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VELOCIPEDE, May 1, 2017 in rFactor 2 by ISI
esce tra 2 ore.......
e già più guardo il timer più aumenta...forse è meglio non pensarci
in download 3GB
We know it’s been an excruciating wait, even for us. We’ve been bursting with the type of anticipation you get when you’re waiting to give someone a really cool gift. The long road to DX11 and VR that started just a few months back has brought us to this day – with all of the expectations, promises, teasers and general community fervor encompassing this release. Now it’s finally here and ready for you to enjoy. This is the first important milestone in the continued development of rFactor 2. It is a huge update, focused on improving the visual fidelity and creating a foundation to work from. Importantly, this is an ‘open beta’, meaning we are still working on optimising and improving the fidelity of the engine – your feedback is always welcome. We have much more in the pipeline, and can’t wait to let you all get your hands on the new user interface, content and some pretty cool features. Thanks for staying with us on this journey!
We’ll start these notes with a description on how to activate the open beta, how to configure VR if you want to use that, and then proceed with the release notes, some known issues and a glimpse at the road ahead.
To try the DX11 open beta, you must first opt-into the DX11 branch – this means essentially you are downloading the DX11 version of rFactor 2 – don’t worry, though! You don’t have to download everything again, it will be a small download to switch between DX9 and DX11. So, here’s how you do it:
If you encounter any problems, make sure you validate your locally installed files.
The game will verify the files (this might take a moment).
If you ever want to revert, follow the same procedure, but instead of selecting a beta version, select “NONE”, which will opt you out of any betas, straight back to the latest DX9 release.
Setting up VR and Post Processing:
We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):
In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:
At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.
Content updates as part of this initial build:
Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!
Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: http://wiki.rfactor.net/index.php?title=AlbedoMap
There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.
As stated above, we are still optimizing performance of DX11. As confident as we are that most of you will experience a nice boost when comparing the same settings in DX9 and DX11, we are aware that some of the new post effects, especially at higher settings, require a lot of memory on your graphics card. Future builds will bring improvements.
Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.
This release version, as we have said, is an open beta. Development is ongoing, and we will quickly move to a full release over the next few months. We will regularly provide you with updates, both in terms of code and content. This release already comes with 5 updated cars and 5 updated tracks, and we have seen some third party modders come out with releases that are DX11 compatible as well. Expect us to do more releases in the upcoming weeks, each with new content, bug fixes and further improvements.
Additionally, the full release will include updates in key areas, such as improving night driving, rain, new shaders for cars and a host of other additions. We know that strong graphics coupled with our best-in-class physics is only part of the package. We are working heavily on new content – both cars and tracks – and of course on providing you all with more functionality – including an innovative competition mechanic. We are really excited about our upcoming UI, which didn’t quite make it into this release, but will be released and improved as part of our series of frequent updates.
boh..a me scarica 3.2 giga
Remember, plugins can cause problems, so please look at the following:
To disable all third party plugins
Open the file CustomPluginVariables.JSON located in rFactor2/UserData/Player
Add a '0' to all third-party plugin entries, example:
Remove TrackMap Plugin 'd3d9.DLL' from ...rFactor2/Bin64
If you have any issues make sure to first clear you Shaders and Cbash. The Two folders are located in rFactor2/UserData/Player/Logs. Only remove the contents of these folders, leave the empty folders.
You may need to 'verify your game cache' if you are still having issues.
riuscite a settare il vsync?
Mi e' sparita silverstone...
devi sottoscrivere altro contenuto 397...sono 8 o 9..li trovi negli ultimi usciti del workshop
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