Community Videos Thread



DDs refresh rate was all wrong, I think thats what happened......:o :p
 
 
Don't be too harsh, I just got in the car and talked as I drove about lol

 
My very first nightrace

Here's a video of some laps at dusk going into night racing at Sao Paolo. The car is superb and so is the track of course.

Enjoy! :cool:


 
 
Whoa whoa.....whoooooooooaaaaaahhhhh....whew! :p

ISI really need to get on top of their oversteer issue buried deep in the engine going back to even F1 2002. It's as if the front-end just starts turning-in sharply rather than the rear-end actually sliding/swinging-out wide. It looks terrible and is even worse when actually driving.

I'm not offending your video (very nice save :) ), or the mod (the mod [car and track] is bloody brilliant :) ), but ISI needs to fix this. It's one of the only areas in the entire vehicle dynamics system of the ISI engine that doesn't beat the competitors' physics, although the competitors don't do it perfectly either but better than ISI (especially the mid-2000s Driver's Republic alpha/beta - which pretty much did it the best, so far - and LFS which also does it pretty good).




- 3D Grass
- Lots of detailed shadows
- Nice reflections
- Nice HDR and overall lighting
- Eerily realistic-looking dynamically generated clouds - that sky may not be all "fancy" and dramatic looking, but it honestly looks eerily raw and realistic especially in the final quarter of the lap (from 1:52 to the end).

The rFactor 2 graphics engine is clearly still capable of lots.
 
Last edited by a moderator:



- 3D Grass
- Lots of detailed shadows
- Nice reflections
- Nice HDR and overall lighting
- Eerily realistic-looking dynamically generated clouds - that sky may not be all "fancy" and dramatic looking, but it honestly looks eerily raw and realistic especially in the final quarter of the lap (from 1:52 to the end).

The rFactor 2 graphics engine is clearly still capable of lots.

3D grass? You're kidding right? That fake piece of....?

I hate that... small wads of grass here and there... Can't be more fake looking to me :)

The rest does look on par though!
 
Making a big deal about 3d grass in a racing sim is like wanting a cup holder and booming stereo system in a Porsche. Absolutely frivolous and stupid. Sorry for being completely off topic but the 3d grass suggestions are a pet peeve of mine. :)
 
3D glass really nice and I'd love to have it, but it has to be proper... Shader should take care of it... I believe K Szczech made one as an experiment for rF1... It was a bit extreme in motion and with flowers n' shiz but it looked more lawn-ish than what any flat 2D green-painted area has ever done :)

Something like this... http://www.exchange3d.com/images/uploads/aff252/new4///grass_0.jpg but I guess it too demanding...

But a great grass shader would be awesome... and a believeable lawn is till to be perfected in any racing game title. That being said, with a low sun and a good bump map 2D-grass areas can still look "not half bad" or decent... :)

I hope to see SRPL do more tweaks for rF2 as they did with rF1... I mean, the road shader they did was great and the 3D sky they did was also awesome... And this grass-thang was being experimented with...
 
Ya I dont care about 3d grass but I was just pointing out that the engine is capable of it,
Engine is capable of rendering polygons, it always was :)
You only need someone to place all these grass polygons there... or some tool that will do that for you.

Here's an unedited (apart from league logos) screen from one of our past league races:

00009690.jpg


This is what you could do with rF1 engine, when you had the right tools.

I believe K Szczech made one as an experiment for rF1... It was a bit extreme in motion and with flowers n' shiz but it looked more lawn-ish than what any flat 2D green-painted area has ever done :)
Yeah, the "flower power video" is still on youtube ;)
Grass animation was an experiment, but the unanimated grass (like the one you see on above screenshot) is available in shader pack.

I hope to see SRPL do more tweaks for rF2 as they did with rF1... I mean, the road shader they did was great and the 3D sky they did was also awesome... And this grass-thang was being experimented with...
When rF2 is ready. Unless I change my mind waiting :P

Enough about the grass, though. This thread is for rF2 videos :)
 
Last edited by a moderator:
Engine is capable of rendering polygons, it always was :)
You only need someone to place all these grass polygons there... or some tool that will do that for you.

Here's an unedited (apart from league logos) screen from one of our past league races:

00009690.jpg


This is what you could do with rF1 engine, when you had the right tools.


Yeah, the "flower power video" is still on youtube ;)
Grass animation was an experiment, but the unanimated grass (like the one you see on above screenshot) is available in shader pack.


When rF2 is ready. Unless I change my mind waiting :P

Enough about the grass, though. This thread is for rF2 videos :)

Very intriguing actually... It looks "aight" :) Better than that Imola video, that's for sure... same colour as the "2D" grass and looks uniform... Good job, bet that took at while to do!
 
Just model like 50 or 100 slightly different looking blades of grass, then just copy and paste thousands of each of those all around the track. Done. You got your 3D grass, lol.
 
 
Just model like 50 or 100 slightly different looking blades of grass, then just copy and paste thousands of each of those all around the track. Done. You got your 3D grass, lol.
Good luck doing that manually and getting the same results I'm getting with my tool :)
You would probably end up with low density, bad framerates, mismatched and badly placed geometry to name a few issues.

That's the reason why I created this tool - you only need to draw a map of grass. The tool will generate multiple LOD's with different grass density, adjust grass geometry to ground surface, respect edges between road and grass to make sure grass is close to road edge but not on the road, it will take care of vertex paint and randomization to add some variety, finally, it will split everything into dozens of GMT files for space partitioning and set all the flags. And you get that without having to deal with over hundred thousand polygons in your 3D modelling software - you can focus on distinct geometry while modelling your track - grass will be added during export.
And if you figure out you're not happy with performance - all you need to do is to spend a few minutes on adjusting density settings and re-export :)

Takes maybe a few days to learn the tool, but then you can create grass in 2-3 hours.
 
Thanks for The video but they seem electric cars in this video. where is it the sound of engines?
Listen this
 
Last edited by a moderator:
Back
Top