Studio 397 Stumbles Out of the Gate with Poor DirectX 11 Open Beta for rFactor 2

Not only was it underwhelming, it somehow made things worse. The resurgence of rFactor 2 back into the sim racing community spotlight was set to begin early this morning, as Studio 397 rolled out the first open beta of DirectX 11 support for rFactor 2 – marking the initial phase of a comprehensive re-working of the software since wrangling away the project from notorious slackers Image Space Incorporated. Unfortunately, things have not gone anywhere near according to plan, and sim racers for the most part have been left scratching their heads after months upon months of blog posts proclaimed that this would somehow be the absolute final boost rFactor 2 needed to become a worthwhile product. We can’t completely write things off as of yet considering the build’s open beta status, but watching this unfold from a third party standpoint, I can’t help but think it’s just better to let the software die. This isn’t funny anymore.

So let’s get it over with.

The primary focus of today’s open beta build was to improve the visual fidelity and overall performance of rFactor 2, finally taking advantage of the DirectX 11 platform. Studio 397 have been posting an abundance of high resolution screenshots on their social media accounts (such as the one at the top of this article) that depict rFactor 2 in a very attractive manner, sporting a similar visual style to Assetto Corsa compared to the drab, faded art style we’ve come to know and loathe from rFactor 2 over the past four years. However, upon prominent YouTube personality DigiProst getting ahold of the DirectX 11 build himself and conducting a proper DX9 versus DX11 comparison as it would appear from an end-user standpoint, I can’t help but think Studio 397 called on the magic of Photoshop for their promotional pictures.

Simply put, there’s been no tangible step up in visual fidelity; rFactor 2 still looks brutal, albeit now there’s an aqua-colored filter placed over the whole environment, shadows are darker, and panes of glass are now covered in an ugly blue film like we’re in some sort of comic book from the 1970’s. It’s arguably even worse to look at than it was before, and when compared to something like Automobilista sporting a generic post processing filter, the differences are virtually negligible – or equally shit, depending on your choice of words.

Though the rFactor 2 fanboys will undoubtedly fill up message boards far and wide with praise towards Studio 397, the reality is these guys spent months getting rFactor 2 to look like a game based on software from 2006 – and Automobilista certainly isn’t winning any awards for its graphics. This is just horrendous to see a developer dedicate so much time to improving the game’s visual prowess, only for the end result to be so exponentially underwhelming. rFactor 2 still looks appalling, but now there’s a light blue filter over everything instead of a light brown/grey haze. I’m sorry, but it’s no better or worse than the previous build, and that’s unacceptable when you’ve been telling people it’ll be a vast improvement.

So of course, we get to the part of the article that centers around performance. Up until today, rFactor 2 was fairly easy to run on pretty much any modern PC, as the game was – to put it kindly – released many, many years ago. However, today’s build was bundled with crippling performance issues, meaning those who could once run the software at triple digit framerate counts, were now experiencing frame drops so severe it was the equivalent of trying to play Need for Speed: Hot Pursuit on mom’s work computer back in the late 1990’s. Reports of rFactor 2 unable to achieve even 30 FPS are spread across both RaceDepartment and the official Studio 397 forums, a situation made even more comical by the fact that some of these users are sporting literal supercomputers built with the best hardware money can buy. If you have a graphics card that retails for almost four digits at launch, and you’re still unable to run a title from 2013 at 30 FPS, let alone 60, 90, or 120, when the previous build was locked at 150, something is very, very wrong.

Now, being an open beta, people will undoubtedly scream at me that this is not the final product, it’s an optional download, and of course there will be problems. Here is my issue: open betas are held when a product is 95% done and doesn’t exhibit any major warts, but simply needs a bit of fine tuning here and there. The Gran Turismo Sport beta was a perfect example; the game is more or less done, Polyphony just needed feedback on tire behavior and vehicle balance. I wasn’t a fan of it, but there weren’t any technical problems – the software worked.

An aqua-colored smear over the screen, and in many cases a triple digit drop in performance, is much more than a little niggle. If you as a company are comfortable in putting something like this out to the general public, you’re making a statement that the product is functional, playable, and near-completion. What I’m seeing above is not even close to near-completion; it’s a bad joke, and goes against basically everything Studio 397 have been saying in their blog posts over the past few months. You’ve neutered the performance so severely that nobody can play the game, and a major selling point of the update – the new DirectX 11 support and enhanced visual fidelity you’ve advertised via carefully crafted screenshots – is now up for question, as the raw comparison videos are horrid.

I’m sorry guys, this is a telling sign after months of hype; it’s only a matter of time before the rabid fanboys also get off the bandwagon and move on to something else. No consumer should be waiting around for a competent product over the span of four years, only to have simple things taken away from them such as steady software performance after they’ve been told not to worry, and that the game will receive a massive boost of support from a brand new team.

