Released NEW! GT3 Pack - Now Available!

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

  1. stonec

    stonec Registered

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    Check the second row first column, I think it shows RAM usage. You have highest RAM usage with 30 cars visible (6570 MB), higher than with 70 cars (6363 MB). I think those RAM numbers point to VRAM being starved. When VRAM is close to being maxed rF2 starts behaving weirdly. I don't have a solution, just saying it's pretty likely related to rF2's management of RAM/VRAM, as @Ari Antero pointed out.

    Maybe we can discuss this more in the Technical Support DX11 performance thread, as this is technically not a GT3 pack problem.
     
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  2. ECAR_Tracks

    ECAR_Tracks Registered

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    Great cars. I've just run a practice with them. Radical is slower than the rest of field, so maybe it needs a balance.
    Very satisfied for put $ on it.
    Few things:
    - When S397 will fix the ridiculous 30 hours (or the hell) practices? What is the difficult when the player set 1 hour or 1/2 hour the practice session has the duration selected? What a stupid stuff.
    - The performance is not great with a 1080ti so I can imagine people struggling to run GT3 pack @ DX11.

    Awesome job guys.
     
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  3. liakjim

    liakjim Registered

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    No. VRam is in the 5th line, 2nd number from right.
    With 30 cars it's 2879mb and with 30 it's 2756mb.
    I would say they are identical and it makes sense since there are the same 12AI to be seen in both situations.
    I will post in the Technical Support DX11 thread.
     
  4. Depco

    Depco Registered

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    I really like the color scheme. However, The AMG always looks flat to me, like there is no gloss layer. The angles and curvatures of the car never seem to pop like the other GT3 cars do, especially the Bentley. Is there any way to get a higher gloss for the skin and screenshot?
     
  5. jeantallu

    jeantallu Registered

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    Hello I need your help, I'm having a problem with a double installation DX 9 DX 11 with the pack gt3.
    The installation went well under DX9 but when I want to run rf2 in DX11, he tells me that the pack is already installed but the cars do not appear in the game.:(
    Sorry for my bad English but i'm French :D
     
  6. Ari Antero

    Ari Antero Registered

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  7. jeantallu

    jeantallu Registered

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  8. dadaboomda

    dadaboomda Registered

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    Performance not great with 1080 ti.... there is a problem. There is absolutely not graphics optimizations.

    Fortunately with my settings I have good graphics and 99% smooth with gtx 780 OC +23% (I play in 4K DSR)
     
  9. MarcG

    MarcG Registered

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    Selecting Practice Only takes you essentially a Test Day with lots of free time. If you want to limit Practice times just select Qualify then chose how long you want. It's been that way forever and is just fine IMO.
     
  10. Jack7793

    Jack7793 Registered

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    I had the same problem just the other way around. DX11 Steam build had the GT3 Pack installed but my DX9 build made using the program SteamCMD GUI didn't. Re-subscribing did nothing and even manually placing the GT3 Pack files into the DX9 build packages folder didn't work, the cars just wouldn't show in-game.

    To fix it I just re-installed my DX9 build.

    For you, try re-installing the DX11 build if nothing else works.
     
  11. TJones

    TJones Registered

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    Have to disagree here. If you coose a session length of (for example) one hour, all five sections of weather have to go through that hour. Just like it's been done at qualiying and race sessions. ATM you have to wait 6 hours for the first weather change, which (almost) switch off this feature.
    Don't know why they did it this way. I often use practice, i like the opportunity to add AI drivers here, but for me it's a annoying bug, wich still exist from the first release five years ago.
    To choose qualify is a workaround yes, but the bug is still there.
     
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  12. oppolo

    oppolo Registered

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    I have gtx980 and I run at 60 fps gt3 pack with 25 ai and max detaild in dx11 apart post effect that i keep off. But I have also a strong cpu
     
  13. ECAR_Tracks

    ECAR_Tracks Registered

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    In cockpit view the performance is acceptable but it turns jumpy and laggy in external cameras, which is weird for a 1080 ti which performs very well in PC2 all maxed. There is something heavy being processed but I don't know what is.

    30 AIs, 22 visible, medium post effects (I don't like the excessive bloom in higher post effects levels)
     
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  14. SPASKIS

    SPASKIS Registered

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    Driving views are supposed to be used for real time rendering. However, for other views, some framerate buffer/cache generating a small delay could help avoiding stuttering and framerate drop issues.
     
  15. dadaboomda

    dadaboomda Registered

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    Hi,

    The following is the worst for the graphics card (~ 50 hours of tests I loved doing (had to), THANK YOU S397):

    - deactivate shadows (THE WORST IN RF2)
    - deactivate real mirrors
    - deactivate post process
    - deactivate environment reflection
    - lower anti aliasing
    - max AI = 6 and AI cars detail = low


    on the outside the effect of depth of field takes too much resources. Not optimized like shadows !!!!
     
  16. oppolo

    oppolo Registered

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    ah ok, then i dont know, i never drive in external
     
  17. WiZPER

    WiZPER Registered

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    Can you explain why it belongs in this thread ?

     
  18. liakjim

    liakjim Registered

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    Because this happens only with the GT3 cars.
     
  19. dadaboomda

    dadaboomda Registered

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    ISI and S397 are by far the best on the main aspects that make a game a REAL simulation (FFB / physics / quality of car content).

