Latest Roadmap Update - August 2017

Discussion in 'News & Notifications' started by Marcel Offermans, Aug 19, 2017.

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  1. mermoid

    mermoid Registered

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    Same CPU as you. I've tried all the deleting cbash/shaders stuff, and I'm running no PP and not even max settings.
     
  2. SPASKIS

    SPASKIS Registered

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    I do believe you get better performance. For what I have read in the benchmarks, I would say the proportion between those having improvements and those struggling is about 50:50.

    I myself would expect an increase in fps if I had fullscreen properly working. This would increase 30% according to dx9 fullscreen vs windowed/borderless tests.
    Much more than the 15% loss of dx11 vs dx9.
     
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  3. hitm4k3r

    hitm4k3r Registered

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    I can only agree on most concerns regarding the new UI, especialy the size of certain elements and the amount of unused space. I don't know why it isn't possible to have a little 2D or 3D graph that shows your changes basicly in real time. F1 Racing Simulation had it and that was basicly 20 years ago:

    [​IMG]

    I know, it's propably early days etc and designing UI isn't the easiest part, but the opponent selection is basicly what we had in rF1. It's most likely very difficult to force modders to use certain standards and offer backwards compatibility, but a search or filter function would be quite handy with those huge lists. I also would like to see an indication that tells me of what is possible in terms of car setup in realtime. In AC you see how for example your ride height changes in real time based on fuel load etc. and suspension settings. The first UI previews showed a similar approach with the blue numbers and graphs, so that might be there but not shown yet. What I like is that we can now finaly select the amount of different sessions etc and that this part of the current UI got extended. In that regard I hope for a modular approach. Other than that, it's nice to see more progress ...
     
  4. stonec

    stonec Member

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    I'm not hinting you are lying, just not sure that you replicated the exact same settings in DX9 and DX11. It may be at certain point of lap DX11 is faster than DX9. Once you add opponents in the mix, DX11 generally performs worse than compared to empty track.

    Anyway, I would suggest as first test the simplest: measure instant FPS with a tool like Fraps or in-game FPS counter. So just load a practice session, press race and note down FPS in pits, both with DX9 and DX11. Next, repeat the same test, this time in a race session while on the starting grid.

    Finally, with Fraps or in-game Ctrl+F tool, record FPS over one whole lap. Like I did in below graph by pressing benchmark button in Fraps, it saves the FPS numbers directly to xls.

    rF2 charts.png
     
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  5. mancslo

    mancslo Registered

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    You can reed in topic: More pit stop functionalities
    Dedicatet server:
    - Uff, its very complicated package system. We always must download new content, even if there only a few advertising board changes for the same track.
    - The weather setup for the online event is very complicated...

    Sory for my english
     
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  6. whitmore

    whitmore Registered

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    As others have said UI font way to small !!!
     
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  7. Andregee

    Andregee Registered

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    The same for me, but its not only DX11, its the new content to. Try the Corvette GT2 and compare it with the Nissan GTR 500 oder with the McLaren. The whole new content needs so much more performance, thats not optimized. Multiview is a big problem to. The performance impact is so massivly, that there is no CPU available to keep 60fps in all conditions. I am so happy that the Oculus Rift provides Asyn. Space Warp, what extrapolates 45 to 90fps because ists nearly impossible to keep 90 fps in VR, not being alone on the track
    I am hoping for Simultanous Multi Projection, what reduces the CPU load for multiview massivly and what makes it possible that the CPU has to generate only a single Frame instead of two, one for each eye in VR
     
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  8. ECAR_Tracks

    ECAR_Tracks Registered

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    TBH I couldn't see anything really innovative in that UI screenshot in comparison to the current one even more considering the time lapsed on development so far. Other than that another single dull car announced which probably won't match performance with any of current content. Don't get me wrong but it's hard to get excited whereas some fundamental game areas are still broken since day one. :(
     
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  9. demerzel

    demerzel Registered

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    The more they write about things the more I think that these are just the foundations for a vision which is far away. So regarding the UI this means first they want to do everything with the new ui that the they can do with old one. They also hinted something about the "rfactor 2 world". I'm sure they are silent on things on purpose.
     
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  10. br444m

    br444m Registered

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    I think you're spot on. It looks like the foundations are set to realise a long term vision. Many things need to be overhauled before we're gonna reap the benefits. In some fundamental areas rFactor was years behind some of the other sims.
     
  11. T1specialist

    T1specialist Registered

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    Things like wind tunnels get quite complex very easily once you add different types of cars. For something like a formula game where there are only formula cars I'd imagine you could do it relatively easily but when you add gt cars, road cars, prototypes and lotus 7s and whatnot your wind tunnel needs to be able to work with massively different types of cars. Only real way to make that happen is to create the wind tunnel as animations and then just use them as graphical gimmick. Because it is all pre-recorded and not dynamic or realistic because the front wing changes won't change the airflow in the rear of the car.

    That being said rf2 could easily look at the car data and generate stuff like aeromaps. The game knows what are all your values. So just create some graphs where you have newtons for drag, lift and sideforces, sensitivety to ground clearence, yaw, pitch and so forth. Then allow users to look at individual wings or just the whole car. The benefit for the user is to have the knowledge for how close to the ground he needs to have the splitter for maximum efficiency, how the aero balance changes as the nose goes down in braking zones or at which yaw angle the car produces most downforce.

