rFactor 2 v982 32/64Bit

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I Find myself less then impressed after playing the demo. Frame rate was at an ok 25 but once I tried to set all the display settings to their highest setting, it bogged down badly (something rFactor 1 doesn't do). Definitely not worth the purchase if it appears my HP Laptop can't run it well enough.
 
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Jav
I hoped the same when I first saw the announcement, but that's not Road Atlanta, it's a smaller more grassroots events type track...

Ahhh, my bad. I couldn't find the original post and was tired when I posted this. Oh well, hopefully it will be a good track to race on.
 
I Find myself less then impressed after playing the demo. Frame rate was at an ok 25 but once I tried to set all the display settings to their highest setting, it bogged down badly (something rFactor 1 doesn't do). Definitely not worth the purchase if it appears my HP Laptop can't run it well enough.

Not to sound snobby or rude, but what did you really expect out of a over the counter laptop.
 
Well I was expecting it to run the sim well according to that site I used (and the AMD A8 Processor it has). I wasn't asking for Super computer performance, just something better.
 
Well I was expecting it to run the sim well according to that site I used (and the AMD A8 Processor it has). I wasn't asking for Super computer performance, just something better.

RACECAR

Any of the current top SIMs will have hefty requirements to run satisfactorily. rFactor 2 also taxes the CPU due to its comprehensive flag system, realistic tire model, telemetry, etc., which it tracks for all cars (visible or not unless set to "0" opponents). It is a proper simulator. rFactor 1 is quite a few years old, though still viable it is not as sophisticated or taxing to the system.
 
Meh, I guess I should've taken all that into consideration. Just expected too much after looking at what games my Laptop could run. I guess really it can run it, just not at the best graphical settings as I would've liked.
 
Anyone here know why ISI doesn't bring it's Nurburgring Nordschleife (pro version) to rFactor 2? It simply looks amazing ;



Heh, look at Monte Carlo

 
Simracing PRO | Honda Civic Challenge | Croft Circuit R1 | Balazs Toldi OnBoard


Simracing PRO | Honda Civic Challenge | Croft Circuit R2 | Balazs Toldi OnBoard
 
I gotta say, I'm blown away by how much is NOT going on with rF2 modding. I was looking around today and it really is dead. This is going to kill rF2 faster than anything, this game needs a killer mod. I've been racing AC only for the past couple months and there's a lot going on over there (although, TBH, most of it is really bad quality). There's as much modding in GPL as there is in rf2!
 
Nah, just slow at the moment. Enduracers chose rF2 for a reason. There are other sim games out there, once the dust settles more good content will come. Also, rF2 development needs to hit a more polished stage before it shows its true potential.

If you want to vent about how slow it's developing, that's another story...
 
Build 906 is released:

pdate 28 (Build 903-unstable, 904-release) Changelog Dec 11, 2014):
=====================================================

FEATURES:
————-
Added code to allow non-linear analog gauges.
Added some feedback to 3 AI parameters to dev mode AIW editor (corner caution:, understeer throttle cut:, understeer lat) so that you can watch in realtime as they have an effect.
New Launcher UI.
New remote content package manager integrated with Launcher UI.
Simplified activation process.
Sync Manager now restarts Launcher after update installation with original permissions.

BUG FIXES / OPTIMIZATIONS:
————-
Fixed intermittent crash on vehicle load.
Fixed rain volume which became too loud for some reason.
FXAA fix for monitor.
Fix for extraneous window in ded server mode.
Possible fix to 1st time failure downing vmod install failure on game connect in cases where vmod and components already downloaded but not installed.
Set lower default spotter volume.
Changed the small rfm, veh, and track main page display buttons to not load an image if their image size is set to 0 in either dimension. This is to prevent crash if a UI should have them on the same page as one of another gizmo that uses those assets (and destroys them).
Fixed bug with options not always remembering rfm/vehicle/track list/menu preference.
Fix for replays not loading some *.mas skins. (skins shared over multiplayer may still not load)
Potentially fixed names running over the HUD menus with a new HUD parameter & a fixed algorithm.
Fixed 64 bit Dev Mode inablity to save AIW files.
Fixed a potential crash upon starting AIW editor.
Fixed pit menu selected box from being too small in some cases.
Fixed HUD message center messages from extending beyond the box in some cases.
Fixed bug where virtual vehicles created with a *.mas loose skin file instead of a *.dds skin file wouldn’t show the correct skin in the spinner or on track.
Fixed a rare buffer overrun error in track name text display.
Changed replay letterbox to extend the entire width of the screen instead of just inside the options extent.
Attempted fix for occasional vehicle load/unload loop that appeared to cause network lag.
Fixed some multiplayer “Get Mod” issues with downloading/installing components and cleaned up the UI to be more readable.

