![]() CAM (This Camera file contains text Track side camera definitions) AIW (This AI Waypoint file contains text AI definitions for the layout) It may also contain loose GMT and MAP files specific for this layout.) _ (There is one folder for each layout of the track, which contains the various files to define each layout.SOURCEs (Source files such as PSDs, Substance files, Vector files etc).Sub folders can be created for TSOs or Profiles) SCENEs (3DS Max Files are stored here.MAPs (Texture maps are stored here, they should be in DDS file format).GMTs (GMT Mesh files are stored here, these are typically exported from 3ds Max via plugins).ANIMs (ANM Animation files are stored here, these are typically exported from 3ds Max via plugins).Multiple sub layouts can be saved with in that folder. ![]() The beneath structure is as locations are read when being used in ModDev, inside the Locations base folder.Įach overall location is stored with in a single folder. Locations are installed into the following directory. steamapps\common\rFactor 2\ModDev\Locations Location StructureĪ location follows a standard format. More indepth explanations of files can be found on the sub pages. So to anyone experiencing some issues with graphic settings takes the advice of these guys as it made rF2 soooo much better for me, I guess it would for you too.This page sets out a very high level overview of what is in a location. Don't really do rain or night so can't speak to that but getting on average 75 fps (60-90) on triple screens with max settings, I am one happy racer. That was enough to gain some FPS to crank up the shadows and blur to max. Thanks again everyone I feel like I'm on the right path now.Įdit for follow up I ran Afterburner and maxed out power and temp limits as described in video I then took some time to learn how to OC my GPU and was able to get an additional 130 MHz from the core clock and 375 MHz from the memory to run at 1974/4374. Having seen this I will look into the UI of the GPU and see if I can apply the 2 Cents from Jay. Took the advice suggested by and saw a slight drop in FPS but the load on the GPU dropped by a greater percentage. Doing this allowed me to increase detail shadow and blur. Noticeable change in FPS by changing opponent cockpit to false and turning rain and road reflections to OFF. AI visible max 9 or 10 (very important settingĭetail circuit, texture detail (not X16 anisotropic), rain drops and road reflection, post effect low.Įnvironment reflection low and shadows medium and shadow blur off, post effect off, AA level 2. The high parameters that I recommend to start with, to associate with the adapted race conditions, are : If you lack VRAM on very demanding circuits like the Nurburgring, it may be necessary to put the circuit details on high (against ultra). If you do not want to drive in the rain or very rarely, deactivate the "rain" and "road reflection" effects. maybe you will have to deprive yourself of the time slot that I mentioned above. So the first thing to do is to set the race conditions in a reasonable and thoughtful manner : Rain, to a lesser extent the numerous clouds, the day/night cycle in particular between 4:00 PM or 5:00 PM and 10:00 AM, the time scale decreases CPU performance a little bit especially when there are shadows and all the light effects, the number of AI plays a huge role in the CPU load but also the FPS and VRAM which must be sufficient. The following conditions, especially cumulative, destroy the FPS : The FPS in rF2 can change incredibly depending on the race conditions.
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