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  Click here to go to the first staff post in this thread.   Thread: Monaco Chicane

  1. #101
    the_last_name_left's Avatar
     

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    Jul 2011
    @Traveller. Yes, Monza would be a good guess. A very good guess.



    Quote Originally Posted by Lazza View Post
    I think if Tim has anything to do with it, it won't be in there (at least when driving) - just based on his agreement with a post of mine suggesting DOF is a bad thing when it potentially blurs something you actually want to look at. It might be something worthwhile for replay mode obviously (with an ability to switch it on/off and set the depth/range).
    Y, agreed. I wouldn't want it all the time, I suspect. In replays might be nice (with a toggle!) re all vehicles : Hopefully both things are catered for - flexibility within a definite standard. No major deal - I just like hotlapping offline with a wide variety of vehicles on track. Keeps you on your toes, keeps interest.

    @Tim - thanks for clarification. DOF in TV cams is good - I didn't want it in cockpit (at least not without a toggle). BTW hopefully rF2 maintains the adjustable driving cams? And one thing I'd love - if it could remember your driving cam position (as a preset?) without having to go in and manually adjust the file. rF1 'forgets' your adjustments if you hit replay - unless you manually alter the file. So I'd return from a replay and have default cam position and need change it again, everytime.

    The comparison with rF1 WIP is very instructive. How quickly people forget. I think it's come a hell of a long way. I loved GPL, but this Monaco on rF2 blows it away. We've never had anything like it. One would have thought it was a surefire winner - a sort of GPL2.....or even 3. Brilliant. Thanks very much!

  2. #102
    the_last_name_left's Avatar
     

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    Jul 2011
    Wow.



    The point with this though is surely that..... the image is from the engine featured in the (now pretty crude) rF1 WIP shot. So, by comparison to the rF2 WIP shot, we should see some really fabulous stuff from rF2.

    It also speaks to how incremental improvements are and how significant they can be in aggregate - which is what rF2 is surely providing. Great pics though. Whets my appetite!

  3. #103
    PLAYLIFE's Avatar

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    Quote Originally Posted by K Szczech View Post
    The other part is the laws of optics - they're not subjective at all For example - if you take optical density of air and glass then you can calculate amount of reflection at given viewing angle. If someone will say that window is too shiny or not shiny enough, he would be simply wrong (assuming there is no error or other issues with the code).

    Great post K Szczech, thanks for your informed opinion. I quoted the above because although I agree with what you are saying there, I have to add that the 'how our brain/eye combination interprets what the eyes sees' is subjective. So yes despite optics having been proven physics-wise, what we all see could still be very very different depending on our individual eyes and brain. So ultimately it does become subjective. subjective + not subjective = subjective

  4. #104
    the_last_name_left's Avatar
     

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    While we're at it.....my best and worst rf1 pics:

    haha. This was pretty funky



    I managed to get pretty good "McLaren chrome" (the best I have seen in rf - even if i do say so myself. Chrome always looks so duff in rF) using those new environment maps and lowering the colour in the texture and blah blah blah - and ENB I am sure. [orig textures from ..... i forget....the lovely ones for FSOne 06?]



    and


  5. #105
    Omicron's Avatar
     

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    Quote Originally Posted by Alesi View Post
    in 5 years with no dx11?? u kiddin??
    I don't understand why people want DX11? Crysis is DX9 and 4 years later still looks better than anthing else.
    Last edited by Omicron; 11-15-11 at 05:42 AM.

  6. #106
    Lenniepen's Avatar

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    Personally, I don't care what dx version it is, as long as it looks good.
    If it takes dx 35 to look good or dx 9, I don't care, although a newer dx-version could be a bit more FPS-friendly.
    Also consider that the initial rF2-version will not be the final version. ISI could implement dx 10 or 11 in the next few years if they feel the need.

    @Alesi: just look on the internet for dx9 vs dx11 comparisons, and think about which dx11-features we 'need' in a racing game.

  7. #107
    O11's Avatar
     

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    Oct 2010


    This is madness!

    That level is enough. Add weather and time of day effects and you can consider my pants jizzed.

    Surely it won't be too long until rF2 gets brought to this level by modders.

  8. #108
    feels3's Avatar

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    I don't see nothing special on that screenshot. Only very high polys cars.
    I see here low quality grass and asphalt textures.

    I would like to see another view on this track. Like heli cam, to see whole track and then we can talk about quality.

  9. #109
    K Szczech's Avatar
     

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    Quote Originally Posted by Alesi View Post
    in 5 years with no dx11?? u kiddin??
    DirectX 9, Shader Model 3.0 is enough for modders and shader developers.

    Anything above this only introduces new stuff that can be used by engine programmers. Modders can write shaders, but they will write the same shaders for DX11 as they would for DX9 and you would see no difference in visual appearance nor performance.

    There's no point in introducing DX10 / 11 unless ISI developers plan to put more advanced stuff into rendering engine in the future. For us it makes no difference.

    Modders will not be able to take any advantage of DX10 and above.

    What's really important is to have more flexibility shader interface than rF1 had. I don't expect it to be much better in beta release, but that's ok. When I get my hands on it I will be able to make suggestions. When comes to shaders it's often the little things that matter the most.