 

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189 thoughts on “Studio 397 Stumbles Out of the Gate with Poor DirectX 11 Open Beta for rFactor 2

  1. Yeah I uninstalled it altogether after trying beta.. too hard basket..

    So many other good things to play anyway..

    Shame..

    I’ll check back in 6 months

    Liked by 1 person

    1. Studio 397 got shafted by ISI.

      ISI knew that their dated Direct X 8 Graphics Engine couldn’t be updated to Direct X 11, just by adding third party middle ware software, that’s why they gave up on it months ago and like the idiots studio 397 are, they convinced themselves that they could do what ISI the creators of the engine couldn’t do.

      It’s like painting lip stick on a pig and calling it a princess, in this case adding a middle ware engine called YEBIS to a dated Direct x 8 graphics engine and calling it direct x 11, the graphics engine needs a complete rewrite from the ground up, not adding a third party middle ware software to a dated engine to try and fool people that its a new thing.

      The videos used to promote this direct x 11 preview must have been a fraud, as there are many people with high spec pc’s running a i7, with a nvidia 1060, 1070 and even 1080 with 6GB to 11GB of video ram reporting extreme low frame rates, so one would have to wonder, what system was used to make the preview video that studio 397 used to showcase this nightmare of a beta release, claiming everyone should have been able to run it perfect at high frames as opposed to direct x 9.
      Back to the draw board for rfactor 2, they should kill the project because it is currently in its 7th year, most developer would have moved on their second or third product by now, while this dated software continues to plague so called hardcore sim racing fans, because they are to stubborn to move on from dated old fashion technology from the 1990s.

      Liked by 1 person

      1. I use a gtx 1070 /i5 6600k and have around 90fps @4k and it looks really good project cars good. If people read the steps outlined by Studio 397 like i and many others did they could have rF2 running smooth and looking awesome aswell but no KNOBS like you would rather bad mouth something before ever trying to help.
        No wonder the racing genre is so hostile.

        Liked by 1 person

        1. Nobody needs to be fucking about with files, deleting folders or shaders to get a game up and running and looking modern, what type of fucking idiot as the time to do that, what developer in their right mind would issue that as a alternative, this should have been running as intended out of the box, but no this is a ISI product, where you have to spend time pissing about with files just to make it look and run even worse than it is, typical dated shit way of doing things in a modern era, kill the fucking project and start again.

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          1. Agree. This is why people with lives are slowly turning to other genres or to consoles becuase you shouldn’t have to do 90% of the bullshit needed to get “”””””””””Modern”””””””””””” sim racing games to work.

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          2. stop winging bitch, my shitty r9 290 runs max in game settings(including both reflections) and PP at solid 60fps.. just need to take shadows to low.. Its a beta ya tool …

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    2. I’ve an AMD RX480 and I lost 100FPS between the DX9 and DX11 versions at the newly released NOLA in the newly released/updated USF2000. I understand it’s supposed to be a beta. But in a beta I should at least be able to run the product so I can test/look for things that can be improved. But if I can’t even run the beta, I can’t participate at all. I need to have it run at more than 28 FPS. I believe F1 2016 was DirectX 11 and I ran this at max with no issues.

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      1. I tried to roll back to DX9 but… surprise!!! All the content updated to DX11 is no longer available in DX9, so some of the interesting cars and tracks gone. Great thinking there

        Liked by 1 person

        1. They’ve now fixed this. But I have to say when I reverted back performance greatly increased and the game looks so much better. Adding excessive glare and DOF and shading everything blue is not the answer

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    1. It’s funny how people believe self made-up notions as norm and regurgitate that garbage. Cleon Waterburg/ASSociator has the worst made-up name in history and faithfully led the awful fanboy army, but that guy is often banned, so to have more idiots pop up and be forceful against legitimate customer complaints is unbearable.

      If the game was good or fixed, there wouldn’t be a need for such passionate butt-licking by a select few dozen vs the reality experienced by several thousand.

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    1. Look! The only time setting where the game looks good because everything is dark and you can’t see the details. Oh also look! The mirrors still don’t render on certain cameras! Oh and lastly, the sun and sky are too bright and lack gradual variation like a sunset would actually be like.

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          1. Yeah just that the title was WRONG …
            Project CARS 2 is since a couple of days in Alpha … at that point he wrote the article it was in PRE-Alpha …

            rFactor 2 Dx11 is according to the devs in Open Beta

            Beta means feature complete and mostly polishing

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    1. It feels to me like they just discovered glow effect. S397 should put more effort on the sky because is always visible and takes ~20% of the screen and in the beta version it looks even worse.

