It is a huge update, focused on improving the visual fidelity and creating a foundation to work from. Now it’s finally here and ready for you to enjoy. This is the first important milestone in the continued development of rFactor 2. The long road to DX11 and VR that started just a few months back has brought us to this day – with all of the expectations, promises, teasers and general community fervor encompassing this release. We’ve been bursting with the type of anticipation you get when you’re waiting to give someone a really cool gift. I think fazerbox is still contactable through others.We know it’s been an excruciating wait, even for us. If someone here with dx knowledge knows that is indeed the case, be good if you could let me know. It is probably simply not possible to do in dx11, or not possible without some seriously unwanted and unavoidable side effects. So that oversight puts me back to square one. I mistakenly thought that must be possible because simhub does it, but it doesn't. This is what this all comes down to, is having an alternative technique for dx11 overlay, it needs to be fullscreen, and it needs to be an efficient solution. I didn't realise it only works in windowed mode until now. So I was thinking there is a way to do this. But that's interesting for a 2nd and ominous reason.īecause until you said that I figured that because I knew simhub is making an overlay, then that is indeed possible on dx11. Didn't realise simhub was windowed mode (it is, I checked), that is actually a show stopper for my racing. Yeah I seen it and there is dashboard pro. Is this 'dx injection' thing going to be a problem, or something else that you know of?Ĭause its gonna take me a lot of work to sort this out with no dx knowledge, if I'm wasting my time from the outset be good if you could let me know. I'm basically looking for what the major problem is with porting to dx11, if any. Maybe it is, that dll injection with dx11 is indeed possible, but because of rf2 might be coded differently with the dx11 implementation, and somehow causes the same trick used on dx9 not to work or something? Is this the main problem in porting trackmap to dx11? I guess the devs would know best.
He's basically saying dx9 allowed for 'dx injection' (I assume this is 'dll injection' of the dx9 dll which I understand) and that 'dx injection' no longer works on dx11.
I just been looking into updating trackmap, and right off that bat lazza stated something. I was thinking to look at converting it myself, was hoping we might get some 'stuck in time' style dx9 legacy version with no updates / bug fixes or something.
I'm wanting to use trackmap.Īnyway, I know how to code in c++. It aint really any different to a 144hz player not wanting to revert to 60hz, because to them, its not as good as what they had before. I can't be going back to pressing keys (in race) scrolling up and down etc. There's various simple things about that plugin that make my game experience better, same way 144hz does. But it aint no sillier than a 144hz player who don't want to go back to 60hz. I am verysad in fact! Because I reckon my simracing days just come to abrupt halt.
I'm a bit sad today with the update though, because I like to use trackmap and now I cannot as dx11 is mandatory. Hi, it's sure good to see RF2 being modernised to dx11 and everything else that is going on.