rFactor 2 - beta RELEASED!!

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Riftcreator
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Re: rFactor 2 - beta RELEASED!!

Post by Riftcreator » Sat Jan 14, 2012 10:33 am

wow 8o

I hope the beta isn't optimised and the final release will be easier on a system.

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Re: rFactor 2 - beta RELEASED!!

Post by Scrunty » Sat Jan 14, 2012 11:22 am

Have not played around much yet but I suspect there are a few in particular settings I can bump down for a decent increase.

Loving the spa in the beasty F1, the lighting transitions as you drive around the track (partly cloudy) are very immersive at 300+ K

Couple of setups here if people need some: http://www.racedepartment.com/forum/for ... setups.73/ (need to signup to download)
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Re: rFactor 2 - beta RELEASED!!

Post by Viking » Sat Jan 14, 2012 11:40 am

I've managed to OC my Q6600 from 2.4 to 3.6GHz (bit of a mission to find why it won't post with any OC to start with, but got there now) and with everything on max (except shadow blur) I got a framerate increase of about 15fps from around 40 up to 55 fps @ 1920x1200.

Will check later how it runs on triple screen.
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Re: rFactor 2 - beta RELEASED!!

Post by Riftcreator » Sat Jan 14, 2012 12:54 pm

Keen to hear how you get on Viking as I run triple screens mysef.

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Re: rFactor 2 - beta RELEASED!!

Post by Sulley » Sat Jan 14, 2012 1:15 pm

about to try it on my oldish pc, fingers crossed
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Re: rFactor 2 - beta RELEASED!!

Post by Pits » Sat Jan 14, 2012 1:16 pm

2E's given up on his tripples till they get the F-Rates sorted and he spent a long time getting them to work at any sensible frames, you can if you go stupid and lower everything. I'm getting a stable 58-65 now with most things turned up high-full and doing the recommended fixes on the isi forums, I find anything over 45 frames is pretty smooth but gets worse the more cars around of course.

I think there first fix hopefully will be the frames, and you drive faster in the wet, I like it.
With stuff on high-full ingame but nvidia panel set too low you get no road textures so there is a balance needed.
Personally I'd forget 3 screens till it's fixed or your in for a disapointing fight.

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Re: rFactor 2 - beta RELEASED!!

Post by Riftcreator » Sat Jan 14, 2012 3:22 pm

Think I'll wait till the full version is released.

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Re: rFactor 2 - beta RELEASED!!

Post by Bull » Sat Jan 14, 2012 3:28 pm

Riftcreator wrote:Think I'll wait till the full version is released.
Good idea granddad

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Re: rFactor 2 - beta RELEASED!!

Post by Riftcreator » Sat Jan 14, 2012 6:18 pm

Bull wrote:
Riftcreator wrote:Think I'll wait till the full version is released.
Good idea granddad
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Re: rFactor 2 - beta RELEASED!!

Post by Scrunty » Sun Jan 15, 2012 12:54 pm

Remembered the initial rf2 config instead of ingame.. I had AA maxed, halved it and frames are much better.
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Re: rFactor 2 - beta RELEASED!!

Post by Viking » Sun Jan 15, 2012 1:04 pm

Managed to get about 50fps with 3072x768 res and 2x SSAA, and all the settings off or at min.
That was in an online race @ Portugal with Meganes.

Runs but doesn't look that nice. Hope they get it sorted people can then make better judgement of physics.
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Re: rFactor 2 - beta RELEASED!!

Post by Growler » Sun Jan 15, 2012 5:18 pm

Some modding groups who have been working on rFactor 2 mods have already started to get them in game...
Nothing is going to be released during the rFactor2 beta.
All we need now is GTX5 from VirtuaM!




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Re: rFactor 2 - beta RELEASED!!

Post by Foxman » Fri Jan 20, 2012 4:05 pm

going to update my comp,can someone help me out what to get please,dont know much about computers and want to play rfactor 2,i currently run xp

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Re: rFactor 2 - beta RELEASED!!

