Rfactor 2 dx11 track map4/7/2024 But the other reason may be the app might be 'running as a service' or in background or isnt maximized fullscreen exclusive while youre MONITORING SOFTWARE IS IN THE BACKGROUND. so it may be referring to the optimal core instead of the first one you see or might expect. 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.IMPORTANT NOTE using ryzenmaster and checking your CCX and individual cores some cores are golden sample sorta 'go a bit faster than other cores maybe'. Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.Ĭontent updates as part of this initial build. To get these, you need to subscribe to the workshop items (because of technical reasons we had to move them to the Studio 397 account): New Car Ambient Shadow, now working for the entire 24h cycle.ĭedicated dynamic exposure simulation for each main camera set. Shadows Normal renders shadows, taking into account the shadow receiver normal map. It does improve the overall depth in the environment. Static AO This is adding Occlusion to bottom of objects and cars. With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering. It has definitely contributed to the overall look of the end product. Medium = Glare Effects and Depth of FieldĪt this point we would also like to thank the people from YEBIS for providing a great library to work with. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels: The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. 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). 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. In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR): The menus and UI are all in the VR space, but you will need to use mouse and keyboard. (We have a known issue we are working on where you will not get FFB if SteamVR is not started first) Important: First open SteamVR manually before starting single player. Then click on the ‘Video Settings’ button. If you ever want to revert, follow the same procedure, but instead of selecting a beta version, select “NONE”, which will opt you out of any betas, straight back to the latest DX9 release. The game will verify the files (this might take a moment). Go to “Local Files” then click on “Verify Integrity”. To do this, from your library in Steam, right-click on rFactor 2. If you encounter any problems, make sure you validate your locally installed files. Open Steam and on the right hand side right-click on “rFactor 2” to bring up the menu.įrom the drop down list, locate and select the beta called “v1108-DX11-open-beta” To try the DX11 open beta, you must first opt-into the DX11 branch – this means essentially you are downloading the DX11 version of rFactor 2 – don’t worry, though! You don’t have to download everything again, it will be a small download to switch between DX9 and DX11. Switching to the DX11 “open beta” (and back) The full release notes as published by Studio 397 for the rFactor 2 open beta have been added below.:
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