rFactor 2 - first screenshots

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Hugh
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Re: rFactor 2 - first screenshots

Post by Hugh » Wed Jul 20, 2011 6:15 pm

Timothy Wheatley
No post processing FX are active at this time.

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Re: rFactor 2 - first screenshots

Post by Obsc3ne » Sun Jul 31, 2011 2:55 pm

Watch the surface of the tire nearest the camera.

For the purpose of this first demonstration we have increased the effects by 100x so that you can see it within a single lap.

When the brakes are locked and a single area of the tire touches the track while the car continues to move, this grinds away the rubber from the surface of the tire and creates a flatter edge, this is called ‘flatspotting’. With rFactor 2 you will directly affect the surface of the tire, you will both see and feel (through force-feedback especially) how this changed the tire surface.

Recorded heat for the surface of the tire is visible in the video on the readout (within the black box) at the top-left of the screen.

Also visible at the end of the video is the associated tire wear from doing the equivalent of 100 laps at the slow-ish pace seen, and if you look very closely in the final frames one of our fully animated track workers can be spotted.







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Re: rFactor 2 - first screenshots

Post by Riftcreator » Sun Jul 31, 2011 3:56 pm

Awesome, this will make Historic racing interesting.

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Re: rFactor 2 - first screenshots (Min Specs)

Post by Maniak » Tue Sep 13, 2011 7:57 am

Tim Wheatley has posted the min/recommended specs for rF2:

MINIMUM:

CPU: 2.4 GHz Intel Core 2 or 2.4 GHz AMD Athlon x2
Memory: 2 GB
Video Card: nVidia 8600 GT or ATI/AMD 3850
Video Memory: 256MB
Operating System: Microsoft Windows XP, Windows Vista, Windows 7
DirectX: 9.0c
Storage: 4 GB

RECOMMENDED:

CPU: 3.0 GHz Intel Core 2 Duo or 3.0 GHz AMD Athlon II x2 or better
Memory: 4 GB+
Video Card: nVidia 250 GTS or ATI/AMD 4870 or better
Video Memory: 512MB+
Operating System: Microsoft Windows Vista 64bit, Windows 7 64bit
Storage: 4 GB+

Note: 2008 C++ Runtimes SP1 required (included with installer).

Source: ISI

http://isiforums.net/f/showthread.php/1 ... -rFactor-2

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Re: rFactor 2 - first screenshots

Post by Riftcreator » Tue Sep 13, 2011 10:56 am

Those minimum specs don't look right.
I can't even run the Targa Florio track (regardless of setings) on my sim pc, so I doubt it will run rF2, and it is better than the minimum specs o_O

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Maniak
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Re: rFactor 2 - first screenshots

Post by Maniak » Tue Sep 13, 2011 11:27 am

Yeah, they are pretty low. Tim does say further on that with the minimum spec - you'll be seeing the bare minimum in detail.

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Re: rFactor 2 - first screenshots

Post by Growler » Tue Sep 13, 2011 3:04 pm

Also Tim, Are more then two cores better then just faster cores? ie (2core3.2ghz)Vs(4core3.0ghz)
More cores will help the OS, but rF2 uses two for initial release. So will they help? They may take any potential background load off the cores which rF2 may be using, but whether you'll notice it?? That's up for debate. As for the future? rF2 is LONG TERM...
so I can say that the RF2 will have two versions 32bit and 64bit? if so this is really so good movement ISI!
Executable is 32bit. But installing a 64bit OS is beneficial to allow you to access more than 4GB RAM. So it's recommended to have a 64bit OS, doesn't mean the exe is 64bit.
OK, recommended....but what are the system specs to use rF2 with highest grafik settings?
If that's your target, why ask? Just buy the best of everything. Tomshardware.com has good comparison charts you can use. I just upgraded to an i5 2500, Sandy bridge mobo, 8GB RAM. Kept my old video card, which is a ATI HD 5870... If that helps.

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Re: rFactor 2 - first screenshots

Post by Obsc3ne » Fri Oct 14, 2011 7:54 am



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Re: rFactor 2 - first screenshots

Post by Growler » Tue Nov 01, 2011 4:28 pm

Dedicated Server Requirements
Following the general system requirements that were revealed back in September, Image Space Incorporated has now revealed the requirements for dedicated servers that want to run the upcoming rFactor 2 simulation.

Keep in mind that these values are general guide-lines, the requirements depend on the kind of tracks and cars as well as the number of users racing on the server.

