![]() Sebring comes with four layouts, three of which are significantly different to each other. All of which adds to the challenge of course. That said, as there is almost no elevation change around a lap, I still find it challenging to remember where the next corner is coming, let alone work out where to brake. Even where it is conventional tarmac, there are lots of patches of darker material and and damp keeping it varied all the way round.Īt night there is plenty of variation at the trackside, with RVs parked around most of it and lights and bridges providing visual markers. The concrete surface that covers about 20% of the track provides more visual interest in the track itself than normal (the exception being graffiti at Nurburgring). Not as much track FFB as I expected when racing across the concrete, but that may well be true to life. Short track with several technical corners and lots of potential overtaking action between cars where corners widen out (particularly the first and last corners) and on the two short-ish straights. ![]() I had no performance issues with any of them, though I am happy with >45FPS generally and certainly Le Mans was stretching my card to its limits.ĭLC Contents: 4 tracks (Nürburgring, Le Mans, Sebring and the Circuit d'Azure)Ĭost: about £17/$22USD (currently 25% off that in sale) Load times and VRAM are based on an 8GB graphics card. I have about a couple of hours on each track at the moment, all against 30AI using the GT3 Pack cars and using default set-ups with FFB at 100% on my G920 (G29). This is my early impression of the Track Expansion Pack which is currently (still) 25% off and therefore this review might be of particular interest to potential buyers. My GT3 Pack review and performance discussion may also be of interest. Refer to my Nurburgring Endurance review for my intro and system specs. Le Mans for its beautiful day/night cycle and high speeds, Nurburgring for the track layout, Azure/Monaco for its history and technical challenge, Sebring for its door-to-door racing and concrete track. Each track is essential in its own way, as classics of their type. Re-exported the handful of GMTs that weren’t touched to 2.TL DR This pack gives you a way to enjoy rFactor at its best.Re-exported XSectors to fix 32 bit issues.Re-conformed painted stripes to smoothed surface.Fixed small building proportion inaccuracy.Removed one particularly nasty tyre wall on GP Layout.Updated TDF to latest set of grip values.Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations.Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind.Cut in transparent glass with cheap interior for key buildings.Added normal and spec maps to armco posts.Added high poly outer embankment between T6-T7.Added high poly inner embankments inside T1-T4.Cut in new gravel trap edges for use with Terrain Shader. ![]() Implemented new Terrain Shader and reworked/remapped terrain.Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches).Smoothed out the excessive road bumps for the most part.Mapped RaceGroove for GP and GT Layouts.Implemented RealRoad Shader and reworked/remapped roads.After some hard work, racing on the updated rFactor 2 Estoril circuit will result in a very smooth experience compared to the earlier versions. The ISI development team decided to tackle the performance problems and at the same time give the track a full face-lift resulting in the 2.0 version of the track. ![]() Image Space Incorporated admitted that their Portugal International track (Estoril) for rFactor 2 was plagued with unusually bad performance and heavy stuttering. RFactor 2 – Portugal International (Estoril) V2.0 released
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