    Quote Originally Posted by feels3 View Post
    I don't see nothing special on that screenshot. Only very high polys cars.
    There are new shaders on cars and there is ENB plugin at work there as far as I can tell. Perhaps you got used to shaders / ENB so much that you no longer see the difference You can always compare to old screenshots from that mod.
    Last edited by K Szczech; 11-15-11 at 11:12 AM.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  10. #110
    MaXyM's Avatar

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    People just believe that turning into DX11 will provide better looking gfx. Which is of course mistake.

    There are 2 things that may be considered as a reason to move into newer DX: need of installing DX9 into recent systems and new drivers/os compatibility. First case may be ignored as long as game installer installs DX9 for a customer.
    Second thing will not hit us for the next years for sure. So, no hurry.

  11. #111
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    Quote Originally Posted by MaXyM View Post
    People just believe that turning into DX11 will provide better looking gfx. Which is of course mistake.
    Fully agree, just compare Dirt 3 on DX9 to the DX11 one and you will see nearly no difference. Furthermore, Crysis which was released in 2007 is in my opinion still the best looking game and it has DX9 (respectively DX10 but there's no difference)

  12. #112
    Mr.Ferret's Avatar

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    Guys i really think we need to see this in motion before we can make judgments, seeing it at 60FPS at 1080p on your own screen with you in control is going to make all the difference, also remember RF2 has A LOT more complex and intricate systems. A whole new dynamic lighting system by the looks of it, dynamic grip levels across the track, dynamic track temperature, a bunch more physics improvements, proper driver animations, track-side animation systems (i can see modders having so much fun with this) and whatever else they haven't yet told us about.

    As the game goes on and the average speed of systems increase over the years the texture resolutions and polycounts on the models will increase in the mods. It takes so much to build a track and a lot more to make it look good. Those monaco images look great and are you really going to sit and look at the texture of the sandbags behind a wall when your speeding and bouncing along the Monaco harbor at 150mph with a car behind you trying to line up a pass as you navigate the chicane. Let alone all the stuff going on up in the mountains and the marshals signaling for the crash up ahead which you are trying to navigate through debris smoke and fire...

    i want RF2...

    Also Tim your doing a great job in just replying to us which i thank you for

  13. #113
    Grotesk's Avatar
     

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    Oct 2011
    In my opinion every mod of rf1 wasnt as good as simbins recreation of rf1.
    The physics,graphics everything was outstanding what simbin made of rf1.
    Anf the simbin team is proffessionel the chief has driven on him own gt cups and that matters. I dont care any fictional
    Mods of children made without background of physics.
    In gt expansion or gtr evolution has every car his own "charakter" which seems logicly very similiar to realworld.

  14. #114
    Noel Hibbard's Avatar

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    Yikes, there are tons of mods for rF1 made with real input and data that wip the crap out of GTR1/2. In fact, I don't know of any mods made buy children. When it comes right down to it, real driver input is kind of pointless unless it is from a driver that has run sims long enough to adapt to them. You throw any real driver into a sim and they are going to tell you it is nothing like the real thing. This is very true... it isn't anything like the real car and never will be. Input from drivers like Tommy Milner would be more useful if you ask me. There are plenty of mods that have had real driver input that still suck.

  15. #115
    ZeosPantera's Avatar

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    Yeah I never liked the GTR family. It all felt too filtered and too smooth. Nothing ever gets violent enough which translates to nothing ever gets real enough.

    And those "children" are usually very dedicated older people with degree's and families and more passion to create a great free product than someone just being paid to do it. Not saying people at simbin don't have the passion. Just saying if they stopped getting paid would they still make cars and tracks for the community?

  16. #116
    Noel Hibbard's Avatar

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    Quote Originally Posted by ZeosPantera View Post
    Yeah I never liked the GTR family. It all felt too filtered and too smooth. Nothing ever gets violent enough which translates to nothing ever gets real enough.

    And those "children" are usually very dedicated older people with degree's and families and more passion to create a great free product than someone just being paid to do it. Not saying people at simbin don't have the passion. Just saying if they stopped getting paid would they still make cars and tracks for the community?
    GTR1 was like ice at low speeds. I still enjoyed it but it was a balancing act below 40mph or so. GTR2 was a big improvement I felt. But Ian Bell (the chief Grotesk refers to) left SimBin during the development of GTR2.

  17. #117
    Grotesk's Avatar
     

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    Oct 2011
    Race 07 is a big improvement of physics from GTR2. especially in the corner (on the curbs)

  18. #118
    shum94's Avatar

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    Go talk this subject is the right place god damn it.

  19. #119
    Gleidson's Avatar

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    After what I saw in that game made ​​in Brazil using the RF1, all released mods turned crap, of course, a structured team is better positioned to make things better, but it was seen as the RF1 and had to give 95% of the mods failed to deliver a good job, most mods RF1 are horrible, I hope this does not happen in RF2.

    If this mod / game video below was done in the RF1, who played must have seen the excellent physics of the game, praised by real drivers of the category, imagine what could be done in RF2, I hope that the expectations are exceeded.


  20. #120
    Hutch-SCO's Avatar

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    Theres loads of cracking mods in rf1!
    Last edited by Tim Wheatley; 11-18-11 at 01:11 PM. Reason: edited for language

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