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      1. They should sack SLN and Tuttle, but definitely SLN
        SLN was good back in the rFactorCentral days in 2005, when everyone would go gaga over his shitty clouds and track conversions, today compared to the track artist we have at SMS, Kunos, Iracing and S3S, SLN is shit, I bet he wouldn’t be able to get a job else where in the Industry today, because he’s experience is limited to working on the dated Gmotor engine, fancy putting that on your CV.

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    2. Yeah, it’s ridiculous and sad. In the games defense, I’ll say that the Marussia (vs possibly the Formula ISI 2012) is the best simulated F1 car ever made and the AI is (comparatively) amazing.

      I’ll say it again: Someone should license the FFB/physics/AI (the really difficult shit!) of RF2 and roll it into a modern graphics engine.

      It continues to astound me how RF2 executes damn near perfectly on all the stuff that other games struggle with, and yet it looks so bad. In 2017, making a half-decent graphics engine should be trivial by comparison.

      Liked by 1 person

        1. WTF does that even mean? I’ve got a midrange TM TX wheel. Or do you mean I spend too much time typing here and not enough time racing?

          Well, let me explain. I usually post in between seeing patients in the ER, and I’m making $205/hr to sit here and banter with you over some game.

          I feel pretty OK about the whole situation 😉

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          1. The US healthcare system needs reform all around, this is proof of it. I do hope you partake in numerous charitable actions.

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  2. Attention studio 397!

    Don’t like Austin saying all these nasty things about your game when it’s not finished yet?

    You can make all of these types of negative articles go away forever.

    All this negative coverage can stop with one simple payment to PRC.

    Take a look at Austins current Project Cars 2 coverage for an example of how we can treat your game if you treat PRC with some respect (and give us special treatment). Be smart like Ian Bell was and pay PRC for preferential treatment. If you don’t things are going to get a lot worse for your game’s coverage,

    Liked by 3 people

  3. lol at these rF2 shills posting pictures thinking it looks great just because it has DOF effects and not realizing how garbage are basic things like cockpit/steering wheel textures

    Liked by 2 people

    1. Yes I had a laugh at them posting pictures as well, as if the picture was something to write home about, don’t forget these are the very same wank stains, that slagged off Project CARs, and assetto corsa calling those sims a screen shot generators.
      Yet look at them now, posting screen shots of rfactor 2 using ripped content thinking these ugly ripped content is going to look modern, with their shader less graphics from 2004.
      Next time you see them posting screen shots on various websites bragging about how great they look, let them know what have they got to be proud of, they are the ones in the past calling other sims that looked better than there shitfactor 2 game screen shot generator.

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    1. Is the DOF effect confined to replays only? Because I could not give a shit about watching replays. The only thing I care about is how it looks when I drive.

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  4. Honestly. It could be worse. From what I see. They admitted that they overlooked the performance issue. Hopefully, they can fix it in a timely fashion.

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  5. The only VR driving game to ever make me nauseous. Terrible optimization + no ASW. It’s like the pre-alpha support we saw from R3E three years ago.

    Liked by 1 person

          1. top drivers use whatever they can afford. But professional drivers who practice in simulators use direct drive wheels.

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            1. And maybe the simulators pro’s use can actually take advantage of the DD wheel. Maybe our commercial sims can’t. And maybe that’s why top drivers, *in the sims we can actually play*, don’t use them.

              Something to at least consider.

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              1. Those simulators pro’s use are often based on a commercial sim we play and even those sims made specifically for testing without any base on a game will have similar ffb to our sim racing games.

                Top drivers will use anything that doesn’t hurt their consistency and will use anything they can take advantage from, such as no or very low ffb in oval racing. A proper DD wheel has a lot of torque and it could be harder for unfit top drivers.

                Top drivers will use what they can afford, and if is just a g27 and a 2010 pc, then they will keep playing on that hardware until the sims run at good fps or they can afford better stuff.

                You don’t buy a DD wheel or top of the line PC to win more.. that’s not the purpose of such equipment. The purpose is to give you sim racer a closer experience to the forces from a real race car, at least on the steering wheel part, but also better pedals and not toy pedals. And our sim racing games can offer that, you don’t need some top secret Mercedes simulator that most likely will feel equivalent to what we can buy on Steam.

                Is possible that professional equipment can even impact negatively a top sim racer and is actually easier to be faster on toy steering wheels and pedals. But professional drivers are already used to that hardware type since is similar to the one in a real car.

                Liked by 1 person

                1. That’s what I think as well. Good points. But I’ll say this: No one will ever learn real car control from just playing sims, and a DD wheel won’t make up for that. You can learn a lot more by renting a spec Miata for a couple of track days. This having been said, I’d still love to try one out and see if it really is that much more realistic.

                  I don’t care that much about total force produced. What intrigues me is their lightning fast reaction time. That might actually be useful, especially when it comes to catching power oversteer in those first few milliseconds.

