driver: cat 12.6 see profil for HW info recorded while playing Code: [COMPONENTS] LanguagesFile=GAME.DIC CPURating=1 SystemRAM=0 VideoRAM=696 ObjDetail=1 TexDetail=1 VideoGUID=D7B71EE2-2BD9-11CF-5B70-9A02BEC2C535 VideoDriver=0 VideoMode=26 VideoRefresh=1 WindowedMode=0 RunBenchmarks=1 FSAA=34 VSync=0 UsePostFX=0 UseHDRProcess=1 ShaderLevel=0 SubViews=0 WidescreenUI=1 WidescreenHUD=1 CustomVidRes=(0, 0) MinimumVidRes=(800, 600) MaximumVidRes=(8000, 6000) Code: [ Graphic Options ] Broadcast Overlay="1" Texture Detail="3" Vertical FOV Angle="0" // obsolete, please leave at zero and use Vertical FOV Degrees instead Vertical FOV Degrees="9" // 9=use default, otherwise is the FOV for attached cameras (horiz is calculated based on aspect ratio) Rearview="2" // 0=Off, 1=Center and Side, 2=Center only, 3=Side only (virtual mirrors only, in-car mirrors are on/off) Allow Rearview In Swingman="0" Virtual Rearview In Cockpit="1" Rearview Width="64.00000" // use Shift+Ctrl+Seat* controls to save by vehicle Rearview Height="14.00000" Rearview Independent="0" // Whether width (horizontal FOV) can be controlled independently of height (vertical FOV) Rearview Cull="1" // Whether to cull objects in the rearview based on visgroups in the SCN file Seat Pitch="0.00000" // Cockpit camera pitch orientation (degrees) Seat Yaw="0.00000" // Cockpit camera yaw orientation (degrees) Seat Roll="0.00000" // Cockpit camera roll orientation (degrees) Seat Adjustment Aft="-0.00000" // use Seat* controls to save by vehicle Seat Adjustment Up="-0.00000" Mirror Adjustment Horiz="0.00000" // use Shift+Seat* controls to save by vehicle Mirror Adjustment Vert="0.00000" Mirror Physical X="0.00000" // use Shift+Alt+Seat* controls to save by vehicle Mirror Physical Y="0.00000" // note: these physical mirror position adjustments are for the in-cockpit center mirror only Mirror Physical Z="0.00000" Left Mirror Horiz="0.00000" // use Ctrl+Seat* controls to save by vehicle Left Mirror Vert="0.00000" Left Mirror Size="1.00000" Center Mirror Horiz="0.00000" // use Ctrl+Alt+Seat* controls to save by vehicle Center Mirror Vert="0.00000" Center Mirror Size="1.00000" Right Mirror Horiz="0.00000" // use Alt+Seat* controls to save by vehicle Right Mirror Vert="0.00000" Right Mirror Size="1.00000" Cockpit Vibration Mult1="1.00000" // Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file) Cockpit Vibration Freq1="31.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates) Cockpit Vibration Mult2="1.00000" // Secondary aerodynamic vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file) Cockpit Vibration Freq2="37.00000" // Secondary rate of vibration affects eyepoint orientation Car Vibration Mult1="1.00000" // Primary engine vibration multiplier affects position of cameras attached directly to the car Car Vibration Mult2="1.00000" // Secondary engine vibration multiplier affects orientation of cameras attached directly to the car Moving Rearview="3" // Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement Rearview_Front_Clip="0.50000" // Front plane distance for mirror (0.0 = use default for scene) Rearview_Back_Clip="0.00000" // Back plane distance for mirror (0.0 = use default for scene) Rearview Particles="1" Self In TV Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all) Self In Cockpit Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all) Backfire Anim Speed="30.00000" Heat FX Fade Speed="30.00000" // Speed at which exhaust heat effects reduce by half (0 to completely disable) Warning Light Anim Speed="4.00000" // Safety car light animation Steering Wheel="0" // 0=moving steering wheel, 1=non-moving steering wheel, 2=no steering wheel or arms (in cockpit only while player-controlled), 3=moving steering wheel but no arms Box Outline="16711680" // whether to draw box on ground around pitstall and grid location when necessary; -1=off, 0-16777215=RGB color Allow Letterboxing="1" // whether we allow letterboxing (during replays, for example) Logo Seconds="0" // puts up logo at corner of screen for first X seconds of each session HUD="5" HUD Race Stats="1" HUD Tachometer="0" HUD MFD="1" Any Camera HUD="1" // whether to show the HUD from any camera (in particular, tracksides) LCD Display Modes="31" // Add the modes to allow them: 1=status 2=aids 4=engine/brake temps 8=race info 16=standings Automap="3" // 0=off 1=race-only 2=non-race-only 3=all sessions Display Vehicle Labels="3" // 0=never 1=single-player 2=multi-player 3=always Player Detail="3" Player Texture Override="-1" // For player's vehicle textures: -1=use Player Detail, 0-3=override value Opponent Detail="0" Opponent Texture Override="-1" // For opponents' vehicle textures: -1=use Opponent Detail, 0-3=override value Load Opponent Cockpits="1" // Whether to load gauges and LCD for opponents, don't turn off if you're planning on hot-swapping vehicles in multiplayer Garage Detail="0.50000" // LOD multiplier when vehicle is in garage (0.01-1.00) Shadows="4" Shadow Blur="1" Pitcrew Detail="0" Special FX="4" Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5) Thunder