Bandwidth:
96 Kbits/sec per user for server populations less than 10
256 Kbits/sec per user for server populations between 10 and 20
768 Kbits/sec per user for server populations between 20 and 30

While this is track and vehicle dependent a user can expect something close to these approximations on:

RAM use:
Approximately 200 MB per server instance for server populations less than 10
Approximately 300 MB per server instance for server populations between 10 and 20
Approximately 400 MB per server instance for server populations between 20 and 30

CPU Usage:
This is also dependent on the server population and number of AI drivers but we would account for at least 250 MHz per server instance and on modern CPU, for example if you have a 2.5 GHz dual core you can run 20 servers (10 per core, 10 * 250 Mhz = 2.5 GHz) on that CPU if you have other requirements mentioned above meet. Floating point unit required.

rFactor 2 will introduce various improvements to the modding-friendly simulation including weather, driver animations and a refined graphics engine alongside plenty of current and historic motor racing content. In a recent blog, ISI’s Tim Wheatley hinted at an upcoming public beta phase for the title.

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Re: rFactor 2 - first screenshots

Post by Growler » Wed Nov 02, 2011 1:01 pm


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Re: rFactor 2 - first screenshots

Post by Bold » Fri Nov 04, 2011 7:33 am

Pricing details:

http://isiforums.net/f/showthread.php/1 ... nformation
Pricing and related Open Beta information...

Please continue discussing in existing threads or make new threads to discuss specific things mentioned.

What is the pricing structure for rF2?
In the USA, rF2 will sell for $43.99. This will allow unlimited access to single player and mod development mode. It will also include one year access to an online account. Additional one year access to the online account can be purchased for $12.99.

Why not simply raise the initial purchase price?
That wouldn’t be fair to those wanting to use only the single player or mod development mode.

What exactly are online services?
Users will be given online accounts from which they can access multiplayer races. This should reduce the number of anonymous race entries and in turn hopefully reduce the number of passworded servers.

The service will identify when updates are available and allow for automatic downloads.

The service provides a way to generate and maintain unique Mod/Package ID’s. This should help reduce the mismatch problem found in the current version of rFactor and also help reduce/eradicate version confusion for the end user.

Additional features such as online statistics are also planned.

What will I be able to do if I don't use online services?
You will be able to run single player, run Mod Mode, and manually find and install any mods or updates.

What is this open beta I have been hearing about?
We plan to release an early content-limited version for mod makers to provide feedback on the system. It will be an open beta, meaning anyone can participate. People wishing to take part will be required to make a full purchase (see pricing info above). We are planning to give those who take part in the open beta 18 months of online access with that purchase rather than the 12 months which will come with purchase after the open beta.

Will you offer refunds during or after the open beta?
If you believe you became a part of the rFactor 2 community too early we can arrange one.
Yearly fee is pretty reasonable, when you compare with iRacing, or any other MMO

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Re: rFactor 2 - first screenshots

Post by Maniak » Fri Nov 04, 2011 8:03 am

That is more reasonable that I anticipated. Hope they don't jack the prices for the rest of the world.

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Re: rFactor 2 - first screenshots

Post by Riftcreator » Fri Nov 04, 2011 11:33 am

Maniak wrote:That is more reasonable that I anticipated. Hope they don't jack the prices for the rest of the world.
My thoughts as well.

I'd doubt we'll see the game released before the end of this year, which is good as it gives me time to squirrel away some money for an upgrade of the sim pc.

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Re: rFactor 2 - first screenshots

Post by Mario-C » Mon Nov 07, 2011 4:35 pm

wtf did I read that right?

A yearly sub to race online?

lame

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Re: rFactor 2 - first screenshots

Post by Growler » Mon Nov 07, 2011 4:38 pm

Mario-C wrote:wtf did I read that right?

A yearly sub to race online?

lame
Yes...but there is talk of paying more for a one-off life membership...
There is also talk that connecting direct to an ip will be free...at this point.

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Re: rFactor 2 - first screenshots

Post by Growler » Wed Nov 23, 2011 2:01 pm



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Re: rFactor 2 - first screenshots

Post by Riftcreator » Wed Nov 23, 2011 2:56 pm

Pointless having the hands/arms showing if they're stuck to the wheel and don't move to change the visable gear stick.