Post by slobb11 » Fri Jan 20, 2012 11:16 pm

Hmmmmm....
The makers of that WSGT2 mod stole the sounds from F1GP on the Commodore 64! Bastards!
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Re: rFactor 2 - beta RELEASED!!

Post by Scrunty » Sat Jan 21, 2012 2:04 am

haha so true... I need good sounds in a mod or I really don't feel it
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Re: rFactor 2 - beta RELEASED!!

Post by Harding Jr » Mon Jan 23, 2012 6:26 pm

Scrunty wrote:haha so true... I need good sounds in a mod or I really don't feel it
I really do wish it wasn't just different sounds throughout the rev range but that the actual volume of the sound changed. In real life cars don't make 80dbs at idle, at 5000RPM, and while smashing the limiter/Valves. The actual volume of the sound needs to change! Or just sounds that are so dam awesome you don't care. :D
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Re: rFactor 2 - beta RELEASED!!

Post by Growler » Mon Feb 06, 2012 10:32 pm

Mid Ohio being worked on for rFactor 2. It looks good!
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Re: rFactor 2 - beta RELEASED!!

Post by Bold » Sat Feb 18, 2012 10:51 am

Patch out now, from http://isiforums.net/f/showthread.php/1 ... #post47806 ~58MB

In game check for updates doesn't seem to find anything at the moment..

Anyone keen to try it out this weekend?
UPDATE 1 Changelog (Febuary 15, 2012):
======================================
MULTIPLAYER:
----------------------------
Configurable multiplayer race countdown timer ("Race Client Wait" in multiplayer.ini).
Reducing collision work in multiplayer (including completely turning off remote car vs. scene collision for now) in order to prevent slowdowns.
Modifed Dedicated server and mpfile to allow/disallow nicknames.
Fixed in-car chat for extended ASCII characters.


GRAPHICS:
---------------------------
Fixed showroom sun occlusion problem.
Fixed sun occlusion toggle.
Improved HDR debug output.
Moved all HDR processing to GPU.
Now enforcing deformable meshes.
Fixed and improved "visible vehicles" algorithm.
Updates to static meshes now disabled.
Fixed AI brake lights.
Fixed some issues doing HDR/Post on monitor.
Fixed up some postFX problems.
Updated sun occlusion.
Improved post FX integration with HDR.
Dixed bug that could result in cam file having more shadow parameters than the array that holds them.
Fixed problem with using post with HDR.
Fixed up hdr debug output, also improved post-processing.
Tidy up line drawing, also deactivated pre-caching for now as a test.
Fixed up hdr debug output.
Fixed a crash when loading a new profile to an existing track.
Shaders are recompiled if vid driver or HDR changes.
Reverted virtual mirrors back to using options settings rather than video settings.


UI:
----------------------------
Fixed car skin spinner not selecting current selected skin when entering screen.
Fixed path error for loading truetype fonts.
Fixed car spinner gizmo bug where it selection didn't take into account pace cars in the veh list ordering. (so picking a car near the end of spinner would select the wrong car.)
Fixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.
Fixed bug where one couldn't select a new UI.
Fixed gear graph text in wide-screen mode with non-wide-screen UI.
Tidy up some loading bar problem.
Fix HUD pit menu selector box.
Added tire volume slider.
Added new options for VSync and FXAA.

****

Software sync uses a timer to draw frames based on your refresh rate. In other words, you could compare it with a software VSync.
GPU sync is a UI element for the PLR's "Flush Previous Frame" setting. This setting is not recommended for SLI.
Video sync is actually the good old VSync option (notice that the usual VSync checkbox is now missing).
None means it will behave like the previous build, without VSync enabled.


AI:
----------------------------
Extra code to prevent ramming from behind when attempting to pass.
Generally made AI initiated player crashes less likely.
Made line transitions safer (for example moving from fastest to blocking line).
Fixed exaggerated pitspot slowdown.
Implemented 1st round of VERY basic wet weather tire logic.
Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy).
Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring.
Made AI cars more likely to pass another car in the straight if given the opportunity.


