Latest Roadmap Update - February 2017!

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For me, the DX9 vs DX11 shots are just marketing. The differences aren't bigger than all the times ISI was editing their HDR settings previously.
And the NOLA start tower screen comparison shots weren't even taken at the same time of the day, the shadows are different.
if you say so, it means you don't know what occlusion is.
 
So loving the dx11 look - rich & full with loads more depth - great :)

New UI looks polished & nice! & new/enhanced spotter will be welcome - thanks for keeping us in the picture with your roadmaps!

2 things, small-ish things too:
The tintop headlights are nearly completely ineffective at dusk - but then powerful & good at night, so we don't hold pm-into-night races online, which is something we miss
Would be so nice to see the rain landing on your car windscreen & bodywork - both tintop & open-wheel experiences would be improved by this :)
 
So loving the dx11 look - rich & full with loads more depth - great :)

New UI looks polished & nice! & new/enhanced spotter will be welcome - thanks for keeping us in the picture with your roadmaps!

2 things, small-ish things too:
The tintop headlights are nearly completely ineffective at dusk - but then powerful & good at night, so we don't hold pm-into-night races online, which is something we miss
Would be so nice to see the rain landing on your car windscreen & bodywork - both tintop & open-wheel experiences would be improved by this :)
Have you ever driven a car during dusk? If you did you would know that headlights are barely visible from the inside of a car. I caught myself checking my headlights switch many times when driving at dusk because I didn't see any difference so that's accurately reproduced in the sim.
 
Thanks for the update.
Definitely prefer the darker UI, not as much retina burn :cool:
The DX11 shots look good, though screenshots only show a certain point. A video would show the change much better I think.
 
Well I was hoping those features will be a standard and not car related...

Vertex damage constraints and multipliers have to be defined in the car to avoid weird effects (as in rFactor 1), and dirt on cars would probably be the same.

As part of the VR experience is it possible to have animated head movement so one driver can see another driver looking and hopefully later hand gestures?

And fingers? :p
 
And it's that time again! The latest Road is out!

https://www.studio-397.com/2017/02/roadmap-update-february-2017/

Leave your feedback and comments below! :)
If you need or looking for some feedback on track spotters and how they use protocall to communicate situations, i would not mind at all adding to your project involving what spotters communicate, as I have held a national license to work those positions in the states and would not mind giving my 2 cents if asked...
 
Vertex damage constraints and multipliers have to be defined in the car to avoid weird effects (as in rFactor 1), and dirt on cars would probably be the same.

Exactly, I think we should have this features on all the cars by default, not only 1-2...(AMS have vertex damage and works)
We also need proper clutch coded and other things we wait since ISI released rF2...
Btw, S397 is doing a great job, this is the main reason we are more and more demanding after every update...
 
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