rF2 tips and tweaks
First let me introduce you to player.json, a file openable by notepad where you can tweak every setting there is, much more than in the ingame menu.
Locate it at /Steam/steamapps/common/rfactor2/userdata/player
My main suggestion is that the sim should never be allowed to run rampant with unlimited FPS, but instead should be limited FPS.
I suggest doing this from the NVIDIA/AMD Control panel, rather than the player.json, it should be smoother that way.
This should be set 3 lower than your refresh rate if you use a high refresh monitor (75hz+) and Freesync/Gsync.
That limit should also be 5-15% below your minimum benchmarked unlocked framerate, for example with rF2s own [CRTLl+F] fps counter.
You can observe your GPU/CPU bottlenecking from abovementioned utility programs.
Monitoring CPU usage is difficult, because programs show the total usage, but rF2 only runs on individual threads.
Most foolproof logic is that, if you are not reaching your target FPS, but GPU usage is not at or near 100%, then you are CPU bottlenecked.
By pressing CRTL+C and CRTL+F ingame you can also bring up a frametime graph (long bars and fluctuations are bad) and a framerate monitor.
If you are bottlenecked by the CPU, then having FPS uncapped will get you to 100% CPU usage which guarantees you lag spikes and possibly also going out of real-time even in multiplayer, teleporting you into big crashes.
If you are bottlenecked by the GPU (most common), then you will simply have a varying framerate and frame time from corner to corner, which might not feel good and still leaves the door open for bigger dips, frametime fluctuations and other lags.
Plus, it is simply a waste of heat, noise and electricity if you are pumping out 250+fps.
Just like you can tell the difference between 60hz and 144hz, but less so between 144hz and 240hz monitors, then the same applies for FPS.
Also - for simracing, a smooth and persistant framerate and frametime is better than the highest occasional maximum framerate.
I will now also list some important settings that you can find from player.json
There are comments regarding each command in the file itself, so I will only add my own comments.
"Repeat Shifts":1,
even with a new wheel, its still good to apply a small doubleclick protection to not blow up your engine etc. (now also adjustable in-game)
"Head Physics":0,
"Head Rotation":0,
"Cockpit Vibration Freq1":0,
"Cockpit Vibration Freq2":0,
"Cockpit Vibration Mult1":0,
"Cockpit Vibration Mult2":0,
Any additional simulated head movement that is not your own VR head tracking is a gimmick and distorts the feeling of the car.
"Load Opponent Cockpits":false,
if you dont use driver swap, then this saves a bit of loading time and memory, few FPS
"Garage Detail":0.01,
lowers the detail of garages, so reduces the fps drop when passing them
"Max Headlights":2,
self explainatory. Some people like to run headlights even in daytime, you dont need to see any of that, except for the 2 cars around you at most.
"Max Visible Vehicles":10,
big boost, set the number half of how many people you think you want to divebomb in the race.
"Pitcrew Detail Level":1,
shows only your pitcrew in the pits, saves few fps and makes spotting yours easier.
"Rearview_Back_Clip":65,
limits mirror render distance with the number being meters.
WARNING - HUGE FPS BOOST
"Steady Framerate Thresh":0 - something you dont need
"Disable Resume in Replay":1,
"Monitor Auto Replay":false,
Those increase stability when escaping to garage.
"Soft Particles":0,
"Spark Flow":0,
"Smoke Flow":false,
"Special FX":0,
"Sun Occlusion":false,
"Tire Emitter Flow":false,
"Wind and Crowd Motion":false,
"Lightning Probability":0,
"Rain Drops":false,
"Raindrop Flow":0,
"Rainspray Flow":0
A bunch of effects, but you dont need effects for performing in high level simracing esports.
For races, I suggest disabling every uneccesary ingame plugin.
Disabling replay saving can also help with stability, especially in much longer sessions.
It is also good form to disable the message centre in non-race sessions. First you will not get disrupting chat and join messages, but it also removes most of the join lag when people enter the server.
Regarding the classical settings, here is what I use as an example for you for best bang for buck, these settings gave me 145fps at all tracks in all conditions in 2020 at an average 75% GPU and 50% CPU usage with a i3 7100 and GTX 1060 6GB
rF2 config:
Anti aliasing: level 3 / 4X MSAA (further increments have small increase in quality but big effect in performance, if you have 1440p or more, you might not even need any)
Post processing: none (never go above low, the effects will be overdone and affect to performance big)
Mode: Borderless (this gives me personally more stability and allows quicker alt-tabbing, also less vulnerable to popups)
although do experiment yourself, some people have reported the opposite, especially on triplescreens.
rF2 graphics settings:
Circuit detail: Medium (usually enables all the buildings for immerssion, but not the unneccesary small details that eat most of the performance)
Player detail: High (bumps the textures up to a good level)
Opponent detail: Medium(makes opponents low detailed, but you wont be looking at them closely anyway)
Texture detail: Full (big effect for sharper textures, almost no performance cost)
Texture filter: 16x (low cost, high effect. A reasonable alternative is trilinear which makes things a bit blurry but makes textures very smooth)
Everything else: Off (Many effects like rain, reflections and smoke are hardcoded into rF2 but they still appear, just at a lower detail with this option)
Number of sound effects: minimum on 32 unless you actually notice sounds missing on big grids.
Going over 64 can really impact your CPU usage (supposedly fixed in a patch mid-2022, but I still have it lean just in case)
Also if you are running a 1440p/4K resolution, experiment with 1080p and more anti aliasing instead. If you have your monitor at a healthy distance for your eyes, then you shouldn't notice too big of a difference anyway
