Latest Roadmap Update - August 2018

Discussion in 'News & Notifications' started by Christopher Elliott, Aug 31, 2018.

  1. Ronnie

    Ronnie Registered

    Joined:
    Jun 15, 2012
    Messages:
    1,123
    Likes Received:
    296
    3 to 4 months away.
     
    DrivingFast and Rui Santos like this.
  2. Magus

    Magus Registered

    Joined:
    Jun 27, 2012
    Messages:
    761
    Likes Received:
    471
    • Still developing graphics engine that has been going on for 4 months and are currently 50% through development (graphics and graphical improvements)
    • New lighting system (ambient lighting already implemented), so now working on new shaders
    • They have made new car shaders on the new lighting models (physical base rendering)
    • currently car shaders have been done but now need to work on road, car and other material shaders
    • shaders on different layers now possible (so now metallic and two-tone paint possible as well as different materials being able to be reflected correctly) - up to 6 different materials can now be represented on the car body creating diversity and realism of car representations
    • It's WIP and 3-4months away from being released
    • Night lighting adjustments being implemented too - with the new material system cars won't look so flat & night 'reflectivity' being looked at
    • No implementation of Nvidia's RTX at this stage of the products cycle
    • Bluish tint from rF2 will be gone
    • Rough reflections will be possible
    • UI & Competition System in HTML creates a host of (online) features and opportunities for leagues, for e.g., allowing another player to step in and change your settings, and you head out and try it at your end (a team experience)
    • Competition - there will be a match-making system. Scoring system. Different types of events. A system with a ladder of progression. Official races available every day. Will open it up for leagues.
    • A new collision system is not being considered
    • Overlays will be based on HTML and will arrive with the new UI (end of Q4 2018 - end of Q1 2019)
    • Shadow improvements are possible with new techniques & are looking at improving
    • Dynamic clouds can be tweaked to improve on what rf2, 'not a lot, but a bit better'
    • Dynamic track temperature will be implemented but have to make sure all content is playable as many mods have been made with one temperature for the tyre in mind.
    • Once real data is received (in a few months) from wet racing from one of the teams, wet grip will be adjusted.
    • Zandvoort will be released this week with all layouts, night lighting, rain effects - so a 1.0 release
    • Live weather will be implemented
     
    bailtree, Dookie, Travis and 48 others like this.
  3. mesfigas

    mesfigas Registered

    Joined:
    Oct 15, 2015
    Messages:
    1,417
    Likes Received:
    719
    RF 2 is getting more Dynamic than ever
    this must be the idea behind the long wait
    it deserves a hall of fame :)
     
    bwana and davehenrie like this.
  4. davehenrie

    davehenrie Registered

    Joined:
    Jul 6, 2016
    Messages:
    3,858
    Likes Received:
    2,192
    But wait!!!!! No announcements about grass? <hehhehe>
     
    ADSTA likes this.
  5. mesfigas

    mesfigas Registered

    Joined:
    Oct 15, 2015
    Messages:
    1,417
    Likes Received:
    719
    i heard something about grass like they redo it and new grass will be come soon
     
    F1Aussie likes this.
  6. ApexModding

    ApexModding Registered

    Joined:
    May 26, 2018
    Messages:
    89
    Likes Received:
    928
    Very nice output from Sim Expo, thank you Magus for posting this. Documentation is extremely important and we will be looking forward to it. If current shaders or tech gets disrupted or broken, that's ok as long as there is publicly available documentation. All modding groups and users should have access, not just specific people.

    "Dynamic track temperature will be implemented but have to make sure all content is playable as many mods have been made with one temperature for the tyre in mind."

    This should be ok as long as the point expressed in our first paragraph is followed. Let's push for progression, not always holding a compromise to make all work.
     
  7. Duvel

    Duvel Registered

    Joined:
    Dec 31, 2011
    Messages:
    332
    Likes Received:
    22
    Could not agree more.
     
    C3PO likes this.
  8. 2ndLastJedi

    2ndLastJedi Registered

    Joined:
    Nov 3, 2016
    Messages:
    1,705
    Likes Received:
    1,086
    All other sims need to pay attention to rF2 and S397 !
    This is huge !
     
  9. DrivingFast

    DrivingFast Registered

    Joined:
    Mar 1, 2018
    Messages:
    1,639
    Likes Received:
    1,080
    Hi guys.

    Can you tell me what has been planned for the AI ?

    I understand written English, but not really oral.

    A huge thank you to the user @Magus for the information he gave.
     
