I’m having the same thing in VR. It’s a fps jump fest. It drops to 60 them up to 80 then Down to 55… unplayable even lowering the graphic setting to medium.
I agree with the requirement of the simulator, currently with an RTX3080 and a 5800x (VR) it is difficult to move a race with AI without being in low graphics, even so I do not think that AMS2 is a point of comparison since the difference in polygons is enormousI bought also q2 dlc and I can confirm that rfacfor 2 with every improvement demand more and more from the end user in terms of hardware required. Of course we cannot ask to max out the game on old hardware but much better looking games and complex also run much better - better optimised. I think the devs must look deep down in this issue becouse rfactor 2 is on it's way up, but if continue like this we should need super computers to run normal race against 20 ai.
I struggle with framerates on i5 9600k with 1660ti and 16gb ram. For me to enjoy game against 20 ai in full glory in all weather scenarios means upgrade cpu for around 500 euros and 500 euros for gpu.
Automobilista 2 for example with my specs cal almost max out against 30 ai. It's different engine ofcourse but the graphics in quality is big.
I love rfactor 2 and I hope the sim will get even better with every update but we need optimisation BADLY!
What I tried was to generate a new replay to see if it was solved and when I went there was the one that had just done plus a previous hotlap, although I'm sure he had several race replays with that combination.For the problem with loading older replays:
Did you try this workaround - loading the car/track-combination of the replay first in single player, and after that loading the replay?
In the first post is a link to the blog story about the new content. At the end of that are links to the three packs.Where can this DLC be found?
It's not on steam (2022-05-10)
So this is not correct: How can I purchase DLC? – rFactor 2 (studio-397.com)
Is the new engine documented so modders even know how to update their cars?
"It shouldn't be too long" in S397's terms means 2+ years.The sound engine is a masterpiece in my opinion we just need to be a bit patient and let them update according to their priorities. It shouldn't be too long I don't think.
The term Backward Compatible most likely means the old sounds will still work. They just won't sound right. Modders, once the details are released, will have to revisit much of their work to step up to this new sound engine. I suspect many of the older mods won't get updated for the new sounds as the authors have either moved on to other projects or lost interest."It shouldn't be too long" in S397's terms means 2+ years.
And again. I do understand all of this. Buy they explicitly said backwards compatible.
This is funny:
https://steamcommunity.com/sharedfiles/filedetails/?id=2457963752
I love this car, but now in cockpit when driving on kerbs it sounds like a hackney filled with tin cans that's about to fall apart.
In the replay kerbs almost sound like A10's brrrrrrrt.
At least the engine sound is fine here.
The more I drive the more I dislike the new sound engine. I wholeheartedly approve the desire to change the old into something new and better.
But either this whole "backwards compatible" is a lie or it has been released in a state it shouldn't have been.
For all the gains it gives now it's so mixed bag with in cockpit sounds that it makes hard to drive in most of the content for me. In some cases the engine sound is too loud, in other cases too silent. In some cases it's so awkwardly muffled that it hurts. I have cars where engine sound stops when the tires is on the kerb (I have 256 sound sources set, so that's not it). Some engines crackle while not being loud (so it doesn't seem to be simple over-saturation of amplitude).
The volume sliders are nice but am I supposed to fine tune them per car now?
Also the silence of S397 in this regard is typical. Should modders update their cars or not? Is it really backwards compatible or this is a typical PR? Is the new engine documented so modders even know how to update their cars?
When this was Release Candidate some people were saying: let's not jump to conclusions, only few cars have been updated, more cars will be at the release. No new cars have been updated and several 3rd party cars are barely driveable for me now. Is this new sound engine supposed to invalidate existing 3rd party content? Some of it will also never get updated, cause people abandoned their mods.
There is a specific slider for tire sounds, but it is under the Legacy header which suggests it affect cars that do not have the full sound treatment like the rFpro has... give it a try and let us know if it works.I can't hear the tires anymore with the Formula Pro. I love hearing the wind and kerbs more but I need the tyre sound...
each modder must update their own vehicles the studio does not have to stop moving forward because of that, also not all sound files are the same there are many who used SFX files exported directly from RF1 or AMS that will create even more problems as they differ from the files used in RF2.The more I drive the more I dislike the new sound engine. I wholeheartedly approve the desire to change the old into something new and better.
But either this whole "backwards compatible" is a lie or it has been released in a state it shouldn't have been.
For all the gains it gives now it's so mixed bag with in cockpit sounds that it makes hard to drive in most of the content for me. In some cases the engine sound is too loud, in other cases too silent. In some cases it's so awkwardly muffled that it hurts. I have cars where engine sound stops when the tires is on the kerb (I have 256 sound sources set, so that's not it). Some engines crackle while not being loud (so it doesn't seem to be simple over-saturation of amplitude).
The volume sliders are nice but am I supposed to fine tune them per car now?
Also the silence of S397 in this regard is typical. Should modders update their cars or not? Is it really backwards compatible or this is a typical PR? Is the new engine documented so modders even know how to update their cars?
When this was Release Candidate some people were saying: let's not jump to conclusions, only few cars have been updated, more cars will be at the release. No new cars have been updated and several 3rd party cars are barely driveable for me now. Is this new sound engine supposed to invalidate existing 3rd party content? Some of it will also never get updated, cause people abandoned their mods.
Well, you don't need them to tell you that. It's enough to open any car to know that. And this term is actually not used for such a soft guarantee.The term Backward Compatible most likely means the old sounds will still work.
That's what worries me.I suspect many of the older mods won't get updated for the new sounds as the authors have either moved on to other projects or lost interest.
And where do you see them saying that? Because I can see them saying something exactly opposite in the changelog. The fact that it's not true is the reason I have an issue with that.each modder must update their own vehicles
Well, you don't need them to tell you that. It's enough to open any car to know that. And this term is actually not used for such a soft guarantee.
In X-Plane for instance, which guarantees backwards compatibility when your plane used to work and doesn't work on a new version it's treated as a bug. If something used to work and uses documented API/features has to continue working in a new version unless otherwise mentioned.
That's what worries me.
And where do you see them saying that? Because I can see them saying something exactly opposite in the changelog. The fact that it's not true is the reason I have an issue with that.
If they did say that this is how it is. New sound engine, you need to update the cars at least they would be honest. The didn't say that.