Probability="1.50000" // Probability of hearing thunder (0.0-1.5) Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010) Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies) Skybox Positioning="1.00000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it Sky Update Frames="150" // Frames between sky and light updates Sun Occlusion="1" // If true, sunlight is affected by cloud cover Rain Drops="1" // If true, rain falls Real Road System="1" // If true, dynamic road effects are used (can only be turned off in Dev mode) Road Reflections="0" // If true, reflected objects are generated for wet road and heat mirage Environment Reflections="0" // If true, live cubic mapping is used (if track and car are setup properly) Wind and Crowd Motion="0" // If true, trees respond to ambient wind, crowds have some random motion Full Tire Shader="1" // Turn off only if you get wacky wheels (typically on old, unsupported video cards that are not truly compliant) Vehicle Flow Radius="4.00000" // Vehicle sphere radius for smoke/flames/dust/spray Vehicle Flow Offset="3.10000" // Offset below vehicle where sphere center is located Engine Emitter Flow="0" // Whether engine smoke/flames flow over emitting vehicle Tire Emitter Flow="0" // Whether tire smoke/dust flow over emitting vehicle Smoke Flow="0" // Whether all smoke/flames/dust flow over non-emitting vehicles Raindrop Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles Rainspray Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles Spark Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles Glance Rate="7.00000" // Rate to follow controller for glancing Look Up/Down Angle="0.40000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57) Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57) Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57) Glance Angle="0.75000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57) Lookahead Angle="0.00000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57) Head Physics="1.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation) Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only Exaggerate Yaw="0.20000" // Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve "feel") Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none) Tire Ground Offset="0.00000" // Offset so tire shadows work properly on ground Track Detail="3" Groove="1" MIP Mapping="1" Compressed Textures="1" Max Visible Vehicles="16" Extra Visible Vehicles="105" // Extra vehicles shown in non-driving situations Partial Cockpit View="0" // 0=normal cockpit view, 1=wheels & suspension only, 2=wheels only Starting View="1" // 0=tvcockpit, 1=cockpit, 2=nosecam, 3=swingman, 4=trackside, 5=onboard000 ... 1004=onboard999 Player Livery="" // Overrides default paint job for track Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used Mipmap LOD Bias="0.00000" Allow HUD in cockpit="1" Allow Swingman in Pitlane="1" Display Icons="2" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all Auto Detail Framerate="0" // Details and visible vehicles will be automatically reduced (by up to half) if framerate is under this threshold (0 to disable) Render Once Per VSync="0" // Attempts to render once per vsync; 1 = use timer, no wait; 2 = use vblank, no wait; 3 = use vblank, wait Max Framerate="0.00000" // 0 to disable (note: positive numbers only, we always use the 'alternate' method now) Steady Framerate Thresh="0.00100" // Allowed threshold in seconds to try to 'catch up' when falling behind using Max Framerate (use 0 for original behavior). This helps steady the framerate but may introduce more latency. Flush Previous Frame="0" // Make sure command queue from previous frame is finished (may help prevent stuttering) Synchronize Frame="1.00000" // Extrapolate graphics using estimated render time in attempt to more accurately synchronize physics with graphics, 0.0 (off) - 1.0 (full) Delay Video Swap="0" // Whether to delay video swap if card is busy - this should only be used if framerate clearly improves - otherwise it is only delaying response time Always Rebuild Collision="0" // Build collision database everytime tracks are loaded (for development purposes) UI Background Animation="1" Low Detail UI="0" Widescreen Overlays="1" Texture Filter="5" // Texture Filtering level: 0 = bilinear, 1 = trilinear, 2 = X2 AF, 3 = X4 AF, 4 = X8 AF, 5 = X16 AF Max Headlights="12" // Max headlights visible relative to your car. Headlights On Cars="1" // Headlights illuminate other cars. Screenshot File Type="0" // 0=default (jpg), 1=bmp, 2=jpg, 3=png, 4=dds HUD file="C:\Program Files (x86)\rFactor2\Core\HUD\MULTI DIAL.INI" HUD Component="Standard HUD" HUD Component Version="1.0"
I`ve noticed this problem too and iirc I think I was getting it because I had shadows on high instead of max... might also have something to do with other settings. I can`t remember atm but I`ll check it out and get back
indeed i have the same problem i had to lower graphics settings to get rid of i think it was shadows to medium from max..