Congrats on making the most 'fanboy' post on the entire forumclouds, interior graphics, gpu .... not a single comment about how it drives.
Congrats on making the most 'fanboy' post on the entire forumclouds, interior graphics, gpu .... not a single comment about how it drives.
I just find the clouds look weird now. Fired up rf2 last night for first time this year just to how it has progressed and found the clouds to be odd.
Kudos to s397 though, generally the gfx have evolved well. A major area that really needs attention is interiors and the driver model. I find it really hard to come back and drive rF2 in its below par interiors when compared to sims like AC, ACC and AM2.
I very briefly jumped in the corvette R8 last night and I felt like I was in rf1. It was a real letdown.
There was talk from Marcel at one stage a couple of years back about some big improvements coming on that front but it has not been mentioned since.
Also, one thing I have never understood is why the game doesn't use the full potential of your GPU. I did a couple of starts at lemans last night from back of 60 car grid full gfx settings and I only got 60fps but was only using 60% GPU usage. Even when running in the pack the GPU usage was only 50 - 70%. As far as I can recall this has always been an issue in rF2. Why is this? It is the only sim and game I have played where this happens, all others will push my GPU to 100% usage.
Looks like I will be shelving rF2 for quite a while longer yet.
I just find the clouds look weird now. Fired up rf2 last night for first time this year just to how it has progressed and found the clouds to be odd.
Don't need to, we all know it drives well, possibly the best in all sims. Always has. I am not new to rf2, had it for around 9 years and it was always it's subpar gfx that eventually drove me away from it. Driving physics can only carry it so far. For example the F1 series are massively popular but it isn't because of is physics.clouds, interior graphics, gpu .... not a single comment about how it drives.
Yes agree, it seems having the newest shiniest hardware seems a bit pointless if it can't be used to its fullest. I know this has been an issue for me for years in this title, not sure why, in replays it pushes the GPU but not while racing.This has become the most frustrating issue I have with rF2 at the moment. Every now and again a 'solution' comes to mind, I fire it up and same thing. I run VR so racing with AI has become unplayable for me as constanty frames will drop, frametimes are high & GPU won't shift beyond 63% usage. On paper it looks like my CPU is bottlenecking my GPU but I find that hard to diigest, a 9900K at 5GHz.
Its almost like they need some volume to them and a little bit of shape or definition. What I saw in game almost looked like the sky had been smeared with vaseline. At least they are trying to push the game forward in this department though.Just to make a note, in screenshot I have made there, it is not the best clouds in game now. I also find them a little odd, but good enough to me, and I don't remember sky like that there before. The screenshot also is taken at mod track, in unusual location. I don't know how sky works in rF2,personally I found skies quite awesome in Silverstone and Nordschleife.
The problem is that the cloud system needs a total revamp at some point, wich is alot of work. Weather simulation is a very complex topic in itself. iRacing has nailed it from my perspective and their clouds fit their different weather scenarios much better. Their trick is to use cumulus clouds and scale their size and coverage which works extremely well from nice weather to heavy overacast settings. I think it is a bit too much to ask S397 for something like the weather system in Madness Engine, as the foundation of that was developed with completely different budgets, but all we have seen so far when it comes to improving the cloud system in rF2 are bandaids. I think they increased the texture size of the clouds and their rendering a bit but that's not solving the issue that we have completely wrong cloud formations with overcast/rain or even thunderstorm settings. I don't know how you guys feel about it but thunderstorms in rF2 aren't what I would relate to as being thunderstorms. But clouds are just a part of the issue. I've been saying it for years now, but this sim needs wind, fog, lightning effects, ambient and track temps to be really what it is advertized as - aka the most dynamic racing simulation. Once iRacing ships their rain feature, that title is gone. And it would be stupid to think that it won't be well done.Its almost like they need some volume to them and a little bit of shape or definition. What I saw in game almost looked like the sky had been smeared with vaseline. At least they are trying to push the game forward in this department though.