    Jeferson Richart, C3PO and mesfigas like this.
  10. muzikant

    muzikant Registered

    Joined:
    Oct 23, 2017
    Messages:
    158
    Likes Received:
    141
    Good news studio 397 Nordschleife comes to rfactor 2 I hope also a classic version like spa..... green fences. A lot of bumps.. flying with your car in planzgarden. The real green hell from the 50,s and 60,s
     
    David Kolody likes this.
  11. C3PO

    C3PO Member

    Joined:
    Aug 31, 2012
    Messages:
    1,094
    Likes Received:
    84
    Wow - this sounds amazing. Thanks for taking the time to post this. Well done dev team on continuing to improve the visuals. Sounds amazing. RTX one day in the future will be incredible, but reckon it’s not worth it until 3080 GTX etc....hugely impressed though by the rate of development.
     
  12. Some1

    Some1 Registered

    Joined:
    Aug 23, 2012
    Messages:
    176
    Likes Received:
    13
    Any ideas, if there is going to be mod tools (gMotor plugin?) for newer 3DS Max (2018+)? Currently, IFAIK only 2012 MAX 2012 version exists...
     
  13. DrivingFast

    DrivingFast Registered

    Joined:
    Mar 1, 2018
    Messages:
    1,639
    Likes Received:
    1,080
    @LokiD said in other topic :

    "in the stream yesterday marcel said there wont be an rewrite of the AI, but certain issue areas will be fixed."
     
    nurogize likes this.
  14. Dan1

    Dan1 Registered

    Joined:
    Jul 3, 2017
    Messages:
    25
    Likes Received:
    55
    The big problems with rfactor 2 is the fact that if they do a change in tyre model, temp model of the track and more complex things, we go back to the problems after dx11 conversion, some mods will get updated, a lot won´t, and if we only use official content, it can get a bit boring.
     
  15. hitm4k3r

    hitm4k3r Registered

    Joined:
    Jun 15, 2016
    Messages:
    886
    Likes Received:
    1,860
    Nobody is stopping people to use the sim at the default temp settings incase that there is somebody not willed to update a desired mod. Same as nobody is forced to use old DX9 content with PP on, content that wasn't even properly adjusted for DX9. I think we should be going forward when it comes to such core features as track and ambient temps. You can't call your sim the most dynamic, if there aren't dynamic temperatures, fog and wind, when the rest of the sims does provide such features. People should understand that this is a big chance for S397 to offer the best and most realsitic experience and not something that will break old mods. None of the game updates so far broke old content anyway and tracks that were created properly in DX9 will work in DX11 aswell. What we have seen with DX11 is that more people were willed to update their tracks with new features and up to standards. That's the reason why we have such content as Watkins Glen with such an amzing quality now.

    Just imagine a sim that offers a dynamic environment with proper fog based on ambient temp and humidity, with wind affecting the car and how fast clouds move or a wet track that dries up properly based on temps and humidity. There is alot to be gained in that area and we are actually very far away from that in any of the sims right now. Would be nice to see S397 setting new benchmarks in that area, or atleast catching up.
     
  16. Scoopscat7

    Scoopscat7 Registered

    Joined:
    Jun 21, 2015
    Messages:
    117
    Likes Received:
    52
    but if they don't change the tyre model then all mods won't get updated not just some.
     
  17. Will Mazeo

    Will Mazeo Registered

    Joined:
    Sep 12, 2015
    Messages:
    2,214
    Likes Received:
    1,579
    Agree, make the default settings static with current temp and go full force on track temperature affecting tires. Add a new line modders have to add to their files and if this line is not present show the player a warning telling them to run the game at the default and static temperature.
    No excuse to keep this feature out of the game really. Cant it be done this way @Marcel Offermans ?
     
    Last edited: Sep 17, 2018
  18. fsuarez79

    fsuarez79 Registered

    Joined:
    Nov 23, 2016
    Messages:
    544
    Likes Received:
    581
    Totally agree with hitm4k3r.
    When DX11 was announced to become default and to stop DX9 support, I was very reluctant to make the change as I though my mods would become useless. Truth is quality has improved significantly and even considering content that didn't get an update, I still can use more than 90% of it. There's more to be gained than lost by pushing forward.
     
  19. Paul Fenwick

    Paul Fenwick Registered

    Joined:
    Sep 23, 2015
    Messages:
    106
    Likes Received:
    4
    zandvoort updated

    Update: 17 Sep @ 6:53pm
    version 0.34 - Added night, rain and other layouts. Optimized and updated to 2018 layout.

    Discuss this update in the discussions section.
     
    jayarrbee36 and Mauro like this.
  20. jlnprssnr

    jlnprssnr Registered

    Joined:
    Jul 18, 2016
    Messages:
    13
    Likes Received:
    8

Share This Page