                  Or could it actually be *misleading*? Real cars have all kinds of soft rubber parts between the steering wheel and the tires. Unless the game software itself accounts for that, you might end up getting forces generated by the wheel *quicker* than real life.

                  Only way to know for sure would be to get a DD wheel. The only real reason I haven’t is that I’ve got a super curious 3 1/2 year old and he loves to play F1 2012 with my TX wheel. There’s no way I’d let him near one of those 30nm DD wheels. That’s enough force to easily break his wrist.

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                  1. “No one will ever learn real car control from just playing sims, and a DD wheel won’t make up for that. ”

                    Lol I love how you say all this and you haven’t even used one in your life.

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                    1. True, but do you understand how important it is for car control to be able to *feel* what’s happening? You don’t drive a real car by relying on the sensations coming through the wheel. That’s what you do in a sim, because that’s all you’ve got. In a real car (and especially a race car), you use your inner ear/vestibular system to tell you when the car is at the limit of adhesion, or about to spin. If, in a real car, I waited until the *wheel* told me something, I’d be spinning out constantly because my reactions would be delayed. I don’t think people who have never driven at the track quite “get” this.

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          2. You seem to be under the impression that buying a DD wheel should magically make you a faster driver and that’s the reason everyone buys them.

            Don’t you think it would be pretty bullshit if the only requirement for being a top sim racing driver was buying the most expensive piece of hardware?

            People use DD wheels because they make the game more enjoyable and immersive for them to play it’s not about buying you way into some secret hidden advantage that no one else has.

            Liked by 1 person

          3. A number of top iRacing road racers use them (Pros and 5K+ iR), but many more, of course, are just as fast with DFGTs.

            Conventional wisdom suggests they’ll help you recognize incipient oversteer earlier, and many claim they’ll even assist with the subsequent correction, but I haven’t noticed this personally. When I moved from a TX (which I really enjoyed) to an AF, however, I was still learning to sim race, so it’s difficult to distinguish any DD-specific improvement.

            DD wheels do, however, provide more front tire feel, at least when setup properly, and driving generally feels much more realistic, but for me, moving to VR was a far more transformative experience.

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          4. Hi Kondor999, I’m a regular visitor of PRC, usually I dont comment as I don’t like to get involved in conversations with never-ending points so I just read the articles/comments when I have the time.

            I’m racing in the iRacing World Championship and I can tell you that most of the top drivers are using a Direct Drive wheel or some of them intend to buy one (like me). The reasons are 2, some drivers just love the immersion and the detail a DD can only offer and since the reliability is top notch they choose that so they never have to upgrade. Some others though in the iWCGPS upgraded their DD wheels due to the car, most iRacing cars in my opinion have good enough FFB to be competitive with a belt driven wheel like your TX, my TS-PC Racer or a Fanatec wheel (our teams are 1-2 in the Blancpain GT Series Championship and there’s only 1 person with a DD).

            However in the McLaren MP4-30 that we are using the FFB difference between DD/Belt Driven wheels for some reason is very big, there’s many drivers issuing that the FFB isn’t detailed at all (I can confirm) and it’s hard to predict lockups/spins on exits etc. whereas DD users found the car much more “alive” when they switched to it and the FFB is much better. Now you may ask if it’s gonna give you any pace, the answer is no, it won’t. But the ability it has to help you correct those micro spins, the lockups etc are good enough to preserve your tires and overall give you better and more consistent stints so I’d say yeah a DD user has a small advantage over a user that uses a Thrustmaster or a Fanatec wheel. But it’s not game changing and surely won’t transform you into a Huttu or a Kronke.

            Is DD an upgrade? Hell yeah.

            Is it worth it? Depends who you are.

            Liked by 1 person

            1. Thanks for info. I guess I’m of the (possibly uninformed, since I haven’t tried a DD) opinion that, with proper software/firmware tuning (using some gamma on the FFB response curve), you could probably replicate most of what a DD wheel can give you, with the notable exception of how much total nM of force it can generate at the top end. As you said, it sounds like you’ve got one car there which benefits. That would seem to indicate some kind of software issue with that particular car.

              I get the feeling that a person could train themselves to detect the first small movements in the wheel that are dampened by, say, a belt drive. Maybe what a DD wheel does is amplify those very small initial forces to the point where that becomes easier to detect them.

              But, getting back to my first point up there, couldn’t you achieve this by applying some gamma to the FFB response curve? That would boost those small initial forces for the belt-driven wheels, but then bleed off the force rapidly so as to not cause clipping. “Minimum FFB boost” has been a really nice thing, although I’ve noticed they don’t have it in R3E, which is a game where I can catch incipient oversteer better than anywhere else.

              Go figure.

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          5. Hi Kondor999, I’m a regular visitor of PRC, usually I dont comment as I don’t like to get involved in conversations with never-ending points so I just read the articles/comments when I have the time.