The visual quality is very good in some areas, some still need work. The clouds for example stand out so much compared to the rest of the image as the sky is still taking a relatively big part of the image. That said, I don't think that moving to a new graphics engine would solve any of the current drawbacks. People underestimate how much advantages there are if you have your own engine in your own hands and aren't dependend on 3rd party developers. VR support in ACC is a good example of this. Kunos can't just make a phone call to epic and say we need feature XYZ.Am I the only one who thinks it looks rather awesome as it is now ? Perhaps not every screenshot and replay sells rF2 looks properly, but I have seen a lot nicer than usual screenshots lately, some of them are very nice. And as I was playing myself I was certainly very happy about visual immersion and proper aesthetics are building up too.
...if you are able to utilize those advantages.The visual quality is very good in some areas, some still need work. The clouds for example stand out so much compared to the rest of the image as the sky is still taking a relatively big part of the image. That said, I don't think that moving to a new graphics engine would solve any of the current drawbacks. People underestimate how much advantages there are if you have your own engine in your own hands and aren't dependend on 3rd party developers. VR support in ACC is a good example of this. Kunos can't just make a phone call to epic and say we need feature XYZ.
Yes I could imagine it is a massive job to implement it correctly visually and then have it affect the track surface in real time and change with weather conditions as well.The problem is that the cloud system needs a total revamp at some point, wich is alot of work. Weather simulation is a very complex topic in itself. iRacing has nailed it from my perspective and their clouds fit their different weather scenarios much better. Their trick is to use cumulus clouds and scale their size and coverage which works extremely well from nice weather to heavy overacast settings. I think it is a bit too much to ask S397 for something like the weather system in Madness Engine, as the foundation of that was developed with completely different budgets, but all we have seen so far when it comes to improving the cloud system in rF2 are bandaids. I think they increased the texture size of the clouds and their rendering a bit but that's not solving the issue that we have completely wrong cloud formations with overcast/rain or even thunderstorm settings. I don't know how you guys feel about it but thunderstorms in rF2 aren't what I would relate to as being thunderstorms. But clouds are just a part of the issue. I've been saying it for years now, but this sim needs wind, fog, lightning effects, ambient and track temps to be really what it is advertized as - aka the most dynamic racing simulation. Once iRacing ships their rain feature, that title is gone. And it would be stupid to think that it won't be well done.
Do you know something we don't?......Unless rF2 switch all of sudden to new graphic engine...
I was pleasantly surprised by how good lemans looked and the car exteriors. I guess the issue is that there is so much inconsistency between official tracks, isi tracks and mod tracks.Am I the only one who thinks it looks rather awesome as it is now ? Perhaps not every screenshot and replay sells rF2 looks properly, but I have seen a lot nicer than usual screenshots lately, some of them are very nice. And as I was playing myself I was certainly very happy about visual immersion and proper aesthetics are building up too.
I think the current engine has the potential to be graphically good enough compared to other sims but the amount of time it takes to progress to that standard is in my opinion what makes rf2 suffer from a graphical perspective.The visual quality is very good in some areas, some still need work. The clouds for example stand out so much compared to the rest of the image as the sky is still taking a relatively big part of the image. That said, I don't think that moving to a new graphics engine would solve any of the current drawbacks. People underestimate how much advantages there are if you have your own engine in your own hands and aren't dependend on 3rd party developers. VR support in ACC is a good example of this. Kunos can't just make a phone call to epic and say we need feature XYZ.
Sadly not, was a reply to posts above mine...Do you know something we don't?......
There has been about the usf2000no news about the new PBR track, USF2000, new licence, new car ?
yes but when ? it was announced early this month, news incoming, we are the 15th, and nothing. I guess september has to be massive with the new content, almost all the developpers will release the new games between september and december, it's the best period for the gaming sale.There has been about the usf2000