They’re all drivable, the models and sounds are mostly done and we’re now tweaking and bug fixing them. On the side of cars, now that the Formula E Gen 2 car has been released, we’re shifting our focus again to the Tatuus cars. Last month we reported we were pretty much on schedule, and that is still the case. With the announcement of the second of three iconic tracks in progress, it’s time to take a look at the progress on the Nürburgring. One important one is the matchmaker, which will make a triumphant return back in-game! For now, it’s the bare minimum to assure it’s working, but we intend to use the flexibility the new UI allows us, to add more features.Īnd just something gadgety-cool and nouveau to look forward to, a live trackmap/loading screen drawn from the actual track data – because what’s more useful than a track map before you blast out on track, and look it even has the pitlane (click on the image below to see it in motion)! In our ongoing UI previews, we share with you some of the things that are in right now and being actively tested. For our modding community, we have now documented the new IBL/PBR based car shader, detailing how to use it when creating your own car. First of all, we have a guide on how to create your own car pack. There are several bits of documentation we’re currently adding. ![]() Doing so will save us time building and testing code, which we can then spend on improving the simulation as a whole. All the hardware you can buy for many years now is 64 bit, so it’s time to move forward. This move was triggered by the fact that Steam hardware surveys show us that only 0.5% of our users are still on a 32 bit build, whilst within the global Steam community, this number is less than 2% too. ![]() Later this year we are going to go 64 bit only with our rFactor 2 builds.
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