[REL] Flat6 Series rF2

Thanks for update. Updated physics is great. But new car body lighting looks strange for me, all the white parts look too white-washed to me, too much clear white color. Also a bit more aliasing on car paint then usual.

+1

Handling, braking, FFB all so much better now. Just the lighting/AA issue for me. Doesn't seem to affect showroom, only the on-track situation.
 
Thanks for this. Had a great race at Silverstone tonight, 100% AI were tough for me. My quickest was 2.05.5. Don't know what data the mod is based on but I found it very immersive.
Thanks again.
 
I selected "*" in player.json to display all parts in the mirror and I noticed that the rear wing disappeared in all mirrors when the headlight was on.
 
Big thanks! Car feels IMO significantly better than the 1.0 version. My only gripe is that for some reason model is still very FPS intesive compared to most other vehicles I have driven. I have triples with multiview on and I can use pretty much any other car on most mod tracks with around 25 AI's and have 60fps locked except perhaps a little dip in the first moments after the start when starting from behind. For example, in Barbagallo and the recently released Group C 0.96 I get just under 60fps on start, otherwise it stays at 60fps locked. With Flat6, it starts at little over 40FPS and likes to stay below 60, so there is around 15-20fps difference on my system! Curiously, most of the detail settings doesn't seem to have any effect on the FPS, like lowering the opponent detail to minumum, but setting the shadows from medium I normally use to low causes the FPS to jump up to the "normal" level or higher. So my guess is that the problem is either in the shaders or the car model lod is just badly optimized.
 
The lod in .gen distance are the same as done on rF1, same for the model 3D. Try to reduce the track/rain reflection to low to see if change something. Because now the car are reflected on the ground on rF2 ("heat mirage").

Perhaps it's the new body shader used, but we have not done comparison, this is the only main change between the two version.

Big thanks! Car feels IMO significantly better than the 1.0 version. My only gripe is that for some reason model is still very FPS intesive compared to most other vehicles I have driven. I have triples with multiview on and I can use pretty much any other car on most mod tracks with around 25 AI's and have 60fps locked except perhaps a little dip in the first moments after the start when starting from behind. For example, in Barbagallo and the recently released Group C 0.96 I get just under 60fps on start, otherwise it stays at 60fps locked. With Flat6, it starts at little over 40FPS and likes to stay below 60, so there is around 15-20fps difference on my system! Curiously, most of the detail settings doesn't seem to have any effect on the FPS, like lowering the opponent detail to minumum, but setting the shadows from medium I normally use to low causes the FPS to jump up to the "normal" level or higher. So my guess is that the problem is either in the shaders or the car model lod is just badly optimized.
 
Big thanks! Car feels IMO significantly better than the 1.0 version. My only gripe is that for some reason model is still very FPS intesive compared to most other vehicles I have driven. I have triples with multiview on and I can use pretty much any other car on most mod tracks with around 25 AI's and have 60fps locked except perhaps a little dip in the first moments after the start when starting from behind. For example, in Barbagallo and the recently released Group C 0.96 I get just under 60fps on start, otherwise it stays at 60fps locked. With Flat6, it starts at little over 40FPS and likes to stay below 60, so there is around 15-20fps difference on my system! Curiously, most of the detail settings doesn't seem to have any effect on the FPS, like lowering the opponent detail to minumum, but setting the shadows from medium I normally use to low causes the FPS to jump up to the "normal" level or higher. So my guess is that the problem is either in the shaders or the car model lod is just badly optimized.

I've noticed the same thing.
 
The lod in .gen distance are the same as done on rF1, same for the model 3D. Try to reduce the track/rain reflection to low to see if change something. Because now the car are reflected on the ground on rF2 ("heat mirage").

Perhaps it's the new body shader used, but we have not done comparison, this is the only main change between the two version.

Thanks. I have reflections already off, they are a resource hog like shadows and are a key to keep FPS above 60 with larger grids on my system with multiview on (i7-3930K@4.5GHz, 16GB, GTX980ti@5760x1080). Version 1.0 was similar in performance, so it definitely isn't the new shader. And as I said, pretty much only setting affecting the fps significantly with Flat6 is the shadows. Opponent detail, player detail, special effects and so on I gain perhaps 1-2 fps between low to full and flat6, that is next to nothing.
 
Many thanks for the update. New physics are way more challenging and I like them, still they may disturb the fans of the previous version.

Cheers.
 
Thanks for the update. The driving experience hasn't changed for me but the textures are still very pixelated.
 
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Please can you change the CAMS.cam LocalCam=COCKPIT, LODMultiplier=(1.0000000)to LODMultiplier=(1.1250000)or LODMultiplier=(1.1500000)
It's unbelievable in this day and age in order to increase fps we still get annoying pop up.
Many Thanks
 
I get pop up with this mod also (same with T280). I'll be following a complete car but when it's a certain distance away from me, the wing will disappear or the car will turn into just a set of wheels. Looks very odd. Didn't know what caused it though.
 
I don't have pop up problems with the Flat6. But i do have pop up problems with other cars. (Howston Dissenter) I've checked its lods and it should be OK.
So i don't think it's related to the flat6. I think it's a ISI problem: Some low lods fail to load or something...

@Argo: if you see body parts disapear in cockpit view, switch to bonnet view as a test. Bonnet view seems to work more solide.
 
I've used all ISI content and tried all the highly rated mods. Cockpit view only. Auto detail FPS is always off. Only with this mod, and the Lola T280, parts of the car disappear when they are far enough away. I'll try with bonnet view next time, if it's of any use to anyone.
 
Ok so objects have a set distance when to be drawn, lods are implemented to help fps. No point in drawing a car in full detail 200 meters away. So say a track has trees that are drawn 500meters away you come on a short straight and there they are, but braking markers are drawn in at 200 meters. The straight is 250 meters so you hit the straight and then they pop up. Like wise with the cars, the lowest lod may be drawn in at 500 meters, but a straight is 750 meters, so again they pop in or up. As the car gets closer they switch to more detail. In rfactor this was so easy so address with editing the cam.cam file and increasing the lod multiplier. I wish in rfactor2 they switched this to the plr, but sadly not. Some mods I can edit myself and just re-package, no good for online but for me it's ok as I hate pop up and when racing the AI. However because people rip mods, these guys have locked down the MAS so no fun for me. Hence the request.
Hope my explanation helps.And it would be easy for the modding group to add as an upgrade too. Pleeeeaaaaassssseeeee....
BTW GTX 1080 with DSR 4K rocks on single screen.
 
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