Latest Roadmap Update - March 2017!

Discussion in 'News & Notifications' started by Christopher Elliott, Mar 17, 2017.

  1. Will Mazeo

    Will Mazeo Registered

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    @DaVeX A bit of grass put in the right place makes the wall/grass/guard rail/asphalt transition look a lot better, more real IMO especially when looking from a bigger distance. And should not cost much fps, it sure doesn't in this track, tho the grass is a bit too tall in some points :D AMS 2017-03-17 19-30-58-533.jpg
     
  2. stonec

    stonec Registered

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    Nice to see that you appreciate the community efforts o_O. The minimalist UI was ten times better than the original pre-2015 rF2 UI, and is still more consistent in style IMO than the current, post-2015 UI. ISI didn't have a guy that was into UI design, so I'm not worried on this aspect, it can only get better with S397.
     
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  3. Sebastien Sestacq

    Sebastien Sestacq Registered

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    Sorry to say what I think o_O
     
  4. F1Aussie

    F1Aussie Registered

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    How about rain effects, are they improved?
     
  5. Adrianstealth

    Adrianstealth Registered

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    No (assume not)

    (-;

    But await ....rfactor 2 is getting some much needed refinements when it was getting close to the point of fading into history

    Great !!! Kudos to 397 !!
     
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  6. DaVeX

    DaVeX Registered

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    I totally agree about grass, btw the screen looks amazing!
     
  7. 2ndLastJedi

    2ndLastJedi Registered

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    Looks really good, i need to sleep for the next 40 odd days (time flies when you sleep).
    As for people's comments about the Ui, the roadmap states monthly feature and functionality changes, so improvements will come with feedback. No need to panic.
    I agree that a vid of DirectX 11 vs DirectX 9 comparison would be great.
    Thanks for the roadmap and I'll try to be patient.
     
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  8. 2ndLastJedi

    2ndLastJedi Registered

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    Looks good , what track is this?
    I've noticed a few rF2 tracks have 3D grass, why not all?
     
  9. bluet

    bluet Registered

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    AGREE 100%
     
  10. bluet

    bluet Registered

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    You know i always thought Reiza Studio looked after there customers the best with info ..and ISI not so good ...Now that has changed for me S397 are the best now .. you say what you ARE doing not what you might do and some surprises coming ..S397 go to top of the class for looking after it's customers ..i can only see a bright future ahead for S397 :):):D:D;);)
     
    Last edited: Mar 18, 2017
  11. Alex72

    Alex72 Registered

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    Looking great! Hopefully we also get some fake "SSAO" (or real) under cars when at dawn/night/sunrise. When the sun isnt out there is no darkness under cars and it looks a bit like they are floating over the tarmac. Just some simple, lighter "shadow" texture being there when the sun goes down would be neat.

    Screens look really nice though and the UI looks more pro. Great work guys. :)
     
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  12. bwana

    bwana Registered

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    Mid Ohio, bastardized.. dont like it myself but thats only me.
     
  13. 2ndLastJedi

    2ndLastJedi Registered

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    What do you mean "bastardized"?
     
  14. blakboks

    blakboks Registered

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    What is going on with the shadows using the normal maps? AFAIK, that's not a thing. If there's a paper on it, or anyone can point to someone else using it, or show me in a picture where this happens in real life, I'd love to see it to see what the idea of it is. As far as I can tell, it looks like the road surface is essentially 'subtracting' the shadow based on the normal direction, and that's not how shadows work. It doesn't look like self-shadowing, either, as you'd need a heightmap input for that as well, and the rest of the track surface isn't self-shadowing. It's giving the shadows a weird fuzzy, aliased look to it.
     
  15. Korva7

    Korva7 Registered

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    I wonder if these new post processing effects add latency?
     
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  16. bwana

    bwana Registered

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    Grass looks ridiculous like racing at old McDonald's farm. It's a professional race circuit on display on race days , grass like that isn't reality
     
  17. TJones

    TJones Registered

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    The generally problem with 3D grass, it looks nice at shallow viewing angels. But if you look more from top it look's more strange. You can increase the amount of the grass elements, which decrease FPS.
     
  18. 2ndLastJedi

    2ndLastJedi Registered

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    Oh, i get what your saying, it was modified by user. But also grass should have some texture not just flat! There must be some sort of compromise?
     
  19. MarcG

    MarcG Registered

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    John and bwana like this.
  20. DaVeX

    DaVeX Registered

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    I would like to see this kind of grass at Toban, I think will fit good...the facility was built showing signs of aging as ISI has opted to create a worn-out looking racing venue that clearly has a long competition past...

    Btw, no need to have a "ridiculous" grass for real racing tracks, just a good one like this:

    grass.jpg

    Very simple on my opinion, no need of special effects...

    This is the main reason I hope S397 and Reiza will share the same dx11 graphic engine...if they will share their knowledge (shaders, props, etc) will be fantastic!!!
     
    Last edited: Mar 18, 2017
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