rFactor 2 | Novemberbuild released - Abschied von 32-Bit

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Studio 397 stellte heute eine neue Build seines Rennsimulators rFactor 2 bereit.Zudem verabschiedete man sich von den 32-Bit-Builds.

Das Update bereitet die Simulation für den kommenden Circuit de Spa-Francorchamps DLC vor, der diesen Freitag, den 20. November, veröffentlicht werden soll, und enthält eine Reihe wichtiger Änderungen, die das Ende der 32-Bit-Unterstützung für rFactor 2 markieren.

Der Entwickler ermutigt die Spieler, in Zukunft auf den 64-Bit-Build der Simulation umzusteigen. Darüber hinaus wird den Spielern dringend empfohlen, jetzt auf die "Neue Benutzeroberfläche" innerhalb von rFactor 2 umzusteigen, um die verschiedenen neuen Funktionen und Optimierungen, die innerhalb der Software zur Verfügung stehen, bestmöglich zu nutzen.

VR-Benutzer werden sich freuen zu hören, dass dieses Update auch einen flachen Desktop-Bildschirmspiegel innerhalb des VR-Modus enthält. Wichtig für Spieler, die Virtual-Reality-Headsets verwenden, aber außerhalb ihres Geräts durch die Spielmenüs navigieren möchten. Bitte beachten Sie, dass dies nur in der neuen UI auf dem public_beta-Zweig verfügbar ist.

Das neue rF2-Build ist jetzt verfügbar und sollte automatisch heruntergeladen werden, wenn Sie Ihren Steam-Client das nächste Mal neu starten.

Changelog rFactor 2 v1.1122

  • Removed the 32-bit builds, we are now officially 64 bit only. To ease the transition, we have left some 32-bit utilities in their usual locations for this build only. Please migrate and report any issues you might have.

    • Note: there is a known issue that the ModMgr.exe inside Bin64 folder on SteamCMD dedicated server distributions may crash when toggling certain settings. Please use ModMgr.exe inside Bin32 folder for now.

  • Changed the way the new UI gets rendered, making it smooth even when the back-end is busy.
  • Fixed several memory leaks and a possible crash on changing graphics settings in-game.
  • Ensured that when a user is entering text in a text field, keys he/she presses don’t accidentally trigger other controls.
  • Fixed the mouse cursor from going missing when pressing ESC in VR after driving the car.
  • Fixed an issue where sometimes when restarting or forwarding sessions, the UI would not (re)appear after that transition.
  • Fixed several aspect-ratio related rendering issues with the new UI.
  • Fixed the new UI is one pixel too wide and too high on triples.
  • Added new VR flat desktop mirror. Please note this is only available in the new UI on the public_beta branch.
  • Controller profiles

    • Simagic M10 new profile added.
    • VRS Direct Force Pro corrected a typo in controller profile.

  • Re-enabled & Improved Sun God Rays / Light Flare settings (requires PostFX enabled, mostly only visible when the sun is occluded slightly)
  • Tweaks to Air Pollution color blending and params
  • Corrected Moon Brightness
  • Reviewed various lighting parameters
  • Moved “Atmospherics” section for Track Weather file (.WET) to Track Game Database file (.GDB)
  • Added option for static mappers to disable Omni lights
  • Fixed auto-static mapper assignment, so Static01 mapper is auto-assigned only. (prevent mappers for specific situations being auto-assigned to assets)
  • Fixes for issues with No Rain Zones including when falling back to bounding box, and sorting issues with the currently rendered no rain zones.
  • Fixed an issue where reflections would stop updating after rejoining the track
  • Fix for trackside cameras not always showing the correct number of objects
  • Updated PBR track shaders to make use of new sampler methods to allow for more textures to be used.
  • Fixed an issue where DXT1 and DXT5 textures would not sample sRGB when they should when using the new sampler method (This was an issue on the Road Shader only previously)
  • Fixed a rare issue causing texture animations to stop working
  • IBL Road and IBL Curb:

    • Added ability to use a second normal map (overlay on road, switch on curbs)
    • Tweaked Groove Blending logic (This may result in more noticeable dust, you may wish to tone this down in your Road Details Map)
    • Updated default settings for Groove & Dust IBL Standard
    • Fixed some issues with the Detail Map

  • IBL Standard & Blend

    • Added option to use detail map as an alpha masked decal IBL Standard Blend
    • Added the option to use a detailed map with the same logic as IBL Standard
    • Removed Multiply Square albedo blending mode, since this can be achieved by saving the texture in the correct format.

  • IBL Terrain:

    • Added the ability to set per Albedo strengths for Pattern map
    • Added an optional splatter overlay map, which applies alpha to specular mask
    • Added Albedo Tinting to Specular on Terrain Shaders

  • IBL Vegetation

    • Added a new Vegetation Specific shader, which contains only appropriate logic from IBL Standard
    • Added Specular Tinting with a static color in the Vegetation Shader.

Steam Build IDs

Old UI (opt-out)

  • Client build ID: 5842885
  • Dedicated server build ID: 5842895

New UI (public-beta)

  • Client build ID: 5842938