            I’m racing in the iRacing World Championship and I can tell you that most of the top drivers are using a Direct Drive wheel or some of them intend to buy one (like me). The reasons are 2, some drivers just love the immersion and the detail a DD can only offer and since the reliability is top notch they choose that so they never have to upgrade. Some others though in the iWCGPS upgraded their DD wheels due to the car, most iRacing cars in my opinion have good enough FFB to be competitive with a belt driven wheel like your TX, my TS-PC Racer or a Fanatec wheel (our teams are 1-2 in the Blancpain GT Series Championship and there’s only 1 person with a DD).

            However in the McLaren MP4-30 that we are using the FFB difference between DD/Belt Driven wheels for some reason is very big, there’s many drivers issuing that the FFB isn’t detailed at all (I can confirm) and it’s hard to predict lockups/spins on exits etc. whereas DD users found the car much more “alive” when they switched to it and the FFB is much better. Now you may ask if it’s gonna give you any pace, the answer is no, it won’t. But the ability it has to help you correct those micro spins, the lockups etc are good enough to preserve your tires and overall give you better and more consistent stints so I’d say yeah a DD user has a small advantage over a user that uses a Thrustmaster or a Fanatec wheel. But it’s not game changing and surely won’t transform you into a Huttu or a Kronke.

            Is DD an upgrade? Hell yeah.

            Is it worth it? Depends who you are.

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      1. Unfortunately, that’s the exact experience I had. Kept the Oculus 3 days, but the resolution and overall picture quality was so poor vs my 4K TV that I realized I would never use it. It was kinda neat, but I hate low res. Reminded me of gaming in 1998.

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          1. Sigh. It’s a new Samsung 4K and in game mode, the latency is under 10ms with the latest firmware. Given that your FFB wheel already has significantly greater latency than this, and I’m running vsync, it’s a complete non-issue.

            Your “knowledge” about 4K TV’s is about 18 months out of date.

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            1. I’m not being facetious dude but a man of your means could afford a direct drive, why don’t you pick one up and let the rest of us know how it performs. I know grandmaster Gangi thinks they’re awesome but…………..

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              1. I’ve got a 3.5 year old and he loves to play F1 2012-2013 with my TX wheel (remapped the throttle and brake to buttons on the wheel). A DD wheel would be a safety hazard and I’m worried that I might one day forget to turn it off. 20-30nm is plenty to snap a small child’s wrist and that would be the end of my little hobby.

                One thing I could do is build a legacy system for him with the TX wheel, then a new one for just me using the DD.

                Thing is, my wife is sort of sick of all my hobbies right now, wants a new house and an i8, so this might have to wait a while 😉

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          1. Yes, I pushed Pixels Per Display Pixel Override all the way up to 2.5, but all that really did was improve antialiasing. The clarity (i.e. resolution) remained horrible, and the colors were very washed out and muddy (good old Pentile).

            The perceived pixel density of a CV1 is right around 480p currently. To get the same pixel density as a 1080p monitor viewed from about 3 feet away would require (brace yourself) approx 4K by 4K *per eye*. That’s straight from the Oculus Chief Scientist.

            The only hope is 8k RGB (not shitty Pentile) screens coming out this year + Foveated Rendering.

            But, I had to try. It just wasn’t for me. Also let a few friends and family play with it and all of them were decidedly underwhelmed.

            The most common comment: “But it looked so great on your TV!”

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  6. “rFactor 2 looks amazing because it has natural graphics. Assetto Corsa and Project CARS look awful with all their fake post-processing” – rFactor 2 shills, 2013-2016

    “Thanks to bog-standard Yebis glare post effects the true blinding nature of the Renault Clio is simulated” – rFactor 2 shills, 2017

    Liked by 2 people

  7. Well, going by the “you can’t polish a turd” philosophy it looks pretty good to my eyes, the framerate thing however is just unacceptable and should be boycotted HARD.

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  8. The overall lighting sorta reminds me of Gran Turismo’s style (at least when you can’t see the sky, like in those Clio shots), except that the car and track materials are kinda awful to even a minimal level of inspection. Paint doesn’t look like that, glass (or plastic, whatever they use) doesn’t look like that, asphalt doesn’t look like that, grass definitely doesn’t look like that.

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    1. I don’t know what they were thinking when they applied that bloom on the wheel.

      I genuinely lol every time I see a picture about this.

      Liked by 1 person

  9. Been seeing a lot of complaints about people who were not notified of the Steam switch from not receiving the email, to not knowing it went to spam, or being foolish and ignoring an email disregarding without reading. Then the aggressive defending of s397 by people who think that consumer law doesn’t exist. It cost them no additional money to give keys and s397 and isi can run their system just fine to get it done.

    Fanboys would explode with an article.

