VELOCIPEDE Posted May 3, 2017 Author Share Posted May 3, 2017 So here's a little update for our old pal, DX9. Some minor fixes and things to bring it up to speed with the recently released DX11 Beta version. - Added: Added the updated content we released for the open beta on Monday to the base install, so our users on the stable build can enjoy these updates too. - Fixed: AI driving the inside line on their in-lap. - Added TS-PC custom profiles, all controls should now be default assigned. We gathered user feedback to find the best possible controller scheme. In other news, we're working hard on the DX11 Beta feedback we have received so far - thanks and keep it coming! Link to comment Share on other sites More sharing options...
Ginmile Posted May 3, 2017 Share Posted May 3, 2017 On 02/05/2017 at 2:07 AM, 2slow4u said: Boh, a me la grafica non sembra cosi' diversa dagli screens ufficiali... Perché esce ancora quel dx 9.0c? Link to comment Share on other sites More sharing options...
oppolo Posted May 3, 2017 Share Posted May 3, 2017 anche a me esce dx9 ma mi esce anche windows8 quando ho il 10 e mi esce gtx980 con 1 giga, quindi non e' attendibile Link to comment Share on other sites More sharing options...
Uff Posted May 3, 2017 Share Posted May 3, 2017 Il launcher con le impostazioni grafiche è buggato dai tempi di rF1, non fateci troppo caso. Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted May 4, 2017 Author Share Posted May 4, 2017 Come era normale aspettarsi per una versione beta, la nuova release "DirectX 11" di rFactor 2 non si è presentata esente da difetti, bugs e problemini di vario genere. Studio 397 è però costantemente al lavoro per risolvere, in ordine di priorità, le varie questioni e pochi minuti fa ha pubblicato un piano di sviluppo per le prossime settimane, che vedranno il rilascio di costanti aggiornamenti, come già successo nelle ultime 48 ore. The Road Ahead: Open Beta Explained On Monday we released the first “open beta” and promised you regular updates in terms of code and content. In today’s blog we would like to explain this process in more detail to give you more insight into this process and our plans to get from this open beta to the first stable release. The implementation of the DX11 and VR engine obviously is a big project that touched many areas of the codebase and in terms of features we added everything we wanted to have in our first release. Once that was done, our focus shifted to performance and ensuring the code runs in a stable way on every system out there. At this point, no matter how many great testers you have, you discover that you can never test your code on all possible combinations of hardware and software. For that reason we decided to release an “open beta”. Regular Updates Our strategy in the upcoming weeks will be to release small updates often. Whenever we fix an issue, we’ll quickly test it internally and push a new build, so you can confirm that it is indeed fixed. This way we might end up pushing one or more builds every day. On our forum we will keep a changelog as we publish those builds. To make it easier to report issues, we have added a “Contact Support” button to the Launcher (top right of the main window) and, for performance related issues, we added a feature that allows you to collect performance data in a file that you can send along with your report. Quote We will release several hotfix patches to quickly help you guys when you give us feedback. If you don't want to be on the bleeding edge of the updates, switch to the last stable release branch :v1108-dx11-open-beta-last-stable , Build ID : 1792646 New Update: 4/5/2017 : Build ID : 1798231 - New GFX, PHYSICS, cpu thread scheduling - "Contact Support" button added in the Launcher (quick way to report issues) - Performance profiling & performance recording tool (CTRL+F) To enable the capture of performance data, please first press Ctrl+F to display the framerate information (which we’ve extended a bit). Then, as instructed on screen, press your Left-Shift+SPACE to start capturing data. After a little while, the capture will end and you get a file in your UserData\Log folder called PerfLog_DATETIME.txt which you can send to us along with your report. Then you can turn off the display by pressing Ctrl+F again. Content Updates In the mean time our content team is working hard on making more of the stock content available to you. Our plan here is to stick to roughly a weekly schedule for delivering updates. Those will be a bit bigger in size, and we will deliver them to both the stable DX9 build and the open beta simultaneously. Content updates will obviously also contain information about exactly what content gets updated. Beta Labels Explained If you’re currently running the open beta release, you are on “v1108-dx11-open-beta” and this is the label we will be regularly updating as we address more and more issues. If for some reason this build is not working for you at all, after reporting it, you can optionally switch to the “v1108-dx11-open-beta-last-stable” build, which will point to a older build. If that does not work, you can obviously choose to temporarily “opt-out” of the beta releases altogether and go back to the stable release until we release another update. If you have any further questions, don’t hesitate to get in touch with us on our forum or on Discord. Link to comment Share on other sites More sharing options...