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Re: rFactor 2 - first screenshots

Post by Rasmo » Wed Nov 23, 2011 4:49 pm

Riftcreator wrote:Pointless having the hands/arms showing if they're stuck to the wheel and don't move to change the visable gear stick.
Agreed, although the removal of the hand on the really tight corners was a nice touch :)
Image Image

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Re: rFactor 2 - first screenshots

Post by Growler » Thu Dec 08, 2011 1:28 pm

Open Beta Content Revealed
Back in November, Image Space Incorporated announced the pricing of their upcoming rFactor 2 simulation, also announcing an open-beta period for interested customers.

The open beta is due to start later this year and will give rFactor 2 buyers access to an early, content-limited, version of rFactor 2.

The open beta will require a full purchase of rFactor 2 for $43.99, as thank you for participating beta users will be receiving 18 months of online account membership instead of the 12 months included in the retail version.

The open beta version will give users the chance to sample three different cars and six tracks, including both historic and current racing content:

Historic

1 licensed 1966 F1 car, with generic fillers.
3 tracks: Spa, Monaco, and another.
Current

Renault Megane, Formula Renault 3.5
3 tracks (most likely), Malaysia, Portugal, Mills.
The inclusion of the historic Monaco and Spa Francorchamps layouts means that two of rFactor 2′s most anticipated content items will help shorten the waiting time for the retail release.

Even though the officially-licensed F1 car hasn’t been revealed yet, ISI has released two sneak peeks in their forum you can see below, revealing the car to be the Brabham BT20.

A start date for the open beta hasn’t been announced yet, it’s likely to launch in the remaining days of 2011 though.

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Re: rFactor 2 - first screenshots

Post by Bold » Thu Dec 08, 2011 9:11 pm

Nice, I'll be in for that :)

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Re: rFactor 2 - first screenshots

Post by bradc » Sat Dec 10, 2011 4:07 pm

I like the idea of an exented membership to start, gives me a chance to sort out the pc if it's too slow and then still have some time left over

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Re: rFactor 2 - first screenshots

Post by WMS-Old Frt » Sat Dec 10, 2011 4:28 pm

I decided to wait for the full release, due to the limited content in the Beta Test release.. when it comes.
Dementia... isn't a Hollywood fantasy movie starring Mickey Mouse, apparently.

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Re: rFactor 2 - first screenshots

Post by vandem » Sun Dec 11, 2011 3:50 pm

Growler wrote:...1 licensed 1966 F1 car, with generic fillers.
3 tracks: Spa, Monaco, and another. ...
Interesting choice of car for the beta, looks like the Brabham-Repco BT20 from screenies, a clear signal to any old GPLers that while iRacing may have Dave Kaemmer, rF is serious about authentic historic content.

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Re: rFactor 2 - first screenshots

Post by Growler » Thu Dec 22, 2011 10:51 pm

More Q&A...

Will the game include advanced ambience effects like wind? If so how do these effect the player.
Wind will be included (most likely after the open beta), and will have an effect on both cars and environment. A typical example would be the approach to the Masta Kink: If you have had the wind behind, you may need to bring your markers for lifting and/or braking further away from the turn-in. You may also need to adjust gear ratios to cope with the faster speeds, which may cause engine damage.

Is full clutch support added in the game? And are transmission systems implemented true to real life (F1 paddle, sequential shifting etc)
Currently the clutch behavior remains constant, no effects of heat or wear are simulated during the initial open beta phase. As for the transmission, semi-automatic, manual, sequential and H-shifters are supported. H-shifters no longer suffer shift delays and so are no longer penalized for vehicles to which they are appropriate. As for gearbox wear and crunching, this is something we’d like to see by the time of the initial release.

Tell us about the mechanical damage. What parts can experience failures and is it related to the actions of the driver?
For the initial stages of the open beta phase, brakes and engines can fail when punished, such as choosing poor ducting or constantly over-revving the engine.
As stated in the previous answer, clutch and transmission damage is definitely a priority and there are also other aspects of mechanical failures we will be looking into as we move forward, these include slow punctures and tire blowouts.

Will turbo charges be simulated? I.e. boost lag.
Not currently, but this is something that will come into play at some point.

Can rFactor 2 handle more than 3 input devices? (HID Joysticks etc)
rFactor 2 will accept up to four controllers.

What differentiates rFactor 2 from its predecessor and other simulators on the market?
While it is possible to modify other racing titles, we believe the community will find rF2 a more supportive platform for modding than was even found with rF1.
rFactor 2 will be a constantly changing environment. Whether it is coping with changes in the tires, track surface, or weather, even the fact that you may be blinded by the sun as it sets and transitions into night, you won’t be racing on the same track, or having the same experience, at the start and finish of your races – unless you want to.
Sim racing has been about finding the ultimate setup for far too long, we’re trying to build something that more closely matches the real experience of racing.

