Latest Roadmap Update - March 2017!

Discussion in 'News & Notifications' started by Christopher Elliott, Mar 17, 2017.

  1. KernigWRC

    KernigWRC Registered

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    I am talking about 40 hours a week not 60+ like it is often with people who are working remote, love their job and have no family or anything
    you wouldnt believe how fast time flies when you are in the flow, sometimes a full week passes where you were doing a lot of detail stuff.
    its the little things that take the most of time, even when you already developed a good technique for how to do stuff
     
    Last edited: Mar 25, 2017
  2. stonec

    stonec Member

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    I haven't built tracks from scratch, but I've converted a number of tracks into rF2, where "converted" means more than just running it through 3DSimED. Editing with Max, etc. That made me only appreciate more the effort it takes to build something from scratch.

    Also as @KernigWRC said point cloud may be quicker, but ISI isn't using point cloud data, they use their own ""method"" for scanning the track, which probably requires much more effort from the artist in creating the surrounding environment. Regarding what was the last scanned track before NOLA, it was Atlanta Motorsports Park, somewhere in 2015. It didn't take them two years to do NOLA, that would be ridiculous. There was some delay with licensing if I remember correctly.
     
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  3. jpalesi

    jpalesi Registered

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    I know right ! a lot of internet experts in here :)

    It's part of a job to not spend a week do basically nothing, in short, be productive. Of course if you spend a week doing a portaloo, maybe you are doing things wrong :p

    I have created scratch-made tracks with and without point clouds. Point clouds can help go quicker, they can make go slower too.
    And when I say that a track can be made in 2-3 months in a 2 man team, it's because I have done that (actually way quicker than that). I have a little idea of what I'm talking about, contrary to a lot of people commenting without knowing.

    So when I see that ISI has made, in 2 years, one scratch made track (and it's NOLA in the middle of nowhere, not Long Beach), maybe one or two conversions and a few updates here and there, and then it's blamed on minimal human resources (your words), I can only laugh.
    Well a few posts ago, it was lack of people. Now it's lack of point clouds, what next ? A lot of excuses from fanboys.
     
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  4. KernigWRC

    KernigWRC Registered

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    There is no rule for how long it takes to make a track from scratch.
    It depends on the scope and size of the project, the tools, the number of people involved, how much expierience the people have etc.
    I could propably make a fantasytrack in two days but who would drive it seriously?
    The more effort and experience is invested into a track the more and longer it will be enjoyed by the community.
     
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  5. hitm4k3r

    hitm4k3r Registered

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    Not saying that I am an expert regarding creating track creation - only FPS maps to some extent, but if you consider that they have updated basicly all tracks in the game including alot of different layouts - more than you will find in most games - for most tracks and are only two guys I consider them relatively fast and productive. What KernigWRC meant with the 40 hours per week has nothing to do with being productive ot not - it's the usual amount of time that people spend working on their daily job. Everything else is a result of capitalism and people spending more time at their desk than with their family and you can't expect people to work on job stuff in their freetime.

    Anyway, I wouldn't consider them lazy or slow. When you read the comments by Marcel, they are currently helping with other core stuff, so they are not exclusively tied to only work on tracks. Btw, I would like to see and know wich track you created for rF2 in 2-3 months offering official ISI/Studio 397 quality. I am looking forward to it. ;)
     
    Last edited: Mar 26, 2017
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  6. stonec

    stonec Member

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    If they don't have new licenses, they can't release new real-life tracks. That's why they built Toban, why else would they have gone back to an old fantasy track if they had other licenses in queue (btw, Toban was scratch made, not a conversion of the old rF1 Toban). I'm pretty sure they could have done 3 or so new tracks more over the last couple of years had they had the licensing in order (and licenses are one type of resource as well, though technically mostly about money, but then again human resources is about money too). So ok, maybe I should say they lack resources in general, rather than just human resources. Anyway, this is getting OT.
     
    Last edited: Mar 26, 2017
  7. 2ndLastJedi

    2ndLastJedi Registered

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    I'm going to chime in also and ask if i could have a link to your tracks ? First time @hitm4k3r and i agree on something ,lol
     
  8. Tuttle

    Tuttle Technical Art Director - Env Lead Staff Member

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    In 2 years we did AMP, which is like 2 tracks (Kart and Cars), Toban and Nola, which is again like 2 tracks (Kart and Cars), plus various rework of old contents. 3PA are not official contents and not made by the Track Team. That is average 5 months for track, but from a technical standpoint that was like producing mesh and art for 5 tracks. Also, we don't start content development at the announcement. Nola started after more than a year from the announcement of the license.
     
