![]() We’re very pleased with the results, and hope you’ll enjoy these fantastic vehicles. As our first pack and DLC this has been a great learning experience, and we’re very grateful to our team, our testers, and you, our customers, for dealing with the pressures and effects that came along with it. The GT3 Power Pack includes the previously released McLaren 650S GT3, previously announced Bentley Continental GT3, along with the teased Callaway Corvette C7 GT3-R and surprise Mercedes AMG GT3 and Radical RXC Turbo GT3 cars. Finishing them this month was very satisfying and kept us incredibly busy at Studio 397. A lot of people were also telling us they preferred series over individual cars. The third thing we wanted to do is build high-quality and high-profile content that was properly licensed. It is fair to say that all of these tasks are taking more time than we expected, so bear with us for a little while longer! We are still working on some other parts, such as the Launcher, the dedicated server and a new HUD and overlay system that is scheduled to replace plugins that were drawing directly to the screen in DX9. During the World’s Fastest Gamer we’ve also previewed parts of the competition infrastructure, at that point still as a separate user interface in a browser, but eventually, these parts will also end up in game. The client part of the UI is in private beta testing now, and we are receiving lots of feedback about all aspects of it. Throughout the year, we’ve already previewed quite a few screenshots and artist’s impressions, and by now I’m sure everybody is wondering when we will release the first version. We also wanted to replace the existing UI with something that was more maintainable, flexible and future-proof. By addressing some of the weak points of the DX9 engine we are building something that is starting to look really beautiful. We are now confident that the new engine is more capable and ready for the future. So instead, we chose to build a new DX11 engine, taking the current engine as a starting point. Nevertheless, remaining backward compatible was an important goal with our existing content, and we felt that this would have been difficult with a completely new engine. On top of that, from an artistic and technical point of view, it allowed us to start evolving our graphics engine. Of course, we started with a “make or buy” decision as there are obviously existing graphics (or rather game) engines around we could have chosen. First of all, it enabled us to implement VR. The graphics engine needed to be upgraded to DX11 for two reasons. Even though, we knew when we started that there were a few key areas in rFactor 2 we had to address. At the start of 2017, we were still building our team and roadmap, and I think it is fair to say that we did not anticipate all the interesting conversations, partnerships and opportunities that presented themselves in the months that followed. We’re nearing the end of the year, which is a good time to start looking ahead at what the new year will bring, but also to look back and reflect on the current year. ![]() In this latest Rf2 Roadmap update, the Studio 397 team reflects on the past year and share some details about the features and content we can expect in the near future. For more details, check the full Roadmap Update below. Studio 397 has just about delivered all the promises they made and are still hard at work to ensure rF2 will earn a top spot in the racing simulator world. A new graphics engine, VR support, fresh content, a new UI and a host of new features. ![]() STUDIO 397 has published the October Development Roadmap update blog post bringing us up to date with the latest progress and upcoming content for the rFactor 2 racing simulator.Įxactly a year after they published their first ever rFactor 2 Roadmap Update, it is safe to say that the STUDIO 397 team has succeeded to reanimate the rFactor 2 racing simulator.
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