Try setup ride height higher and use softer spring. Current targa road surface has an average of 1cm bump height difference (some spots can go up to 2cm, the real life road at targa was even more harsh). Vehicles such as modern formula or prototype race cars usually have very stiff damper/spring and low ride height (and short suspension travel) in their normal circuit setup, which are not designed for bumpy public road and require special setup. Some vehicle mods may also have issues with undertray/collision parameters that will generate enormous resistance when undertray contacts with road bumps, which in worst case could launch car into space. For example, one old car mod "SCES ARX" in workshop has some kind undertray/suspension issue, which can easily launch itself into air when undertray is contacted with road at targa. This may not be unrealistic though, as even in real life it can happen. There was a real life video some years ago that captured a formula car launched itself vertically into air when hit a high curb at monza if I recall correctly, just as you would see in game sometimes.
Thank you for this great work, it's fantastic; A friend and I have completed more than 20 laps with the SuperGT500 2005 and we have not found anything abnormal. We use a setting that we have for the Nordschleife but with a different gear ratio, without complications... we already managed to turn in 35 minutes; Out of curiosity, in what time did you complete the lap with Cart and F1 1979?
hello really great work, I'm a fan and know this circuit by heart but I encounter a small problem, in multiview I go down to 50fps with big jerks and slowdowns, I am in 3 screens! and without the multiview I shoot between 120-150fps, but without the triple screen multiview, it doesn't do much... it's not good in perspective, I have a 4070ti in ryzen 5600x which should be sufficient, no problem on isleofman, just targa who has difficulty in multiview, it's unplayable for me, would it be possible to see this little problem ?
Lower the number of AI cars. See post from Victor here --> https://forum.studio-397.com/index.php?threads/targa-florio-wip.34258/page-43#post-1123808 I see you have quoted the very first post of this thread. The links on the first post are not the latest version that Victor has been working on. The latest version can be found on Steam workshop here:- https://steamcommunity.com/sharedfiles/filedetails/?id=2359535813 Good luck, and have fun.
hello, no there is no ai on the server or in solo, yes I am at the latest 1.18, the first one was ok but since the last update it has a bug in multiview, only on targa, isle of man no problem. as well as other tracks, there is only targa in multiview mode where it jerks in the background of the image at 50 to 60 fps instead of 150fps multiview off, it should not lose as much This won't stop me from riding on the best RF2 track, but if I knew how to improve for multiview that would be great!!! lol
The latest Targa Florio version has evolved significantly since version 0.2 to the latest 1.18. It's now very much an entirely different track, especially for all the new and reworked stuff in 1.18 compare to the initial 0.01 version from first post. And since v1.0 update, there was nothing changed that would affect performance for the past 3 years (but actually there were some optimizations). From your description, it sounds like you were driving a car mod that has none-standard "high LODMultiplier" value that bypassed track's LOD setting, which would cause the game to render far more objects and textures than it normally should, and causing "low-framerate" issue. This "high LODMultiplier" problem is also mentioned in both "Targa Florio" and "Isle of Man" workshop page "Notes" sections, and you can find some discussion in the first few pages of "Isle of Man" thread. If you are not sure, you may want to tell us which car mod you were driving. You can also do a side-by-side test yourself, by driving the "exact" same car mod on both Targa Florio and Isle of Man in singleplayer, without any AIs, and make sure "time-scale" is set on "Normal" and drive with Cockpit View, and then check if you have the same high or low framerate. If both tracks have low framerate with that particular car mod, then it's clearly a none-standard "LODMultiplier" issue. Note, all official cars from ISI or S397 have standard LODMultiplier. So if you have low framerate with official cars, then it's likely due to other issues. Also note that "LODMultiplier" issue can only be fixed from car mod, if it is the case, you will have to contact car mod author for a fix. Other common "low-framerate" causes and solutions are mentioned on workshop page.
