Who cares about other titles , were here to discuss the latest build of rF2 !
Well of course, to a large extent you are right. It doesn't have any impact on rF2 how the other sims perform; the quality of rF2 depends only on the development efforts for rF2, and not for any competitors. rF2 will stand on its own 2 feet by how good the program is in and of itself; it can either provide >60fps gaming with good graphical quality or it can't. End of story.
Having said which - we all have choices on which other sims we will use. I'd hypothesize that maybe 60%+ of people who run rF2 also run other sims, often for specific purposes. So for this reason, comparison to other sims is instructive.
First, we can talk online sims, and clearly the leader here is iRacing by a very long margin and nothing else comes even close. Sure, you can run rF2 online if you are prepared to run your own league/run your own servers or join SRS. But its hardly 'load it and go racing' like iRacing is. And after 18 months, S397 have made ZERO progress on this. rF2 has some features that exceed those of iRacing (full dynamic day-night primarily) but in all other respects they are close in terms of physics etc.
Which brings us to offline. Many more competitors here. First is Codemasters F1. They've done a pretty good job with an arcade-style, F1-only sim. I run F1 2016, primarily so I can drive the F1 tracks on the same race weekends the real series do. It's physics/FFB are dreadful, but its got lots of game features that rF2 doesn't have (career modes and such). Graphics-wise, its got a good DX11 implementation though on my system, I've always had problems getting it up to high fps and being smooth; it demands a bit too much of my hardware and I've always had annoying stutters/microstutters and truly terrible input lag. But it fills a certain niche for me that no other sim can. Next up is AC and PC2. They also have good DX11 implementations and have better graphical quality and features in some areas than rF2. You can run full seasonal-weather (trees change, rain, snow) and dynamic time of day in PC2; and it performs better than rF2 in the same scenarios. AC doesn't have full dynamic weather and time of day, and as a result, like iRacing it performs quite a lot better. I'd say iRacing have real challenges coming up when they go to full dynamic time of day, in terms of performance; my bet is they'll get lots of complaints that people can't run with that enabled, and they'll have some hard decisions to make for certain 'official' series about whether to enable that feature or not. Finally, we have the DX9-based sims in R3E and AMS, who do a good and consistent job but its clearly lacking in some areas. I've eliminated R3E from my set of sims but in many ways its the closest direct competitor for rF2.
For those complaining about performance, go back and read the release notes about CPU load and GPU load. There's not going to be much added to the core fixed physics thread @400Hz which is going to remain single-threaded. Maybe they can figure out how to hive off AI into many additional threads, but the argument has always been that the thread synchronization overhead eliminates any advantages here. The only thing that can make the sim drop out of 'real time' is the graphics exceeding the time needed for the physics thread. Adding CPU cores is no help, and for 4 or 8 core machines, all you'll see is utilization of 30%/15%. There's some tweaking that can be done to input threads but its fairly minimal from a performance perspective. So any improvement in multithreading (maximizing use of hardware) comes on rendering, which can be spread over more threads on DX11. And with this build, they've done so. I'm sure there's more that can be done here, and they can optimize further. They can also try to eliminate some of the CPU-GPU interactions, which they also have done as we can see by bus utilization. FYI, iRacing had a feature where they would use the CPU to calculate the shadows, and we had really good shadow (edge) quality; I fought with Steve Nash but he said that in order to optimize the GPU side, they had to eliminate that interaction. So now the shadows have the same horrible jaggy edges and 'feathering' that all other games have. I'm sure the YEBIS software has other features they can utilize to improve the graphics (and PC2 uses the same middleware, iRacing use something called popcornFX) but the core code needs improving first before that sort of stuff can be enabled.
In this build, S397 have done everything we can expect of them in improving core sim performance. We've got a nice bump in graphical quality for the same fps than we had in the old ISI code, so I'll call this one a win. There's always more can be done, but it's been a good build. Now, onto the new UI and competition infrastructure...