Latest Build Update rFactor 2 - 1.1110 Now Available!

Thanks and i hope you are enjoying your weekend and a well deserved beverage !
I will try and find those files and post them ASAP , are the graphics settings in a file also or just type tem in ?
Put a screenshot
I'm trying to upload Player Jsn but get this error :
The following error occurred:
The uploaded file does not have an allowed extension.

Was thinking to copy and paste it here ..but its huge and will take up too much room !
Paste them into the code tool
 
You'll have to zip or 7z it.
Just right click the file , Send to, zipped folder
Thanks :)
As for settings , in last attempt i had in launcher :
1080p , HMD only , AA x4 , PP Off , Windowed mode , no sync .
In game :
Circuit detail :Full
Player: Full
Opponent: Full
Texture Filtering x2
Effects: High
Shadows: Medium
Blur: Optimal
Particles: Low
Rain: High
R Ref :Low
Env Rel :Low
Hope this helps .
I typed this with my HMD on ,lol sorry for crappy text :)

Edited to fix typo's :)
 

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Yeah Mate , Camaro GT3 at Silverstone.

That’s crap,hope someone can help you with this,as your system should be able to run rf2 very well,theoretically
New Tips for Tuning Graphics Performance

Throw out your old ideas about tuning rF2 for fps performance. This is a totally different graphics engine from what we've been used to. Rather than starting with Ultra post processing, start with it turned off and work your way up because post processing level is now the single most important factor affecting fps.

On my triple screens powered by a GTX 1080, I found that starting with a large field (10-15), of S397 GT3 AI at Silverstone is a solid starting point. Set the weather to fully overcast. Go into Options and max out the graphics settings because they almost no longer matter. Start a race session and hit Ctrl-F to see the fps counter, then let the AI drive the car for a lap so you can watch the fps counter. Don't worry about the max or avg fps, watch the min. The worst min will occur at the hairpin on the first lap... once you've noted that, then you can pay attention to the avg fps counter which is the average over the last second or two (it is NOT the average since you started the counter). On the second lap at the hairpin, the avg fps will be well above the min.

The goal is to pick a post processing level that meets your target fps, either as a min or as the avg at the hairpin on the 2nd lap. You can then fine-tune fps performance with the AA level. There's very, very little to be gained by turning down the graphics settings in Options.

The main thing to remember is that everybody has different tolerances and different priorities for their fps performance.

***
So on my system, I'm very comfortable with Low post processing and Level 4 AA (of 5 possible). Even a small field of S397 GT3 cars was just a tad too heavy on fps at Medium post processing regardless of graphic settings unless I turned AA down to ugly levels. Other cars are less problematic and might be feasible at Medium post processing, but in the interest of less fiddling & more racing, I'll stick to Low for now.

It used to be that I'd turn down shadows and opponent detail to gain a few fps. Found that only makes things uglier at the roughly the same fps with the optimizations!
great write up,thanks for that.will try this method later
 
Hey Bwana, how is it possible that you get such great fps? Have an i7 4770k at 4.2, 16gb ram and a GTX 1080ti and tonight I ran a couple of races with 25 AI and even though I lock my fps at 90 I had lots of times with fps in the 50s and 60s, especially at race start. Admittedly I was using mod cars and mod tracks but I could not imagine they would kill my fps by about half compared to you, I was starting mid grid too.
I have noticed hardly any improvements running some mod combos,but with official content,I have been able to turn up every graphics setting

All testing should really be done with the same official content,I always use Silverstone and fr3.5 to judge for my system
 
Unfortunately for me this update showed a bad result.
I switched from DX9 to this update (I waited for this update because my experiences with DX11 were not good).
The result is not good because I have an excessively variable framerate, it happens that in a few seconds my FPS change from 200> 70> 150> 100> 170> 80 ..... but I have an even bigger problem ..... ...
Driving at night I lose over 50% of the FPS and is unviable.
I have done a lot of tests, the problem seems to pass at night, this halves the FPS and it does not matter if I decrease all the settings to the minimum this will change slightly (maybe 5 FPS recovery).
You can see my hardware from the signature, do not use PostProcessing (it gets even heavier), Shadows, reflections, particles and rain I set everything to low.
I am willing to provide everything that may be useful to you to understand this problem.
For me it is very important to find the solution given that competing at night is present in the championship that I participate.
 
Only very modest FPS gains for me. Not enough to increase settings while maintaining a 60 FPS minimum with options set at medium, low or off. I can play AC with most graphics options (minus PPE) set to high or max and easily get a minimum of 70 FPS.
 
Guys if your having problems,pls supply your system specs,the more knowledgeable folks on the forum,along with the devs won’t be able to see if there are any trends with issues if you don’t.
 
