfix is coming...
btw my rig is worse then yours, and i can run 90 FPS fine with way better settings (well, i could, before the update)

Quite pissed to be honest, firing up Pcars 2 now
 
And 64 bit, so hopefully less prone to disconnects due to running programs together for RaceRoom (like Crew Chief, TS Notifier, RS Transmitter and other plugin-ish programs).

That should have little to do with having 64bit support. 64bit really only means the game now has access to more memory and can make use of it, so bigger grids and stuff like that.

Tried the 64bit and was noticing the backgrounds stuttering when I turned a corner. Tried a few things no difference. Tried 32 bit and problem solved. Anyone else had similar?

The 64bit was stuttering and lagging for me somewhat, and most importantly, I couldn't get it to show up in OBS via game capture. I restarted my PC later and now everything seems to be back to normal.
 

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