Image Space Incorporated hat eine Liste aller Verbesserungen und Veränderungen veröffentlicht, die der nächste Patch an der Renn-Simulation rFactor (ab 53,00€ bei kaufen) vornehmen soll.
Graphics:
Disabled some old tree swaying code, since it is not used by us, and was being incorrectly used by some track conversions. Fixed a bug in setting the special day/night vis groups. Fixed a shadow updating bug with TimeAcceleration=None. Improved handling of MIP'd cube maps on machines which don't support them. Update rate of shadow projectors was reduced to lighten CPU load. Additional pipeline and shadow optimizations make this the fastest rFactor ever. Improved the static ambient shadow so it stays directly under the car even on extreme banking. Further adjusted ambient shadow so that it fades out if vehicle leaves the ground. Added a player file option "Delay Video Swap" which MAY improve framerate in some situations. In general, it should not be used unless the framerate increase is noticeable. Improved shadow code, now faster, and they work better in DX7 mode, also the shadows should not break up at the edge when very early or very late in the day. Added "Auto Refresh FPS" to Display options which specifies a framerate threshold below which the game will automatically start reducing detail to try to improve framerate. This may be useful if your framerate is low only at the start of the race, for example. A side effect of using this feature is that details or other vehicles may appear or disappear depending on your current framerate. Note that this is NOT a "minimum" framerate - if you desire the game to attempt to maintain a particular framerate, you should set Auto Detail FPS to a value higher than your desired framerate. Furthermore, it can only reduce details a certain amount, so please don't expect it to double your framerate. Converted to the latest DirectX SDK (Apr 06). Added option to blur shadow maps (in dx9 mode only). Defaults to Off. Added a plr file option to use a shadow map cache with a preset number of maps based on texture detail. This will clamp the amount of memory used for shadow maps regardless of how many cars are loaded, while using bigger maps for closer cars. Defaults to On. Made virtual mirror settings (center + side, center-only, or side-only) stick. Made enhancements for widescreen mode (specifically three head/single viewport mode) to display UI and overlays in the center of the screen (center monitor). Fixed some options pixel shifting issues in (hopefully) all resolutions. Increased the range of available vertical FOV settings. This will reset any previous setting so please check the display options if you prefer non-default values. Modified player and opponent detail settings so that both texture and object detail are affected by these settings. The existing Texture Detail setting now affects only track textures. Modified frame rate toggle to allow four states: off, frame rate only, mem bar only, frame rate + mem bar. Tweaked vehicle visibility algorithm to make sure cars just in front didn't disappear under heavy braking in heavy traffic. Fixed minor problems with rear-view dithering and HUD transparency in 16-bit video modes on ATI only. Updated all overlays to maintain 4:3 aspect in widescreen mode.