With the industry putting emphasis on graphics these days, how important is it to improve on the visuals? And what is the team doing to make it stand out from the crowd?
In some cases, too much emphasis is put on graphics these days. Pretty screenshots can often help when marketing a product, but if the gameplay is lacking, you are pulling players into a trap. With that said, we realize that we need to stay current with the market.
We’ve included a post processing system for effects like HDR (with more to come later), as well as other enhancements to our rendering engine. However, while other products shoot for an “over-the-top” (atmospheric and artistic) look, we prefer to set the real-world as our target. We spent a long time trying to replicate a human-eye look; so some new things such as HDR may have a more subtle look than you may be used to in video gaming.
We do have some visual elements that we feel help us stand apart in that they also directly affect the simulation experience, such as the visual elements of our RealRoad system. And finally, we fully intend to continually update rF2 with new visual features both during the Open-Beta period and beyond…

Are elements (like the headlights) dynamic from car to car? Meaning that the AI cars will decide on their own when to turn on the lights or wipers.
Cars do not turn their headlights on at the same time, no.

Will rFactor 2 include laser-developed tracks?
No. We do not believe this to be a cost-effective solution for a retail product. It has a place, and we do use the technology, but only with our rFactor Pro customers.

Will there be DLC after the release?
DLC is way too limited. Like with rF1, ISI will continue to support rFactor with new content, features, and enhanced racing experience for years.

How many tracks can we expect in the final release?
The open beta will have six or more tracks (note that some tracks have multiple layouts, and some may not be immediately available in the open beta), while the initial release isn’t known.
This is somewhat an unanswerable question in that rF2 will not have a planned final release. While we will move from a Beta stage to an initial release, the development of rF2 will be an ongoing experience. We plan to continually add new features, cars, tracks, etc. We can’t really say for certain how many cars and tracks will be available when we move to the initial release, it all depends on what we consider ready at that point.

Can you tell us about the new online system in rFactor 2?
If the online system were the only addition to rFactor 2, it would still be a major one. The infrastructure we’re building will be a major step forward in mod handling.
It will be much easier installing and using mods. We will not manage or control the mods, but we now allocate IDs and use these IDs to make sure everyone has the same version number. It takes away mismatch issues commonly found in rF1.

Can leagues still use their own mods?
Yes. You can re-package content specifically for your league from other mod packages.

Are mods from rFactor 1 compatibly with the new game? If so how difficult is it to transfer content over to the new software?
No, they are not directly compatible. Some work will be required, and experienced modders should be able to adapt both their work and their practices very quickly.
It would be worth modders taking the time to work on their mod a bit, to bring it in-line with the new features of rF2, before releasing it.

Will there be a “unique vehicle check” that ensures no duplicate cars in a race?
Not at open beta launch. There are still some server rules to implement.

Will rFactor 2 support very large maps (over 200km square)?
That would be a HUGE track. There could be other factors to make it not work, but memory would be the largest. It has never been tested…

When is the open beta/demo coming out?
The demo is not the open beta. A demo will come later and will be free to try. The open beta will be a full early purchase of the software.
We project that we will be in Release Candidate stage around the Christmas Holiday. We think it may be too hectic for our testers and staff to try to push out a product at this time, so we are now likely to release the open beta early 2012.

What will be in the demo or open beta?
At this time we are lining up the following content for the open beta:
Historics 1960’s package – 2 announced tracks, generic cars.
Historic 1960’s package – 1 new track, 1 licensed car will be added sometime during the open beta, as soon as they complete internal testing.
Formula Renault 3.5 & Megane packages – 3 tracks, 2 licensed car types.
These packages may receive updates and further cars and tracks after the open beta release.
The demo version is likely to be a time-limited version of the full product, but we will not be building a demo until AFTER the beta process.

As it stands now, what is the target for release?
We do not have one. We don’t work that way. Our focus is development, not marketing (the marketing department that normally sets release dates with most software developers). We realize that an understated and open-ended approach may be confusing and hard to accept, but a worthy product sells itself, regardless, and this is our style.

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Re: rFactor 2 - first screenshots

Post by Kinser » Fri Dec 23, 2011 3:32 pm

For those who are bored during the Christmas & New Years summer holidays.

Check this link out http://isiforums.net/f/forumdisplay.php ... Beta-Forum

The rFactor Beta is open for testing in 'Downloads'

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