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  10. Tried it for the first time seeing it’s now vr. Was expecting shit gfx so didn’t bother me and not having previous version to compare to. Adding dx11 isn’t going going to magically transform the gfx you need to update the assets as well which I assume will take much longer to do. Vr works well enough for me but if clearly needs some improvements, not bad as a first pass though.
    I thought the handling and ffb was shit though. To me ffb feels quite similar to pcars 1. There is no feeling of grip just the bumps in the road and kurbs and lots of unnatural centering force. How do I get this to feel like the ultimate sim experience? Sev and yourself have claimed it’s the best sim for handling and ffb but r3e and ac feel so much better than this pile of wank.

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  11. Those people who are having performance trouble,haven’t done as instructed by studio 397,I was one of them who wrote this update off as pathetic,until I did as the said regarding issues.

    Now I have the best performance I’ve ever had,no stutters or drops of 1fps,and I’m running more graphics than before.

    I agree the graphical side hasn’t really changed much,but when did we ever see a huge jump from dx9 todx11 in any title,hell iracings graphics didn’t change at all.

    I’m no fanboy and I will bash every title at my own pleasure,but this beta is an improvement none the less,there’s no way around it,people posting videos of comparisons need to use the content that’s actually been updated by studio 397,and not just modders to get a clear understanding.

    I was a fan of this site,but the lack of project cars bashing since they paid you off,has all but discredited you now.

    Do some actual journalism instead of dramatising for views

    Liked by 2 people

      1. the performance issues are no where near as big as people are making out tho,either folks don’t have a clue how to set it up,or they are running it on a potato,I don’t have a clue yet it runs better than ever ,go figure

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        1. My 1080 handled the performance side of things just fine. But there’s no upgrade to visual quality and Yes, it’s far more resource intensive than before if you set post-processing to Ultra. But even with these highest settings, it looked no better than the DX9 version.

          In fact, it looked worse due to visual glitches and the fact that I had to go from 8xMSAA to 4x in order to compensate for the fancy post-processing.

          Maybe they don’t have a lot of testing staff and the idea is to deploy this, then fix everything as the reports come rolling in.

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            1. I heard maybe fps improved?

              For racing games, it seems like good old DX9 is enough to give great visuals. I’m not a huge fan of having gobs of post-processing. I want it to look sort-of-real, not like a “movie”. I always turn off stuff like lens flare and crepuscular rays for that reason.

              Everyone’s going to conclude I’m an R3E shill I guess (I really like that game, in case you didn’t notice), but don’t you find its visuals to be quite pleasing to the eye? It’s DX9 and looks (to me) considerably better overall than AC.

              Sure, it’s got canned lighting but I’d rather have 3-4 perfectly optimized lighting conditions that all look great vs an infinite number that are individually compromised.

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        2. rF is king of unfriendly interaction. The game needs to come with a manual and easy clicks to get things done like clearing cache and having the game run what it needs to update right.

          Even with dev testers, shit happens that’s not the user’s fault.

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    1. Yup, it’s definitely one of the problems of rF2. They are stubborn, condescending, and not up to the task. It’s too late to save rF2, but if S397 guys were a little bit smart, they would let go the pair of them, and get decent artists.

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      1. The saddest bit is when tuttle tried having a go at feels3. Or how he is aggressive against people disagreeing with the realistic new visuals (in his mind) they were previewing, only for s397 to now heavily push the “oh actually no, this isn’t final and we know it’s not right.”

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  12. James to bad you’re not this brutally honest when talking about the pcars2 physics. As the still are the same bag off wank as pcars1

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    1. Caution WMD members – Use a proxy before posting REAL comments like this about ProjectCars 2 or Austin may report your IP to his sugar daddy Ian Bell and you will be banned.

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  13. This is an open beta and it isn´t automatically updating. You have to go in the Properties/Beta-Tab in Steam to even find it.

    Worst problems are with AMD-carts and certain mod-combinations. I´m running 4k with 60 fps and not that much framerate-drop for the visual improvements i got.

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      1. Are you dumb?

        Every kid knows how to limit FPS – Vsync is extremely performance hungry … how can you be that dumb? Fucking cancer keyboardwarrior

        Like

        1. Ok, just to demonstrate what an idiot you are, please explain exactly how vsync is “performance hungry”.

          Do you even understand that merely capping fps does the same thing, but additionally gives you issues with frame pacing and torn frames? Do you even understand what Vsync means?

          Running vsync doesn’t require *any* additional GPU resources. You didn’t even correctly identify the single disadvantage it does have:

          Latency.

          Like

          1. Vsync adds additional latency therefore it shouldn’t be used in simracing or other games where latency is important.
            Usually setting fps cap a bit below actual screen refresh rate reduces tearing/stuttering quite noticeably e.g. 58fps limit on 60hz screen (need to test out yourself).

