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rFactor 2 – DirectX 11 Beta with VR Support Released

Long in the works, eagerly anticipated and now finally here, the first public DirectX 11 beta of Studio 397’s rFactor 2. Apart from the move to a newer graphics library, Virtual Reality support has been added too, together with an array of other visual improvements. You can view the trailer above and the full changelog on the second page.

How to get your hands on the new rFactor 2 build

Since this is a beta, Steam will not automatically download the update for you, some additional steps are necessary.

  1. Locate rFactor 2 in your Steam library, right-click on it and then left-click on “properties”.
  2. You will then be presented with the properties window, which displays a line of tabs at its top. One of them reads “BETAS”.
  3. Select “BETAS” and locate the drop-down menu of available betas above the access code field, which you can ignore. Select “v1108-DX11-open-beta” from the drop-down menu.
  4. Steam will now start to download the update.

Should you want to revert to the DirectX 9 build, follow the same procedure and once you have arrived at the drop-down menu, select “NONE – opt out of all beta programs”.

rFactor 2 in VR, how to enable support

If your are in possession of an OpenVR capable headset, i.e. HTC Vive, Oculus Rift, OSVR headset, you have followed the steps above and your download has completed, you can enable VR support as follows

  1. Launch rFactor 2 from Steam to open the launcher. Do not start the game, just the launcher.
  2. Click on the settings icon on the left.
  3. Click on “Video Settings”.
  4. Tick the “VR” box.
  5. Set the screen resolution to “1920×1080” and the Post Effect Level to “None”. If you are confident in your PC’s capabilities, you could also start at a higher level. It is recommended to work your way up to achieve the best results though. As of now, the Post Effects still require significantly more performance.

To start the game in VR, do the following.

  1. Open SteamVR before doing anything else.
  2. Once SteamVR is running, launch the Single Player.
  3. Now, the UI will present itself in the virtual world and you can head for the track.

Known Issues

To avoid any bad surprises, Studio397 has put out a list of issues it is already aware of.

If you encounter any problems, make sure you validate your locally installed files.

  • To do this, from your library in Steam, right-click on rFactor 2.
  • Select “Properties”.
  • Go to “Local Files” then click on “Verify Integrity”.

Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!

Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: http://wiki.rfactor.net/index.php?title=AlbedoMap

There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.

Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.

There is more to come!

As ever, the journey does not stop here. Apart from improvements and optimisations to the DirectX 11 integration, the new user interface is on its way, as we know. For the full release of the rFactor 2 DX 11 build, Studio397 is also working on “improving night driving, rain, new shaders for cars and a host of other additions”. As teased before, new content is on its way as well.

Something that we were not aware of, is the planned implementation of “an innovative competition mechanic”. Apparently, it is already being worked on and more details on this will surely follow, once things have calmed down a little.

Head over to the second page, to check out the full changelog.

About the Author

Paul Heidekruger

Bringing you the latest news in the #SimRacing world!