    I am very grateful to them for that. I use rf2 and rf1 for 12 years without "betraying" with the other simulations.

    Nevertheless, I will not hesitate to have a critical spririt and to make constructive critism.

    - They are bad in marqueting / comunication / information :
    Testifies for example the roadmaps which are always very late and very poorly built (we can hardly call it a roadmap)
    - The developments that have been worked this year : each user will have an opinion , I just give you mine:
    * UI : the existing UI is very correct and ergonomic, it misses some things, but it is NOT perfect OK) The question is: did you have to spend hundreds of hours on A NEW UI ? strong improvement of the existing UI WOULD BE FINE !!!)
    * Improvement of the visual damages : what we need isn't a simulation ??? Hundreds of hours that it would have been better to put in other developments like physics/FFB improvements .
    - GT3 pack : awesome, I like the gt3 but .... we have two mods gt3 in rf2 whose apex mod that is really very good.We have 2 GTE mods who have much in common with the gt3. We have the EXCELLENT ISI camaro gt3. So in terms of cars, was this a priority ???? NO !!!)
    - VR (not important for me but I understand that some want it)
    - Directx 11 : for me not a priority :
    A very strong improvement of DX9 especially shadows and HDR would be enough for the year 2017. The thousands of hours spent on DX11 could have been used for a very strong physics / FFB improvement ....... what do you prefer for the best simulation ???
    - Graphic rain effects : managing the aquaplaning would have been better .... we are on a simulation yes or not ???

    The team of S397 is very reduced : ALL THE KEY IS IN THE CHOICE OF PRIORITIES ........ I give you the priorities that I would like to see chosen not S397. I don't speak for all users.

    TOP 1) Physics of cars

    - Although already very good, improve the tire model to keep a big lead over the other simulations (yes, yes, we all want your success).
    - Improve the other elements of physics (I leave the detail of this element to the specialists)

    TOP 2) Further improve the FFB [if possible].
    Congratulations the FFB is already excellent, but if it can be improve........

    TOP 3) Quality of cars made by ISI / Studio 397:

    - For now apart from one or two, the quality is exceptional (maybe I'm wrong, but I think modded cars do not match yours in terms of physics and FFB).
    While letting the modding allow us to ride with other cars, MORE THERE IS Studio 397 cars, better is it (very high quality, thank you).

    - The variety of cars is very important, they have to have all the rain tires, it is necessary to update the old cars first before creating new ones (tires, chassisflex, directx 11 [secondary for me]) , create one or two traction like the Civic and one or two 4WD.

    4) Rain :

    - Create an algorithm to manage aquaplaning, improve rain tires if possible and include them in all existing and future cars. [the graphics of the rain you are doing are really beautiful, thank you. Nevertheless from my point of view it is ABSOLUTELLY secondary, simulation or not ???].

    5) Tracks :

    - Tracks physics :
    Laser scanned tracks with as much detail as possible on the road so that it is really optimal to drive with cars that have high quality physics (in my opinion all the interest of rfactor 2).

    - Track choice:
    Tracks creation takes time (which is normal) and Studio 397 forms a small team so it is essential to make relevant choices. In my opinion, the relevant choices are the GP tracks and the Nordschleife (the ultimate in car passion, a very popular track, the best track in the world for hotlaps and for training: remember that many of your users play offline !!!!).

    6) Real road :

    -Improve the impact of the gum according to the conditions,erasure of the gum, formation and evaporation of the water, humidity, temperature etc.)

    7) Graphics:

    7.1 - Graphic optimization :
    With equal visual quality to directx 11 compared to directx 9, there must be a performance at least equal :
    --> this is absolutely not the case (believe me dear possessors of powerfull graphics cards). The medium or medium+ computer put the graphics in ultra+ when it was directx 9. Now with directx 11, a medium+ computer is completely outdated.
    This is not desirable because the competition is much better: on Assetto Corsa, a medium+computer allows to put graphics full ultra with a perfect fluidity (sorry for comparison, and yes I noticed that we are in beta directx 11).

    7.2 - Graphic quality: improve the shadows and especially the performances related to the shadows because it is really the worst graphic adjustment for the performance and of course a global improvement for which I truly trust you.

    VR: It is not for me but it seems essential for some users and some future customers. You took it into account, very well.

    8) Improvement of head and engine physics

    - Improve in terms of quality but also need to be able to gain them in intensity via the IU (for me it’s important).
    ESSENTIAL FOR THE REALISM AND IMMERSION AND SPEED IMPRESSION (not for VR I think)
     
    Last edited: Oct 29, 2017
  20. Paco572

    Paco572 Registered

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    Getting a higher gloss will result in your textures looking dull, that being said, there are things you can do you make sure you get the most out of your skin, including gloss.
    When you flatten your image, after painting save the file as a .PSD file like mycarflat.PSD then restart photoshop, that is if your using photoshop, and then load your mycarflat.PSD and then run the .dds plugin to create you skin. Sometimes a painted car with many layers suddenly flattened and directly mip mapped by .dds plugin can and sometimes has undesirable effects. The same thing holds true if you flatten the image and save it as a jpeg and then run the .dds plugin. Don't do this, I recommend. I had issues when I saved a flatten image to a jpeg and then ran the .dds plugin, at least with my system I did.

    I hope this information is helpful.

    PACO :)
     
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