GAMEPLAY:
----------------------------
Fix for timescaled mechanical failures.


CONTROLLER:
----------------------------
Added controller.ini variable "Off-road multiplier" at least until we have proper soft terrain physics modeling.
Changed default for "Keyboard Layout Override" in controller.ini to 1 which seems to work better most of the time.
Added new controller.ini option "Use Keyboard Rates For Analog" which allows gamepad users to intentionally delay the response time of their twitchy inputs.
Added controller.ini variable "Use Hardware Additional Features" to control whether we play G27 LEDs, for example. Actually that's the only example right now.
Added ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way).
Set default control for 'Display Vehicle Labels' to TAB key.


OTHER OPTIMIZATIONS
----------------------------
Various collision optimizations, including better automatic LODs for trackside collidable objects.
Fixed crash that occurred when no sound devices was enabled on Windows 7 Machine.
Improved and/or fixed OnTop variable in TDF - this is a precise way to physically apply paint stripes on top of the road with a realistic thickness.
Minor SSE optimizations added.
Vertical position of individual mirrors wasn't being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).
Fixed dedicated server not updating scoring for plugins.
Fix for "Unknown" name in player file.
Fixed wide characters aborting the results file write.
Mirror toggle control lets you go through all 5 permutations in cockpit now.
Fixed a potential problem alt-tabbing with SL.


FUNCTIONAL ADDITIONS:
----------------------------
Allow nickname and attempt to allow wide char names.
Added a "Steering Wheel" option for "No Arms".
Added user car skin support.


MOD/PACKAGING
----------------------------
Fixed a bug with packaged files which could have allowed tire data to be overridden by external components.
Fixed a minor issue with encrypted mas.
Fixed ttool crash.

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Re: rFactor 2 - beta RELEASED!!

Post by Sulley » Sat Feb 18, 2012 11:55 am

Download, copy to rfactor2|Data\updates folder

Run rfactor2..Updates tab..Check for Updates..Install Update..DONE
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Re: rFactor 2 - beta RELEASED!!

Post by WMS-Old Frt » Sat Feb 18, 2012 2:03 pm

One bonus for me with you guys being earlier birds than we in Oz... you guys have the news up before we do.. Thanks guys. Much appreciated.
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Re: rFactor 2 - beta RELEASED!!

Post by Growler » Sat Feb 18, 2012 2:17 pm

WMS-Old Frt wrote:One bonus for me with you guys being earlier birds than we in Oz... you guys have the news up before we do.. Thanks guys. Much appreciated.
Hey Oldfrt...the world is going to end in 2 hours...give me the details to your bank account and go and save yourself! :larf: :larf: :larf:

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Re: rFactor 2 - beta RELEASED!!

Post by WMS-Old Frt » Sat Feb 18, 2012 2:58 pm

Growler wrote:Hey Oldfrt...the world is going to end in 2 hours...give me the details to your bank account and go and save yourself! :larf: :larf: :larf:
What?? I don't have time for that now.. got to go steal a few supplies and head for the hills man :larf: :larf:
Dementia... isn't a Hollywood fantasy movie starring Mickey Mouse, apparently.

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Re: rFactor 2 - beta RELEASED!!

Post by Viking » Sat Feb 18, 2012 4:48 pm

Big Improvement with the patch.
Can finally get enough FPS with good visuals to play it now.
Reducing settings has a more noticeable effect now too, and its possible to run higher settings than before.
Rain effects still have a big FPS hit, not that any of the servers have wet races tho.

Keen for some online, when is everyone keen?
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Re: rFactor 2 - beta RELEASED!!

Post by Growler » Sat Feb 18, 2012 6:27 pm

Viking wrote:Keen for some online, when is everyone keen?
Hotdog over at SCU has been organising some online races on Wednesday nights...

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Re: rFactor 2 - beta RELEASED!!

Post by Riven » Sun Feb 19, 2012 9:26 am


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