            Like

            1. Doing that, you still get great pretty bad frame pacing issues, which is why God made G-SYNC 😉

              I’m pretty sensitive to stuttering and tearing. The best way to do what you’re talking about is with the Nividia FAST-SYNC option, where it essentially throws away frames that arrive before the display is ready to draw a new frame. It’s supposed to be the best of both worlds: No tearing and with the same low input lag as no-vsync.

              Unfortunately, I’ve never gotten it to work as advertised. I still get a lot of mid-screen tearing and 100% GPU utilization. It does solve frame pacing though. One thing that might be interesting to try is FAST-SYNC + a Frame Cap (via RTSS).

              Honestly, I’m pretty happy with double-buffered VSYNC on. I really like a smooth, perfectly-paced 60hz image that’s predictable. The small amount of input lag introduced by double-buffered vsync isn’t much when compared the total lag of the display chain + FFB lag. YMMMV of course.

              Like

    1. No, they also added a shit-ton of BLOOM to everything surface capable of reflecting light.

      At least I now know what it’s like to race right after a nuke goes off. So, there’s that.

      Like

  14. I’ll freely admit that, at least in still shots, I find the blue filter and vague glass details plenty enough to make it look better in my eyes, but that’s mostly because it’s more vibrant. That wouldn’t excuse a frame-rate drop, though, so I’ll still be hesitating to jump in until I hear it’s been smoothed out.

    Like

    1. If you turn up the color saturation on your monitor while running the DX9 version, you can actually get something that looks way better, isn’t full of glitches and uses less GPU power.

      Why didn’t they just go with a SweetFX variant or something like that?

      Liked by 1 person

      1. Tuttle is an arrogant prick who thinks he knows all, yet when confronted by skilled artists he reverts to primate behavior. With such people leading the visual artistry, there isn’t hope.

        Like

  15. This is no Beta. It’s an Alpha. It broke Vsync (tried every permutation of settings, including forcing Vsync on all games through Nvidia control panel), so I had a choice between my GTX1080 immolating itself as it ran flat-out vs capping FPS at 60 and watching the screen tear constantly.

    Added to this is the fact that it looks, if anything, worse than the DX9 version (which I went back to immediately). It’s full of bizarre glitches like the LEDs on the wheel of the Nissan GT500 car looking dim (as if they’re painted on, not glowing). It’s also much more resource intensive under DX11. It’s just a fucking mess.

    Poor old RF2. I still love their GT500 car, especially at Suzuka. They should take the physics/FFB/AI/Mod system and license it to someone with deeper pockets and/or more programming ability to handle the graphics piece.

    Actual surround sound (not just fake reverb through the rears) would be real nice too. I just love driving a mid-engined LMP1 and hearing the engine sound come out of my front speakers. Feels like 1995!

    Like

      1. Of course you’ll have torn frames with just a frame cap. The GPU, without vsync engaged, is sending frames to the monitor as fast as possible. All a frame cap does is cap the rate at which it does so. But those frames are *not* being sent at *regular intervals*. They arrive in clumps and are thrown up on the screen as fast as they arrive.

        What does this mean? It means that while the screen is halfway (for example) done with drawing one frame, the next one arrives. So, it starts drawing the new one immediately. This is what causes “frame tearing”. See, these are not magic words. It helps to actually understand how framebuffers work.

        Good grief, this is pretty basic man. Just do a Google search: “frame cap tearing vsync” and you’ll get over a hundred hits explaining all this.

        Like

  16. I’m not here to stand for S-397, neither because I need or want to. Actually, I’m very disappointed by this release. It’s a matter of one step forward, 3 steps back, same thing as with ISI.

    BUT, one thing tho: the release notes state very clear that NOT all content was revamped while the whole thing still needed to maintain backwards compatibility. So, the guys making comparison, should fire up DW12’s at NOLA, for example. I won’t look great as it should (or as we expected), but at least will be a fair comparison.

    That said, and aside, the FPS thing is completely ridiculous. What was, for me, steady 80FPS, now it’s a rollercoaster from 20 to 70 within a lap.

    Like

    1. And here lies the problem with rF2.

      Nobody wants to race the DW12 at Nola. It was a shit track used once on the schedule, and its inclusion only really makes sense if you have all the other IndyCar tracks from that season.

      Liked by 3 people

      1. I agree with you on that!

        I was just saying that they shared a list of what was already tailored to work properly with the DX11 update. So it’s only fair to compare these, right? Regardless out fondness towards them.

        The updated stuff: USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12, Stock Cars, Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway. It’s not hard to pick a combination of these.

        For me it’s just like those comparison videos that pop out every now and again, using different camera angles etc. It just loses value as a comparison.

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        1. The GT500 has some kind of problem with the LED numbers on the wheel. They no longer “glow” and it looks like they’re just painted on with a dull brown marker or something.

          So, even the 1st party, fully-updated stuff has issues. Not really seeing the point of this Beta so far.