    This could be more data that 397 is willing to share (not just because it would be sharing car data but would also expose flaws in rf2 aero physics) but at the same time it would be realistic because the real teams setup their cars with this data in mind as well, especially in the higher end series. In the end it would be literally all possible to done in the ui. While not a true wind tunnel it would still be great graphical presentation and give great clues about how to setup the car. Although I'm not saying reading aeromaps is easy for people who don't understand it. But at the most the game should at least show numbers like weight bias, aero balance and drag. If not for any other reason then because all the numbers and equations are already there. All that is missing is the graphical presentation of it.

    Only reason it is impossible is because isi and 397 did/do not have any standards like that. Nobody knows why, how or where what standards should be followed because no standards are mentioned anywhere. AC has standards for everything including names for textures, meshes. Rf2 doesn't even provide an example of folder structure to follow. Modders would happily follow standards if there were any. Everybody just tries to figure out everything on his own which leads to everybody doing things differently because there is no info how to do anything properly or the standard way. Hell if you want to build a car for ac they have a 76 page document full of standards to follow. For rf2 you only get the amount of patience you were born with. The lack of standards in rf2 is intentional.
     
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  12. Mulero

    Mulero Registered

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    It would be great if you could do the test. Procedure is very simple, choose a car and a circuit upgraded to DX11, pass the test first in DX9 with all settings to max and then repeat in DX11. Be sure to disable post-processing effects on DX11 before testing and that all settings are at Max.

    Perform the test in the same conditions, sunny weather and a complete lap to the circuit, from the finish line to the finish line so that the test is as similar as possible. Do it with the AI controlled car so the lap is similar.

    Here I leave the link to the thread of the comparative, with all the instructions.

    https://forum.studio-397.com/index.php?threads/official-dx9-vs-dx11-performance-difference.55385/


    It will be very kind of you if you could do this other benchmark.

    https://forum.studio-397.com/index.php?threads/rfactor-2-dx11-benchmark.57463/
     
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  13. Ronnie

    Ronnie Registered

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    So basically MoTeC? I see absolutely no sense in having that in rF2 when you can have that in Motec for those who are curious enough to check. Since 397 has signed partnership I expect official Motec plugin being delivered and updated by the devs themselves and not rely on hard work of certain people from the community. So I find your solution counter productive. Not saying it's stupid. No no no. Just that it would be like writing a new program/app for rF2 UI that would do exactly what Motec does already. I need milk...
    -Honey I'm going out to buy some milk!
    -But we own lots of cows here!
    -Yeah, that's why I'm going to the shop to buy some milk.
    -Huh?

    In conclusion we have software that does exactly what you've been asking for and so much more than that. Those who seek for those numbers, graphical representations of car behaviour will find that in Motec, those who don't care about that won't be spoonfed with sea of informations and graphs.
     
    Last edited: Aug 21, 2017
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  14. davehenrie

    davehenrie Registered

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    Now you are just Milking this thread.....
     
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  15. T1specialist

    T1specialist Registered

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    No it is not telemetry output. It is an actual aeromap developed straight from the numbers and equations used by the sim. Nobody is forced to use it. Not even your highness. If you use telemetry to generate aeromaps you get much more noisier data. Not to mention everybody needs to go and learn to generate that data for each car on their own which takes A LOT A LOT ALOT of time because you need to gather telemetry for many wing options.

    It is better to just have it there in the ui automatically generated available to everyone who wants it. It is just incredibly stupid to use motec for it anyway in a sim when the easier option is to look the numbers from the physics files and create a relatively simple excel spreadsheet that calculates it precisely. After all you can use motec to generate the gear charts as well but people clearly prefer having it in the ui.

    I don't get why you need to add your smartypants attitude but I can play that game too. If you want to buy milk then having the aeromap shown in the in-game menus is that. Everybody manually generating it with excel from the numbers in physics files is like walking to a store instead of driving. Motec option is where you buy a calf, build a bullpen and a feed it and milk it every day to get your milk. Slow, uninteresting, lots of work with erronous data and no actual benefits over the other methods. Unless you like cows and motec. If having it in the ui is being spoonfed then I'd much rather take the biggest scoop I can find just so I don't need to become a farmer to get a glass of milk.
     
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  16. SPASKIS

    SPASKIS Registered

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    Real teams are incredibly stupid according to your statements.
     
  17. patchedupdemon

    patchedupdemon Registered

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    I will gladly do the tests,if I can post data that could possibly shed light why my system works better with dx11,i will,so far I'm loving the rf2 community,so if I can help,I will try my best to do so.
     
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  18. DaVeX

    DaVeX Registered

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    This is a SIM, a game, not real life, just give an option for all, even if there is a more semplified system for setups on UI no one prevent you to use Motec...
     
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  19. Juergen-BY

    Juergen-BY Registered

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    <IMHO> If you really want to compare seriously DX9 and DX11, you have to set the PP (DX11 version) manually to 0 in the Config_DX11.ini (EPostProcessingSettings). Its a different (FPS) to the lowest (none) setting in the launcher video settings, wich is EPostProcessingSettings=1. </IMHO>
     
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  20. hitm4k3r

    hitm4k3r Registered

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    He is right though. A sim tries to emulate real life, so to get as close as possible MoTeC is the way to go and anything but stupid and should have first priority. And it is not as if MoTeC is black magic or anything. If it is integrated very well it'll work just as good for the gamer as for the engineer. ;)
     
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