Released DX11 and VR Open Beta, Is Here!

Discussion in 'News & Notifications' started by Christopher Elliott, May 1, 2017.

  1. Ramo

    Ramo Registered

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    SteamVR is not shut down, he is ready but there are no links with rF2.
    And when I go to vive theatre to choose the game, rF2, they say, play rF2 in theatre mode not in VR
     
  2. Stefan Kanitz

    Stefan Kanitz Registered

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    Tests confirmed yesterday that racing under cloudy conditions led to 30 FPS less than with clear sky. Can you recheck that :)
     
  3. elbo

    elbo Registered

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    is it normal when in vr that if I turn my head to look at the back of the car there are no wheels or wings?
     
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  4. MarcG

    MarcG Registered

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    I've noticed that on lots of cars, I hope they'll eventually be fixed but guessing it could be a bit of work so no wonder they're concentrating on other areas first.
     
  5. mike.m

    mike.m Registered

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    Yeah, that's a bit weird, if you try to walk around the car some of them are missing the front wheels too...
     
  6. T1specialist

    T1specialist Registered

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    My findings, all in devmode:
    - gjed has the new " DashboardElementShader" but HighSunLum shader is still missing? Is there a reason why the highlum shader is not in gjed? This is not an issue with this patch but it has always been like that (missing shader).
    - alt-tab does not work. You get the alt-tab menu but when you let go of the keyboard rf2 will always come back on top. Not good for devmode although not the end of the world either.
    - Has something changed with gauge faces and needle and their shader settings? For some reason my analog dashes look completely garbled now. Should the DashboardElementShader be used for all materials which have rendertarget checked (all gauges, both analog and digital)?
    - is gjed dx11 now? I ask because the content looks different in gjed and in devmode?
     
  7. Max Dralle

    Max Dralle Registered

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    On Windows 10, I found a workaround by creating a 2nd desktop via WINDOWS-Tab combination and starting (or moving) the rF2 launcher over there.
    Then you can always use WIN-Tab for switching between both desktops ... :)
     
  8. Comante

    Comante Registered

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    I would be surprised of the contrary. No content was made thinking to VR until very little time ago. I don't think old content will be updated to change this, especially 3PA mods. Don't old your breath there.
     
  9. TonyRickard

    TonyRickard Registered

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    The F1 1988 Benetton looked complete when I stood up and looked around it, once I got over seeing me in the cockpit with no head!
     
  10. MarcG

    MarcG Registered

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    that's why I said "I hope" :)
     
  11. Rony1984

    Rony1984 Registered

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    Could someone copy me the tgm-display line from the player.json? It seems to have disappeared with the beta.
     
  12. Gonzo

    Gonzo Member

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    It should not, but there are two options now. Temp-Display and Load-Display. For me its on "Alt Gr" not sure if i changed it or if its default, but you should be ablte to simply assign a key in the options.
     
  13. Damian Baldi

    Damian Baldi Registered

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    ctrl+(the key you have at the left of backspace)
     
  14. PLorenti

    PLorenti Registered

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    Hi all!
    I just test the latest update and a great improvement!!
    From 20FPS to 80fps.

    Thanks Studio397 for the hard work!
     
  15. robyk6

    robyk6 Registered

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    Stefan, in effect I noticed this on Nordschleife first test, with dusk and very foggy conditions (hard fog on long distance).
    But didn't managed to reproduce it... I ascribed that to the first shaders build-up. Tomorrow I will do some more test...
     
  16. Will Mazeo

    Will Mazeo Registered

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    Now I can give osme feedback: after today's patches it was a good improvement as the game is at least playable now but still long way to go. I'm on a low end PC (i3 + R7 360) Simtek GT3 in DX9 I get like 70fps at night, start of race so all cars together and later if jumps to 100+
    In DX11 is bellow 40 on same settings and it will go to 45~50max after that.
    USF2000 at Silverstone in DX9 100fps at start of race (daytime), DX11 40 on same settings at start of race.
    GT500 90fps at start of race, in DX11 around 40~45. I had 39 AI on all tests :D (visible cars: 12)
    This all was with PP off
    Now don't get me wrong, for my hardware this DX11 fps is actually acceptable if.... the DX9 and 11 versions were not so close on looks.
    The DX11 image is also a bit too bright what makes the flat textures like grass more evident.
    I can actually use AA level 2 (or 2xEQ via card setting, gives a better result) with DX9, in DX11 not possible at all, heavier hit, have to keep it on FXAA, same as in P CARS so no problem at all if again.. the visual was not so close to the previous one.
     
  17. Gonzo

    Gonzo Member

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    Have you read this ?
    You should add the AA and post levels if you compare DX9 to DX11 otherwise it mighe be useless for the devs.
    Imho its better to compare with post effects set to off, then you have "compareable" situations (old engine vs new engine).
    But post effects are image quality enhancers which costs fps, so the comparison might be apples vs elephants ;).
     
  18. LokiD

    LokiD Registered

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    I found a slight improvement. I can run max gfx except reflection low and blur off. Aa 3 and pp high. Gt500 15 Ai round nola at night and low sun. Get 50 in heavy traffic and 60 alone. Even getting tearing so need that vsync update asap lol
     
  19. Adrianstealth

    Adrianstealth Registered

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    Running conservative settings all fine in VR
    Providing I keep clear blue sky

    I'll use cloud cover when optimised
     
  20. Will Mazeo

    Will Mazeo Registered

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    I had the PP on low for a while but didn't make much visual difference so I turned it off. The AA levels were the same FXAA only on both tests.
     

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