          Like

          1. Actually, graphic-wise the 1st party stuff on rF2 is sub-par. They never really explored the limits of texturing and shaders. And as a result, these “complex” bits, like little lights under glass bulbs look worse than the rest.

            MAYBE, from now on things will get a better treatment. Since S-397 actually didn’t make any car yet, ’cause both the USF2000 and the Nissan GT500 were “ready” since ISI-era.

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  17. It’s open beta. I understand covering the release of it, but it’s way too early to complain about it not improving much or being buggy/incomplete. I think most people expected DX11 to revolutionize the appearance of the sim, but that never happened on iRacing. Instead, it improved performance and allowed them to improve graphic effects over time.

    I’m not gonna lie I really don’t care much for this update, because I simply don’t think of it as an official complete build. Unless 397 does, it shouldn’t be taken too seriously.

    Like

    1. It’s open beta? the main game is fucking Seven Years old, how many hands will it be passed on to before people realise rFactor 2 should be put in its grave for good, it cannot and will not be saved, ISI shafted studio 397, no other developer with deep pockets wanted the rfactor 1/2 source code because it is a old dated source code, that cant be used within new code, kill the failed project call rfactor, kill the bitch let it die

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        1. You guys should watch his video on rf2. He makes some really good points about it being the most feature-complete sim out there (but also the ugliest to look at).

          All rF2 would need is a new graphics and sound engine (OK, and way more 1st party-quality content), and it would be great.

          Still, go try the GT500 or the Marussia with a full grid, maybe 50 laps with pitstops and flag rules. No other game right now can handle this as well as rF2 can. The AI in particular is very good.

          Like

          1. Thank you, I appreciate the kind words. I’m not logged in, but this is Joe. Anyways, all things considered, maybe S397 missed their release date and had to deliver with an incomplete DX11, and if that’s the case, then that’s fine. But it’s definitely not a new build and shouldn’t be counted as one yet. It’s an optional update because it’s guaranteed to be buggy and incomplete. Plus, there’s nothing wrong with improving the graphics over the course of 2017 and even 2018. They don’t need to entirely revamp the appearance of their sim over night, mostly because that’s unrealistic and the pressure can only end up being harmful, I imagine.

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            1. It would be great if they had the money and staff to simply dump the RF2 graphics and sound engine entirely, while retaining everything else.

              I don’t believe they will ever get RF2 looking like a game from 2010, to say nothing of 2017.

              Liked by 1 person

    2. kidding arnt you. Ian’s cum sock (james) just downloaded beta and ran it straight up and 2 minutes later couldnt get to his keyboard quick enough . he’s a Fucken goose ..

      Like

  18. Yea my post was quoted and hosted on here from RD!!

    In RF2 defense I have since tried a combo whereby the shaders were upgraded for DX11 and get respectable FPS; however the glare from the LED’s / sunlight reflection on objects that in the real world do not reflect are akin to an arc light!!

    Like

  19. Those screens look shite to compared to what I see from PCARS

    and AC

    And any other racing game released during this decade (expect AMS)

    Like

    1. Agreed visually, but Pcars 2 will suck in the physics department and it’s only a matter of time when AC tyre model will again be faffed with taking them back again with an understeering mess fest

      Like

  20. exactly, adding few post processing effects to rFactor 2 is like painting lip stick on a pig and calling it a princess

    Like

  21. rFactor 2 is in a sorry state, barely any worthwhile content out of the box and when you look into Steam Workshop you are greeted with rFactor 1 conversions and a few ripped cars from other games with poor physics implementations.

    Liked by 2 people

  22. Here’s the thing tho: Project CARS 2 will render rFactor 2 completely obsolete with superior physics and vastly superior graphics.

    Only a couple of most stubborn sim racers will stick to this dinousaur of a simulator called rFactor 2 after Project CARS 2 is released later this year.

    Liked by 1 person

    1. Not sure if trying to be sarcastic or not.. but that IS actually going to be the case. Most of those “stubborn” people are simple minded sheep who are terrified of anything new that may rob them of some “friends”.

      Like

    2. Superior physics? How is that considering pCars 2 is built off the rFactor 1 engine? Superior graphics though sounds right.

      Like

    1. What is Marcel going to do, what can Marcel do, Marcel admitted he isn’t even a developer, a coder or a software engineer, he is just a two bit simracer from a unknown unheard of dutch racing team, that borrowed money from his cock sucking boss to bring rFactor 2 back alive, seems like he has failed there.

      Like

    1. If you missed out on migrating to Steam I suggest you go crawl back under your rock. ISI gave everyone 9 months warning to migrate to Steam.

      Like

  23. The beta update gave me and all of my associates increases in frames and even the non-optimized content we ran looks amazing. I can’t wait to see what comes next.

    Like

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