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  9. Tuttle

    Tuttle Technical Art Director - Env Lead Staff Member

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    Feel free to send us your portfolio of tracks you did in 2 months. We are always open for new talents.
     
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  10. TJones

    TJones Registered

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    I remember a pretty similar conversation in the LFS-forums some years ago, the reaction by Eric Bailey (content modeller of LFS) felt pretty harsh and disgruntled. Thread was closed immediately. :)
    I think Tuttle's reaction was very smart, honestly and spot on. *thumb up*
     
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  11. A13

    A13 Registered

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    knowing about the backgrounds, maybe not, who knows? ;)
     
  12. Nitrometh

    Nitrometh Registered

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    I wouldn`t be angry if they release one rl track less and would release lienz instead :p
     
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  13. lagg

    lagg Registered

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    I don't understand some people.
    S397 is changing a lot of things in a short period of time.
    We have info about their work, and it seems to go in the right direction.
    This is a complex project and would be impossible to change everything at the same moment.
    We are about to see the biggest improvement of rF2 was ever made, and there are a lot of posts complaining about the situation.
    I'll relax, wait to the future improvements, and enjoy what it to come.:)
     
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  14. Alex72

    Alex72 Registered

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    Haha thats nuts. That it can be so different. :D I lowered shadows to "low" for the first time and now i could drive on Oulton Park with no drops under 60FPS. Since i got the 980GTX i could run max shadows in every game i played so i thought maybe rF2 do shadows with CPU? Honestly i dont know if they are made in a mix with both GPU+CPU in all games, but shadows i can run on highest everywhere except in rF2. I do need a new CPU for sure and im not complaining. Its just been a bit confusing where rF2 models/skins and graphics overall look much below some other titles and those i can run maxed with very high FPS, and even though my model in rF2 looks low poly and livery is very low res i still drop FPS a lot. AMD really sucks in CPU heavy titles tho. I need to change back to Intel again. Maybe the DX11 will make shadows work lighter. We will have to wait and see. :)

    Maybe its strange to compare, but im no software dude and just reported what i see. I get drops in FPS even with just 5 AI in rF2 (depending a bit what car). Didnt know though that the graphics was the heavy part of rF2 i always thought it was the opposite depending on how it looks compared to other titles. That shows you how much i know. :D That explains why shadows get so heavy, prolly cause triple screens as well. Its all good. I need a beefier PC - no complaints. Just an observation. ;)
     
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  15. Adrianstealth

    Adrianstealth Registered

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    re.tracks -simply put a system in place to allow 3rd party (modders) to sell their work & hopefully this will attract some good quality & possibly laser scanned tracks for those that wish to pay/prepay a reasonable price for them

    this give incentive to the other than hobbyist
     
  16. Woodee

    Woodee Registered

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    Also gives the rippers a chance to take the chance to rip someone else's work and make money from it. Cynical... me? Nooo :p
     
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  17. Adrianstealth

    Adrianstealth Registered

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    sadly true, if system was good though it coud work -AC seems to have a good system under steam
    ( & reasonable prices for their laser scanned content ) , bet it could be ripped some how but hope that's rare cases and they make profit etc,
    system should be open to modders too and passed for quality ( & fair price point ) before entered onto the system ,
    getting payment should be incentive to build/perhaps laser scan etc
     
  18. 2ndLastJedi

    2ndLastJedi Registered

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    In AC i get 125-135 fps max @ 4k but can't get it to run smooth so v-sync and even then i get a microstutter when frame time drops to like 18ms? but FPS solid @59.9 and rF2 i get about 85-95 fps (again max @ 4k) , again not smooth but v-sync makes it super smooth with no stutter .
    So for me rF2 is the smoother Sim even though the fps is lower but frame time is more consistent.
     
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  19. davehenrie

    davehenrie Registered

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    One of the tricks we used to use with much older ISI titles was buffering or caching sounds and graphics. With titles like F12000 or GTR(I know not ISI but it uses the rFactor code), the trick was to stuff the cache with as much sound and graphics as possible. How do you do this? ON your first out laps, use every camera view, use different lines to run over curbs, grass, anything that makes momentary sounds. In the old days when the cache was being filled, it often caused pauses and hiccups, that is why we tried to run a couple of practice or warm-up laps to 'load' as many sfx as possible.
    Newer systems aren't always hampered by this, but you might want to try it. Look at the trees, look at the grandstands...fill that videocard memory so it can more quickly access it the next time you come around to that portion of the track.
     
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  20. hitm4k3r

    hitm4k3r Registered

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    Dependend on the refreshrate of your screens, I would try to not use v-sync and use the "Max Framerate" setting in the player.json for rF2.
    V-sync causes input lag and it's best to reduce this as much as possible. For any sim for that matter. ;)
     

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