yes I understand the problem is that on targa for 2-3 updates, I have been doing this circuit for a while since I know it by heart, and I know that three or four updates ago it started to bug before I didn't have this problem. It doesn't matter which car I take as long as on Targa, I turn on the Multi View, it's over, there's no lag in the distance, the landscapes aren't smooth and it's jerky. on Isman, I have no problem whatever car I take and in general the same ones that I take on Targa it's not a criticism I can play without the M view it's a little more complicated because the side screens give a slightly distended effect, but this is not very serious in itself. Once again I love this track but really as soon as I switch to Multi regardless of the car on Targa solo with without with all the settings at minimum, it doesn't change anything, I go down to 50 FPS. If you need a software log of the track or anything, don't hesitate to tell me, because I often do this track, I love it.
As I said, there was nothing that had changed for this track that would affect performance since v1.0 release. However the game itself had been updated many times since. So, what I can suggest is that, you do the test on both Targa & IOM as I mentioned, and check FPS. The test has to be: 1. Exact same car, preferably official car. 2. Session Time-scale on "Normal", and same weather, same realroad (green). 3. Drive with Cockpit view. 4. Do not watch instant Replay (don't press R). 5. No AIs. Lastly, since you are running triple screen, you may want to check game "Post effects" setting as it can seriously affect FPS especially on very high resolution. You can also set "Circuit Details" to high which disables 3D grass. Everything else is also mentioned on workshop page. ps: Also make sure you have not manually edited two values in Player.json, which are "Rearview Cull" and "Rearview_Back_Clip", because change those values can bypass visgroups and LOD setting for mirror, which can also result low FPS. That's all I can help.
I understand well. However, on the first version I had no problems and at one point an update prevented me from playing in View. As I said, it doesn't matter, I deal with it by deactivating M View for this track. No matter how much I repeat it every time, there is no AI, no matter the car. Anyway, as soon as it comes to multi viewer it's buggy and yet I've done tests and I know RF two very well but once again it's not serious I'll do without I had already reported the problem, but the problem is that on this track I don't know why but I have a huge drop in FPS which means that everything that is tree and image in the background jerks enormously. As soon as I take a turn. I too can't say anything more about this problem as I would have really liked to help you, but it doesn't matter, it doesn't stop me from riding and enjoying this circuit.
It sounds like you were running out of Video RAM. Since you have no issue with single screen, but only with 3 screen. I understand you have a high end graphic card(4070ti 12GB assume?). However 12GB VRAM may still not enough if you are running all maximum graphic setting and very high screen resolution, for example, 2k or 4k on every screen, then there is a very high chance that maximum vram was exceeded, and the exact behavior for exceeding max vram is low frame rate. You can easily test this by lowering your screen resolution, and lower graphic setting. You may also want to tell us what screen resolution and graphic setting you are running, so me and others may be able to help you further.
hello as said no worries, so I am in nvidia surround between 5780 or 5840x1080, I have already tried putting everything to minimum. it doesn't change anything, as soon as the multiview is activated, I drop in fps and on Targa, and the scenery jerks like stuttering, I tried several tutorials or other whether it's the parameters in game or on the Nvidia control panel, I thought others would have too, but honestly I've really tried a lot of things for quite some time. and I can put as much as I want on any other track, I don't have that problem. That's why it doesn't matter, it will be easier to deactivate Multi View, every time I go on this track so almost all the time lol hahaha have a good day. cdlt!!
No problem mate. If you still remember the version number that you had no FPS issue at the time, you can tell me which one, and I will try upload the old version here for you, so you can at least try it offline. Otherwise wish you too have a nice day. Here is full list of available history versions:
If I remember correctly, I would say around 1.10 it was still the time when the mountains in the background were blurry before the updates improved this view. From there, I started to have the problem when the backgrounds became super beautiful.
