![]() It is also worth noting here, users can now select the level of wetness on the track before the session, allowing players to dictate the track surface conditions to their own preferences. Drivers will now have to pick the best and most grippy line in all conditions out on the track, and the AI should behave in a realistic and believable way in terms of tyre choice and strategy. As part of this new build, we have reviewed our wet conditions in rFactor 2, adding a raft of improvements that should make for more immersive and realistic racing in wet conditions, from how the rain falls and dries on the circuit, to how the AI choose their tyres and manage the wet conditions. This represents a big update to how wet weather conditions and racing behaves across the simulation. As an additional benefit, we can now support HRFT, which as well as significantly improving the audio experience for headphone users, will also greatly enhance how drivers using Virtual Reality will be able to recognize and interact with the placement of sounds within the simulation environment – yet further increasing the immersive experience of the title. ![]() ![]() With this new release, the simulation can now automatically detect when the player is using an open cockpit car in comparison to a close cockpit machine, and adjust how and what audio effects are played back to the driver – allowing us the scope to really up the immersive aspect of the different types of car, and tailor the audio experience to best represent how things would sound within a real racing machine of the type you have chosen. Onboard and offboard audio should now be significantly enhanced from what our players are used to hearing, with a much richer, more detailed and immersive output possible with this sound engine change.Īnother major improvement of our new sound engine is the ability for us to now properly filter between different types of car style within the sim. A huge amount of work has gone into the new engine we will be using from now on, and it has allowed us to really step up a gear and bring forward significant improvements and enhancements, pretty much across the whole audio spectrum. ![]() What you see below you is the fruits of many hundreds of man-hours development time within the simulation, and we are really excited to see how our community react to the improvements that have been brought forward for this release – we want another record number of concurrent Steam users alongside this build!Īlthough we are absolutely delighted with what have managed to pull together for this May update, the team are already pushing hard behind the scenes to make an even bigger and better splash with our August drop – rest never stays long in the world of racing simulation development!īefore we get too excited about that, though, let’s take a few moments to go through some of the goodies that form part of the May Q2 Update in rFactor 2Ī big part of this new update release is the introduction of a brand-new sound engine. Today marks the second of our four planned major quarterly enhancements for rFactor 2 this year, and we hope that you have the opportunity to sit down and enjoy some quality time out on the virtual racetracks with our new build update and content releases. ![]()
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