I notice that some of the people who are having problems with stuttering etc have both VR and a i7 cpu.
Now I don't have either VR or a i7 but I remember reading of gaming issues with them, not just with rF2.
With the i7, I believe they have Hyperthreading ability. Have you tried to change it in Bios to the opposite it is set now, on or off.
With the VR I've heard their cables can be the cause and changing them could help.

Just thinking out loud here.... :cool:

I tried that. No changes.
 
MSI B250M LGA
System: CPU:
Intel i5 7500 @ 3.4GHz
System: RAM:
Corsair Vengance LPX 8Gb (2 x 4 usable)DDR4
System: Graphics:
MSI GeForce GTX 1070 Armour OC 8Gb
System: Sound:
onboard
System: Storage:
Kingston SSDnow UV400 240gb 2.5"SATA
System: Screen Setup:
Acer 27" 144hz

Jump of around 10+% for me running everything max/ultra now . smooth as silk.
24 cars(FISI) back of grid Silverstone. at start Min 138.7, Average 141/ Max 144.
settles to better variation around the 180 fps Average during first few laps.

Maybe its running Ultra PP now but the gear indicating LCD on the steering wheel seems to bloom when its in the sun but good when in shade.

not sure if its placebo but the car feels more connected to my pedals and wheel ?


Great Job S397.

not sure if its placebo but the car feels more connected to my pedals and wheel ? This is my experience also and i was wondering if it was just me thinking but indeed i also feel more contact wi9th the road and feeling the car slide much better and also better inputs for pedals and more able to catch the car when loosing control .
 
Not sure how to screenshot rF2 in VR !
Even if i put HMD + Monitor a screen shot would be near impossible with the way the screen flickers but ive typed them as is in game .
I got the json files in thanks .
Missed the VR bit. I don't have VR. Doesn’t screen shot or printscreen work in VR?
 
@Marcel Offermans
Would it be possible for S397 to tell us which graphics and game options have been the most optimized ?

Indeed it would avoid to do many tests, to find that which potentially affects the least the performance.

Not to mention the big problems of stuttering that I would talk about later in details on the appropriate thread, I must say that :

- On the circuit on which I drove the most (over 20000km Nordschliefe) : the improvements of FPS are real but very low.
- On many other circuits where I am at 99.95% of the time at 60 FPS usually, I have a real decrease of FPS. I would be wrong, but that is not the case.
- It is therefore impossible for now (I think) to improve even if only one graphic option.
- The stuttering problem that I have since the first day of the beta DX11 is NO MORE resolved by CTRL + F: it's a big negative point.
- Very positive change : what you did in the INPUT part, I feel it very clearly in the steering wheel. BRAVO.

Please give us the information concerning the graphic settings (the most detailed possible !!).

Thank you.
 
The user @W Lukas have a similar issue (stuttering etc).

I can not give more details for the moment, but I also have stuttering.

I have since the beginning of the beta dx11 (1 year and a half ...).

The solution was to display the FPS counter (ctrl + F).
I have the impression that this solution no longer works properly.

Since the beginning of DX11, I collect the problems. I'm just a little fed up ...
Yea this is just big issue ana they had not give us any resolve, i am now back on dx9 previous build and it is working like butter, can You please @Marcel Offermans give us any idea, i will post soon screenshot from cpu and gpu utilization, u would see there that on dx9 it is utilizing full gpu, on dx11 it is not and also there is no this single green spike, which is showing i think the frame time
 
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- The stuttering problem that I have since the first day of the beta DX11 is NO MORE resolved by CTRL + F: it's a big negative point.

Don't know if this will matter, but CTRL+C has worked similar to CTRL + F in smoothing/increasing performance with less screen intrusion.
 
I have noticed hardly any improvements running some mod combos,but with official content,I have been able to turn up every graphics setting

All testing should really be done with the same official content,I always use Silverstone and fr3.5 to judge for my system
Will give it a shot.
 
Are everyone else's shadows being drawn in 50m away, no matter low<->max? It used to be much much further up the road. Have I screwed up a setting somewhere?
 
I wrote it in Discord yesterday, but will double it here:
draw call counter is broken in Devmode. I hope that can be fixed.
Regarding performance, I find that after the PostProcess, the raindrops is next biggest fps issue. OK when youre driving, but when you turn your head, or move cams there's a big fps drop.
I remember in rf1's RFE plugin the raindrops were only surrounding the active camera at some radius, like a halo. And were moving with camera.
Or at least could you implement a separate handle/slider in the options menu, for amount of raindrops, like it is in devmode? It would help to optimize each machine a lot.
 
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