The mountain background textures and skybox objects (which are 3 "Skybox" objects that have mapped mountain textures) have not been changed since version 1.06 (2021/10/20). All track textures (except 2 new flagman textures that added in v1.14) have not been changed since version 1.04 (2021/5/7), so there was not mountain background texture quality changed since v1.04. You have now mentioned about mountain texture quality that was blurry back then but it's now sharper, there are some game or graphic card settings that could greatly affect texture sharpness or clarity, such as "mipmap bias" or "MSAA". "Mipmap bias" setting can be changed in player.json file "Texture Sharpening" value, default value should be 5 (which is auto). "Mipmap bias" can also be enforced from graphic card control panel, or from nvidia's Geforce Experience APP. So you may want to check if you have enabled any of such options(Texture filtering/bias) in graphic card control panel or game optimization in Geforce Experience, and disable them respectively. Here is v1.10 file (link expire in 7 days): https://we.tl/t-OOWVljEqK4 The v1.10 (2022-9-16) update included the brand new AI paths made by DJCruicky. You can find full v1.10 (and other) changelog in following link: https://steamcommunity.com/sharedfiles/filedetails/changelog/2359535813 Before you install old version, make sure you unsubscribed v1.18 from workshop, and check if v1.18 is completely uninstalled from game. Then proceed installing v1.10. The game will always force to use newest version if both old and new version is installed. (Alternatively you can create series "rfmod" for old track version with a selection of cars, which can effectively bypass this limit, but only if you are familiar with the packaging system, as it can get complex and troublesome if not done right). Lastly, the game has updated its graphic engine & AI system many times during the past 3 years. You can still try to use one of the older game version to test the track, which can be accessed from steam game Properties > Betas > Beta Participation. Good luck.
If none of the above works, disable mirrors. That should give you a little bit of performance. Do that with the 3 key on your keyboard.
erfff well I just did the tests and I'm at 70-80fps in 1.10 or 1.18, no change, the mirrors no change, the mipmap and msaa no change, everything off or minimum absolutely no change either... I'll put it back all on and on medium/high, no change for better or worse, I remove the multiview and hop from 75fps to 150-170fps and the landscape no longer jerks when I take turns, it's fluid!! the nvidia ctrl panel and let the 3d application make the decision, for me it works better if I put this option. yes so that remains: You can still try to use one of the older game version to test the track, which can be accessed from steam game Properties > Betas > Beta Participation surely there I don't see otherwise.. the strangest thing is that the multiview is on, so jerky and 70fps, it doesn't matter if I put the options at max or at low, it doesn't change anything at all, it's really only if I turn off the multiview that it becomes fluid... I even put it back at zero rf2, by deactivating the steam cloud backup and deleting all the rf2 files that remained... well I think it's a lost cause.. it doesn't matter I have already gotten into the habit of putting the mview on off to this track, without always...
@svictor This track is exceptional and I thank you very much for improving it over time. A few improvements seem to me to be priorities, but note that I have no idea how much time it takes to do it and of course do not feel obliged to do it : - Although the physics of the track, that is to say the bumps and the slopes are very correct, I would like an improvement because it is the most important from a physics point of view. - I assume that it is a big job, but there is a very big lack for my use concerning the absence of correct support for wet ground. - Would it be possible to apply to a certain number of places grounds (road) with different levels of grip to add a challenge especially for braking. - I guess this is also a point that would require a lot of work, but I find that it really lacks either various realroad profiles that can be chosen before going on the track, or even better to be able to activate a progressive realroad for players and AI that would be recordable. - I would like the trees to be solid, that is to say that there is an accident when you touch them, same for the population. - I am delighted that there are so many rally stages, but it really lacks an "upside down" mod (reverse) planned by the modder. - I guess that a slight improvement of the overall colorimetry of the track would be a big improvement. - A certain number of lights of various nature could be added for the night in particular (fire, headlights, street lamps...). These points are the most important in my opinion, perhaps those that unfortunately require the most work, in particular those that could allow for finer and more technical driving (wet road, realroad, bumps and slopes, possibility of driving the 72 km in reverse planned by the modder). Thank you for reading.
@pilAUTO That is a long List, with a LOT of Work.... That normally should be possible by Saving RealRoad as a File after a Race for Example. You should also be able, to rename the Autosave Real Road File, in your UserData/player/Settings/ Subfolder of that Track. Doesn't that work for this Track?