Community Screenshots Thread (Unedited Screens Only)

Nissan GT500 at Curitiba.
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It was an addition for the rF1 Enduracers Endurance Series mod, made by GPfan for the 3.0 version of that addon if I recall correctly. It's the Acura HPD ARX-02A It's probably the only petrol-powered P1 to actually really be able to hold a candle to the by then well-developped diesel P1's. The engine was basically lifted straight out of an Indycar of the time.
In qualifying, it took many laps to get the tires up to temp. Interestingly, the car won Pole on something like lt's 10th lap and in the hands of an Indycar driver. (the large front tires were very difficult to manhandle, much like the high downforce Champcars.) But this same issue became an anchor during the race. The car was very slow after the green flag and each succeeding yellow. The Audis would run away until the front tires finally rose in temp. Later in the season, when the Audi's had left for Euro-land, the Acura was able to easily handle the other P1 privateers.
 
It was an addition for the rF1 Enduracers Endurance Series mod, made by GPfan for the 3.0 version of that addon if I recall correctly. It's the Acura HPD ARX-02A It's probably the only petrol-powered P1 to actually really be able to hold a candle to the by then well-developped diesel P1's. The engine was basically lifted straight out of an Indycar of the time.
Is it available?
 
The most interesting thing in this pic is how the cars can always look amazing in rF2 yet the tracks, no matter how top notch they are, cant follow it. Hopefully the new shaders change that.
Wish old ALMS mods were ported, seasons from like 2008~2010 were simply amazing.
I Think tracks just need more texture variations. Grass that has sort of 1 color/1 texture and is all green without random differences in color and texture makes it look very synthetic. R3E are masters at squeezing the most out of it as they put tire tracks roughing up the grass at many corners where cars cut or are pushed out often.
 
There are tracks which looks very good.

It is difficult to make really good screenshots without photomode.
https://www.urbandictionary.com/define.php?term=top notch
No need photomode, that's a cheap gimmick.

I Think tracks just need more texture variations. Grass that has sort of 1 color/1 texture and is all green without random differences in color and texture makes it look very synthetic. R3E are masters at squeezing the most out of it as they put tire tracks roughing up the grass at many corners where cars cut or are pushed out often.
Agree but RR started showing its age lately imo.
 
Comfortable and functional camera movement, fov, focal length, sensor size, DOF, exposure and more settings helps a great deal in making proper screenshots.
I dont care, also I didnt mean that regarding screen shots. I said how the track looks, didnt specify an environment, only said what it shows about the game. Screen shots dont tell the real history with their fake effects so I dont care much about them. Photomode with all this stuff only helps to fool people ;)
 
I dont care, also I didnt mean that regarding screen shots. I said how the track looks, didnt specify an environment, only said what it shows about the game. Screen shots dont tell the real history with their fake effects so I dont care much about them. Photomode with all this stuff only helps to fool people ;)

But screenshots are one of the ways how the visual quality is perceived. In my personal opinion rFactor 2 is weaker in static image, but when you move around in real time rFactor 2 looks very impressive in some occasions. A lot depends on quality of the tracks. Some are very average, and some are very good. For example in Oulton Park after "Oils corner" I often get "GTsport vibe". A lot of other tracks are well done, and is very immersive in real time, but in stills it is not that impressive. Perhaps because in stills you are prone to spot more details, while in real time lighting dynamics and shading makes greater impression and less if the textures are AAA quality (super important) and all lines are perfect. The tools which I listed none are fake effects and are fundamental photography things, no doubt they are important to present an image in it's best way. And in my opinion rF2 cars relatively has more to improve than tracks, it is just that tracks are bigger in size and quantity. Also very important is a windshield of a car, you look at the track through it.

If you have a track being unattractive in rF2 it is usually because model is not great. In real time, at least, rF2 tracks can look pretty awesome.
 
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The most interesting thing in this pic is how the cars can always look amazing in rF2 yet the tracks, no matter how top notch they are, cant follow it. Hopefully the new shaders change that.
Wish old ALMS mods were ported, seasons from like 2008~2010 were simply amazing.
Well, help me the fuck out :D
 
funny and interesting to see that people already figured out the templates and skins for the new GT3s, while the developers them self don't do shit :D Keep up the good work people!

Edit: Reminds me of Assetto Corsa, where the developer said weather and day/night is no possible with the engine, and now look at the sol mod.
 
funny and interesting to see that people already figured out the templates and skins for the new GT3s, while the developers them self don't do shit :D Keep up the good work people!

Edit: Reminds me of Assetto Corsa, where the developer said weather and day/night is no possible with the engine, and now look at the sol mod.
Well they are writting a tutorial to make people use it correctly, of course curious people would find out how it's done before they released it.
On the AC case just because modders made stuff with shaders and some sort of injection doesn't mean it's possible/stable on the game engine level. Especially when we talk about online racing, what stops people from turning off the sol mod and drive a 24h race in full day or a wet race in the dry? All they need to do is not be too fast so people wont find out ;)
 
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funny and interesting to see that people already figured out the templates and skins for the new GT3s, while the developers them self don't do shit :D Keep up the good work people!
Hopefully you know this is nonsense. Everyone can paint skins simply by editing a DDS. No template needed. But for real skinning you need proper official templates with all the details and settings. More importantly for the new GT3 you need a lot of additional stuff to make correct use of the new shaders and creat quality skins. But this is not yet disclosed and S397 already said they will publish everything as soon as the proper documentation is ready. Yes, one can argue that the order of disclosing things is kinda wired, but honestly I believe it doesn't matter because people will always complaint not matter what reason. This is were we all start getting a stereotype like German complaining mentality.
 
funny and interesting to see that people already figured out the templates and skins for the new GT3s, while the developers them self don't do shit :D Keep up the good work people!

Edit: Reminds me of Assetto Corsa, where the developer said weather and day/night is no possible with the engine, and now look at the sol mod.

The sol mod doesn’t do the full weather though. Just effects.
 
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