On Monday we released the first “open beta” and promised you regular updates in terms of code and content. In today’s blog we would like to explain this process in more detail to give you more insight into this process and our plans to get from this open beta to the first stable release. The implementation of the DX11 and VR engine obviously is a big project that touched many areas of the codebase and in terms of features we added everything we wanted to have in our first release. Once that was done, our focus shifted to performance and ensuring the code runs in a stable way on every system out there. At this point, no matter how many great testers you have, you discover that you can never test your code on all possible combinations of hardware and software. For that reason we decided to release an “open beta”. Regular Updates Our strategy in the upcoming weeks will be to release small updates often. Whenever we fix an issue, we’ll quickly test it internally and push a new build, so you can confirm that it is indeed fixed. This way we might end up pushing one or more builds every day. On our forum we will keep a changelog as we publish those builds. To make it easier to report issues, we have added a “Contact Support” button to the Launcher (top right of the main window) and, for performance related issues, we added a feature that allows you to collect performance data in a file that you can send along with your report. Quote We will release several hotfix patches to quickly help you guys when you give us feedback. If you don't want to be on the bleeding edge of the updates, switch to the last stable release branch :v1108-dx11-open-beta-last-stable , Build ID : 1792646 New Update: 4/5/2017 : Build ID : 1798231 - New GFX, PHYSICS, cpu thread scheduling - "Contact Support" button added in the Launcher (quick way to report issues) - Performance profiling & performance recording tool (CTRL+F) To enable the capture of performance data, please first press Ctrl+F to display the framerate information (which we’ve extended a bit). Then, as instructed on screen, press your Left-Shift+SPACE to start capturing data. After a little while, the capture will end and you get a file in your UserData\Log folder called PerfLog_DATETIME.txt which you can send to us along with your report. Then you can turn off the display by pressing Ctrl+F again. Content Updates In the mean time our content team is working hard on making more of the stock content available to you. Our plan here is to stick to roughly a weekly schedule for delivering updates. Those will be a bit bigger in size, and we will deliver them to both the stable DX9 build and the open beta simultaneously. Content updates will obviously also contain information about exactly what content gets updated. Beta Labels Explained If you’re currently running the open beta release, you are on “v1108-dx11-open-beta” and this is the label we will be regularly updating as we address more and more issues. If for some reason this build is not working for you at all, after reporting it, you can optionally switch to the “v1108-dx11-open-beta-last-stable” build, which will point to a older build. If that does not work, you can obviously choose to temporarily “opt-out” of the beta releases altogether and go back to the stable release until we release another update. If you have any further questions, don’t hesitate to get in touch with us on our forum or on Discord.
2slow4u Posted May 4, 2017 Share Posted May 4, 2017 On 1/5/2017 at 11:47 PM, Lucio Distilleri said: a me sembra uguale, e giro con la postazione mobile, dovrei sentirla subito Meno male che io non ho una postazione mobile, altrimenti mi spaccherei la testa contro il soffitto... Se vi sembra normale... Link to comment Share on other sites More sharing options...
skerp Posted May 5, 2017 Share Posted May 5, 2017 (edited) Idem con patate. di mettere i PP non se ne parla assolutamente.proprio un bel polpettone 70 frame in meno ...........spèremmm in futuro. Edited May 5, 2017 by skerp Link to comment Share on other sites More sharing options...
Lucio Distilleri Posted May 5, 2017 Share Posted May 5, 2017 15 hours ago, 2slow4u said: Meno male che io non ho una postazione mobile, altrimenti mi spaccherei la testa contro il soffitto... Se vi sembra normale... cazzarola, silverstone è una delle piste piu piatte al mondo, gli stessi kunos dissero che è stata la pista piu difficile per ricreare le sensazioni, perche troppo piatta. Comunque io ti ripeto, non ho notato differenze, ma è anche vero che ci ho girato meno di 5 minuti e concentrando la mia attenzione sui frame Link to comment Share on other sites More sharing options...
Guest Posted May 5, 2017 Share Posted May 5, 2017 io ieri l'ho beccato il bump, ma niente di eccessivo, dipende dal setup secondo me. Comunque devo dire che, trovati dei parametri decenti per l'OSW, mi sta piacendo parecchio RF2 a livello di FFB e AI e' veramente ottimo, speriamo nello sviluppo del dx11, potrebbe essere l'outsider tra i sim che sbaraglia tutti. Link to comment Share on other sites More sharing options...
2slow4u Posted May 5, 2017 Share Posted May 5, 2017 23 minutes ago, Lucio Distilleri said: Comunque io ti ripeto, non ho notato differenze, ma è anche vero che ci ho girato meno di 5 minuti e concentrando la mia attenzione sui frame Io sti bumps li ho notati immediatamente (ce n'e' uno anche uscendo dal box!), troppo evidenti per passare inosservati. Ho postato il video sul forum ufficiale, e ora ho la certezza che il problema non e' mio, ma di tutti. E a quanto pare, esteso anche ad altre piste (Indy?, non ricordo...). Comunque, a questo punto non parlerei neanche di bumps, quanto piuttosto di landmines, veri e propri artefatti. Link to comment Share on other sites More sharing options...
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