rFactor 2 – DirectX 11 Beta with VR Support Released

rFactor 2 DX11 beta Bathurst race

Changelog

We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):

In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:

  • None
  • Low = Glare Effects
  • Medium = Glare Effects and Depth of Field
  • High = All Effects at High Quality
  • Ultra = All Effects at Ultra Quality

At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.

  • With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
  • Improved Clouds resolution and depth.
  • Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
  • Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.
  • Shadows Normal renders shadows, taking into account the shadow receiver normal map.
  • A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
  • New Car Ambient Shadow, now working for the entire 24h cycle.
  • Fixed some “pixel” artifacts caused by invalid calculations in shaders.
  • Dedicated dynamic exposure simulation for each main camera set.
  • Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
  • Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
  • New Shader for car Dashboards, Rev Meters and Motecs.

Content updates as part of this initial build:

  • The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
  • Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!

Modding:

rFactor 2 DX11 beta Bathurst race

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