Sim Racing Mid-July News Recap

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First off, I’d like to apologize for the lapse in news on the website. Lately, the past few weeks have been very hectic, and I had to sort out some personal issues. I was able to blog sporadically, but now I’m able to get back to bringing the news to you guys.

There have been a lot of significant stories in the industry the past few weeks, and it would be tough to cover them all, so I decided to set up a recap, to highlight some of what’s going on:

1. rFactor 2 – Portugal 2.0 Released

 

Portugal was one of the severely under-utilized tracks in rFactor 2, with one of the major reasons being poor performance. Now, Image Space Incorporated has released version 2.0 of Portugal International, giving it a total overhaul.

This has one of the longest changelogs I’ve seen in a release for rFactor 2. ISI even joked about saying this is more like a v3.0 than 2. Each item on the track has been optimized to provide a smoother experience. The circuit has also incorporated the latest enhancements that have been implemented in rFactor 2.

You can check out the full changelog below, and download the updated circuit here.

Changelog:
Implemented RealRoad Shader and reworked/remapped roads
Added RealRoad to curbs
Mapped RaceGroove for GP and GT Layouts
Remapped access roads
Remapped painted lines
Smoothed out the excessive road bumps for the most part
Lowered sawtooth curbs
Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches)
Cut Astroturf into terrain meshes
Implemented new Terrain Shader and reworked/remapped terrain
Cut in new gravel trap edges for use with Terrain Shader
New road, curb and terrain texture set
Terrain Radiosity pass
Added grass verges
Added high poly inner embankments inside T1-T4
Added high poly outer embankment between T6-T7
Added terrain shadow casters
Added vegetation shadow casters
Added new grid + new texture
Vertex Blended tyre colours
Added normal and spec maps to armco posts
Cut in transparent glass with cheap interior for key buildings
Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind
Implemented Digital Flags technology
Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations
Updated TDF to latest set of grip values
Added telehandlers
Added new and updated cams
Added new loading screens
Added Test Team RealRoad Preset Pack
Removed one particularly nasty tyre wall on GP Layout
Removed HDR Profiles
Fixed small building proportion inaccuracy
Re-conformed painted stripes to smoothed surface
Fixed tyre wall smoothing
Fixed some access road T verts
Remapped start lights to match reality
Fixed many but probably not all popups
Re-exported XSectors to fix 32 bit issues
Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED
Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain
Renamed Grand Prix of Portugal to GP Layout for the sake of consistency
Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars)
Replaced all modular grandstands with higher detail ones
Replaced apex tyre stacks to GT Layout with higher detail ones
Replaced outhouses with much better ones
Replaced tyre walls with higher detail ones
Replaced all cones with much better models
Replaced glass materials
Replaced entire crowd and optimized for smoother performance
Optimized road and terrain objects and materials for better and smoother performance
Optimized access roads for smoother performance
Optimized tyre wall material
Optimized tyre wall objects
Optimized 3D tyre objects
Optimized fence textures and materials for better performance
Optimized Armco (aggressive), Armco posts and fence posts
Optimized and improved barriers (Armco, pitwall)
Optimized all vegetation objects for smoother performance
Optimized smaller TrackSide Objects for smoother performance
Optimized shadow casters for armco and tyres for better performance
Optimized small concrete grandstands
Removed some hardly-seen pit objects
Aggressive mirror optimization
Optimized night lighting
Removed unused/obsolete meshes and textures
Cleaned up pit building textures
Cleaned up main grandstand textures
Removed negative mip map bias on all/most materials
Improved and rebalanced all vegetation textures
Remapped and optimized marshal huts
Improved road and curb textures
Randomized vegetation a bit
Remapped tyre wall canvas and revamped its texture
Improved tyre textures
Slightly improved distance markers
Updated crowd textures
Improved vegetation textures
Cut in red bricks on old ruin house
Rescaled T3 flags
Tweaked fog
Condensed this changelog (yes, it was much larger)!

2. Assetto Corsa – Brands Hatch Scanned

 

Kunos Simulazioni has a lot of exciting tracks in the pipeline for Assetto Corsa, including Zandvoort (set for release in the Bonus Pack DLC) and Catalunya (Dream Pack 2 DLC). Now, we have another track coming to the sim, in the form of Brands Hatch!

This very popular British circuit was recently scanned by Kunos Simulazioni, with the latest photos being posted on Assetto Corsa’s Facebook page an hour ago. The 1.2/2.43 mile circuit is known for being host to very exciting races, including some classic Formula One events.

There is no news on when the track will be released, but generally Kunos has had good turnover time from scan to sim.

3. F1 2015 Released

 

The first current generation Formula One game has been released! Codemasters released F1 2015 on July 12th, bringing the latest season to Playsation 4, Xbox One, and PC.

It is not just the 2015 season either; Codemasters has also brought the cars from F1 2014 to the title, giving people who missed out on last year’s game an opportunity to test it out.

NOTE: A patch has already been released for the game as well, so you will also want to download that before release.

 

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