UI / HUD / OPTIONS:
————-
Added APP_TextValue_GarageTireLoad_FrontLeft, APP_TextValue_GarageTireLoad_FrontRight, APP_TextValue_GarageTireLoad_RearLeft, APP_TextValue_GarageTireLoad_RearRight Gizmos back. (not yet used in default options)
Created gizmos for replay mode, length and current position. (not yet used in default options)
Renamed “binkanimations” to “genericanimations” since they not longer use bink
Added HUD parameter for pit menu maximum length.
Added an “instant update” parameter to vehicle and track lists for options that forgo the “accept”/”cancel” mechanism.

MULTIPLAYER:
————-
Broke up installing of downloaded components on multiplayer join so that the options have a chance to update and get a little bit of ui feedback to the user about what the game is doing

GRAPHICS
————-
Modified scene post-gamma value to improve color balance.
Ambient boost removed, no longer needed with improved scene gamma.
Improved some HDR automation parameters.
HDP files now deprecated and are disabled by default. HDP files can still be enabled via the plr file option ‘Enable Legacy HDR Profiles’.
Removed specular floor value, which was causing incorrect highlights at night.

CONTROLLERS / FFB:
————-
Added a Controller.JSON value “Steering Torque Capability” in order to specify the strength of strong FFB wheels (like direct drive). If this is set properly, and it exceeds the NominalMaxSteeringTorque for a given vehicle, it allows a 1:1 correlation between the calculated torque and the actual FFB torque. (However, note that we still don’t model power steering, so the calculated torque is stronger than it should be for some vehicles.)
Increased the number of buttons per controller supported.

MODDING / PUBLIC DEV:
————-
Updated the component mas file loading (for tracks only) to remove irrelevant layout mas files.
Dev Mode: When editing AI driver parameters we now change the driver to match selected car in the editor window automatically when bouncing between cars

PLUGINS:
————-
Set the mLastImpact* variables in the telemetry plugin interface.
Made plugin interface to add chat messages work on dedicated servers.
Fixed a few things with the Internals Plugin weather interface, and added a new option to apply cloudiness instantly.
 
The launcher UI is totally new- I like it and you have quick access to new ISI content (for better or worse....). Otherwise, I don't see a difference. It still crashes when I exit and the mod manager has been screwed up for me for the past 3 builds and that has not changed either.
 
The launcher UI is totally new- I like it and you have quick access to new ISI content (for better or worse....). Otherwise, I don't see a difference. It still crashes when I exit and the mod manager has been screwed up for me for the past 3 builds and that has not changed either.

Hum, there must be something messing your launcher. I think the new one is a stepping stone to a better one. rFactor itself seems more stable. I don't understand what happened to the HDR. I must have missed something in the notes.
 
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I Find myself less then impressed after playing the demo. Frame rate was at an ok 25 but once I tried to set all the display settings to their highest setting, it bogged down badly (something rFactor 1 doesn't do). Definitely not worth the purchase if it appears my HP Laptop can't run it well enough.

rF2 is very graphic intensive at the highest detail level. Its arguably not optimized as well it could be and doesn't have proper SLI or Crossfire support either, but there's not a laptop built today that can run rF2 at its highest settings at 1080p that I'm aware of. That being said, the game still looks good with a few options turned down from their highest settings. The aliasing is the worst offender, no matter how high you set the AA levels, the game still has some aliasing. rF1 is extremely old and dated now which is why you can run it at the highest settings.
 
I gotta say, I'm blown away by how much is NOT going on with rF2 modding. I was looking around today and it really is dead. This is going to kill rF2 faster than anything, this game needs a killer mod. I've been racing AC only for the past couple months and there's a lot going on over there (although, TBH, most of it is really bad quality). There's as much modding in GPL as there is in rf2!

Poor mods can arguably kill a game as well. I'm not against mods but 90% of them aren't up to the standards of the game developers built content.
 
Poor mods can arguably kill a game as well

But no mods IS killing rF2. I really thought this game was going to take off and be bigger than rF1, boy was I wrong. Between it being just so much harder to mod for, having much stiffer competition and ISI's ineptitude with content (both in speed and qualify) rF2 is not very popular. Mods are almost never up to standards of the game devs in any game and everyone understands that when they d/l them. The lower quality mods are still needed.
 
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