Latest Roadmap Update - March 2017!

Grass looks ridiculous like racing at old McDonald's farm. It's a professional race circuit on display on race days , grass like that isn't reality
I said in my post it is a bit too tall, still looks far better than the flat grass in rF2 tho IMO of course. What I mean is that just a bit of it already makes a huge difference, get the track and check there isn't grass everywhere, just a bit here and there and it already changed the view of the track.
 
I wonder if these new post processing effects add latency?

Maybe there's away of turning the off ?

I'm a tad sensitive to latency so really hoping there's no latency overhead
I'll have basic visuals any day if it avoids nasty sim killing stuff through increased latency
 
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HDR already adds latency (about 10-20% increase in frame times) and you can't turn HDR off. Adding more PP effects over HDR probably adds little further latency.
 
I think the gui would look better if the text and items would have little bit of transparency. Then add a racing related background image (either a colored one with black stripes or b&w one with desaturated colors and reduced color amounts). I think background images look a lot better than just grey background color. And the little bit of transparency makes the gui look a lot more modern.

Also I'd prefer if the text would stand out more. It is a bit too grey and lacks contrast. Also on the bottom bar where you choose different pages of setup I'd prefer if the current selection was more clearly highlighted.

Also it would be nice to have some kind of car specific info screen there as well. Something that lists if the car is rwd, awd or fwd, type of shifter and gearbox, suspension type etc.. plus some "story" text to tell something about the car. Where it did race, who drove it, some specific rule interpreations, some history bits, some driving tips and info about what specific version of the real car the sim car is modelled after (is it lemans version of silverstone version for example). Just a text field so modders can add as much info about their car as they want. And I'm not sure if it is worth it actually to have separate tab for brakes for example because there is not going to be much stuff there. Seeing that the last electronics tab is already partially out of the view reducing the options little to make them all fit the screen might be preferrable.

I did make an edited screen to show some of the stuff I suggested, have a look here. I just grabbed the first pic for background from google. I made two quick edits. I think the colored one looks really nice. The text in those my pics looks horrible because I just increased the contrast for the text which made it blocky.
link:
http://imgur.com/a/DGUzh


As for those car shots I hope the environmental map for the cars is getting improved. I think it is the weakest link of rf2 graphics. It is super difficult to get realistic looking reflections from the car surroundings and often times the env reflections just look like the car is covered in milk. This could make the cockpits especially look potentially really amazing.
 
HDR already adds latency (about 10-20% increase in frame times) and you can't turn HDR off. Adding more PP effects over HDR probably adds little further latency.
frame time is linked to your fps output, crap pc crap frametime.
 
I did make an edited screen to show some of the stuff I suggested, have a look here. I just grabbed the first pic for background from google. I made two quick edits. I think the colored one looks really nice. The text in those my pics looks horrible because I just increased the contrast for the text which made it blocky.
link:
http://imgur.com/a/DGUzh

Nice image. I wonder if S397 will allow for this sort of stuff with custom UI backgrounds?
 
What is going on with the shadows using the normal maps? AFAIK, that's not a thing. If there's a paper on it, or anyone can point to someone else using it, or show me in a picture where this happens in real life, I'd love to see it to see what the idea of it is. As far as I can tell, it looks like the road surface is essentially 'subtracting' the shadow based on the normal direction, and that's not how shadows work. It doesn't look like self-shadowing, either, as you'd need a heightmap input for that as well, and the rest of the track surface isn't self-shadowing. It's giving the shadows a weird fuzzy, aliased look to it.

Angled shadows do get a fuzzy look to them on tarmac, because they project in a straight line (from a straight surface) in the direction of the sunlight, so looking from a different angle the shadow line isn't straight when it's not hitting a flat surface. The painted white line in the picture does seem very thick though, for what doesn't appear to be too long a shadow.

The rear wheel shadow looks immediately wrong, but that's because the rear wing is confusing the situation.

*I should add though; if the limited resolution of the normal map causes fuzziness when you're in line with the shadow cast direction, that would be an unfortunate (and unrealistic) side effect. But I guess there has to be limitations everywhere. Like you can't cast shadows from 15 lights in a night scene for all objects, and run the game at playable FPS.
 
The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments.

BEST. NEWS. EVER. :)
 
The UI (car setup) looks really nice and modern. I like it a lot.:cool:
But please don't forget the usability!:rolleyes:
It seems that the car setup is split into too many sub parts (gears, tires, brakes, fuel, etc.). A clear structure is good, but i'd like to see the car setup screen more compact and functional. (Maybe as an option)
I hope it's not the same mess as in Assetto Corsa, where you need to switch between too many sub menus to setup the car. It's terrible to use in AC, and i hope @Studio397 doesn't go the same unfunctional way.
 
A electric Button on the garage menu? So we will be able to set the ignition timing and have some sick backfire flames and bangs....oh and holes in pistons!? ;)

Really looking forward to the update. Very well done
 
The UI (car setup) looks really nice and modern. I like it a lot.:cool:
But please don't forget the usability!:rolleyes:
It seems that the car setup is split into too many sub parts (gears, tires, brakes, fuel, etc.). A clear structure is good, but i'd like to see the car setup screen more compact and functional. (Maybe as an option)
I hope it's not the same mess as in Assetto Corsa, where you need to switch between too many sub menus to setup the car. It's terrible to use in AC, and i hope @Studio397 doesn't go the same unfunctional way.

There doesn't appear to be a process where they are asking for any input from us users. By the time this is released in early May, all the fundamental decisions about the UI will be cemented into place. So too bad if you prefer a different approach. If the UI is easier to mod, then we will eventually see different UI options that support the various philosophies espoused in the comments above.

More and moddable HUD options are more important to me than the main UI design. Also, allowing users to self-sort cars and tracks is essential because right now it's an inconsistent mess. Looking pretty won't help when you can't find the illogically named or buried in a sub-menu item that you want to use. The only alternative is to impose a rigid naming scheme on both.
 
To ga
I think the gui would look better if the text and items would have little bit of transparency. Then add a racing related background image (either a colored one with black stripes or b&w one with desaturated colors and reduced color amounts). I think background images look a lot better than just grey background color. And the little bit of transparency makes the gui look a lot more modern.

Also I'd prefer if the text would stand out more. It is a bit too grey and lacks contrast. Also on the bottom bar where you choose different pages of setup I'd prefer if the current selection was more clearly highlighted.

Also it would be nice to have some kind of car specific info screen there as well. Something that lists if the car is rwd, awd or fwd, type of shifter and gearbox, suspension type etc.. plus some "story" text to tell something about the car. Where it did race, who drove it, some specific rule interpreations, some history bits, some driving tips and info about what specific version of the real car the sim car is modelled after (is it lemans version of silverstone version for example). Just a text field so modders can add as much info about their car as they want. And I'm not sure if it is worth it actually to have separate tab for brakes for example because there is not going to be much stuff there. Seeing that the last electronics tab is already partially out of the view reducing the options little to make them all fit the screen might be preferrable.

I did make an edited screen to show some of the stuff I suggested, have a look here. I just grabbed the first pic for background from google. I made two quick edits. I think the colored one looks really nice. The text in those my pics looks horrible because I just increased the contrast for the text which made it blocky.
link:
http://imgur.com/a/DGUzh


As for those car shots I hope the environmental map for the cars is getting improved. I think it is the weakest link of rf2 graphics. It is super difficult to get realistic looking reflections from the car surroundings and often times the env reflections just look like the car is covered in milk. This could make the cockpits especially look potentially really amazing.

To "game" like
Keek the silly gimmicky pictures out of things imo
In the sea of arcade titles out there
I like a simulator to look as proffesional as poss
 
We can’t wait to announce some very, very cool content news soon, for both cars and tracks.

I'm hoping this is a Full Series as hinted at by S397 in the past, as much as I like single car or packs of different car releases it's about time we got a full series. Hoping the tracks are linked to it as well, that would be awesome.
 
Well not going to lie, bit disappointed by the delay.
But I also guessed had a feeling the delay is coming, just means I won't be racing on RF2 for another month, but I'm sure it'll be worth the wait can't wait to get behind the wheel in VR.
 
Talking of delay, how do you stand the lag in VR?
Being a 144hz monitor user I really can't stand the delay between every movement and when it shows on screen (i.e. input lag).
I run rF2 120-140 fps all the time, same for AMS, and just going back to 60hz monitor is a tortue for me.
 
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