rF2 vs GSC2013

Thor

I wonder what day the RF2 will give a jump in graphic quality? Even the graphics engine RF1. This better than RF2. Please ISI improve models of cars and especially the sound.
 
I bought it but it had an even more death MP scene then RF2 and I don't really care about driving against AI so I asked a refund.
And you might say: "well hell, it hasnt even been released yet." but I'm pretty sure that most of the simracers who are intrested in it already preordered it.
 
The racing on gsc 2013 with ai is superb. Graphics are smooth and nice but I wouldn't say better than rF2 but we all know some tracks in rF2 look awful.
The F3 is on my all time fave list of sim cars and that comes from someone who isn't into open wheelers. Its a great sim so far. I haven't owned it too long and haven't tested all the cars.
 
The racing on gsc 2013 with ai is superb. Graphics are smooth and nice but I wouldn't say better than rF2 but we all know some tracks in rF2 look awful.
The F3 is on my all time fave list of sim cars and that comes from someone who isn't into open wheelers. Its a great sim so far. I haven't owned it too long and haven't tested all the cars.

I agree that the graphics can not be better. However the models of cars are superiror at all. I hope one day has rFactor2 model in more detail. More polygons.
 
Well is not better. The big problem in my opinion rF2 graphic engine has, is cartoon color reproduction. But if you look to details, specially from cockpit view, is on pair with other titles(according to latest rF2 cars and tracks). Video you posted....texture and modeling wise is not better, is worse. Only the "better" color reproduction make you think that graphic is better.
 
I bought it but it had an even more death MP scene then RF2 and I don't really care about driving against AI so I asked a refund.
And you might say: "well hell, it hasnt even been released yet." but I'm pretty sure that most of the simracers who are intrested in it already preordered it.

Yup I bought it to hoping there would be people playing during U.S. time zones, but nope it's just like every other PC sim. Completely dead.
 
While far from ideal, there has been some improvement in activity levels during u.s. time zones. To help people more easily find activity during their time zones, I have added filters for both hour and weekday as well as the server name to the Mod @ Trk by Hour tab of MatchMaker Statistics (Link). So, for example if you look at weekdays between 17:00 and 23:00 you will see ISI servers, SimHQ, VRS, SR4L, F1RFT, ISR, SRT, etc. have had some traffic during that window of time.
 
I love gsc it's one of my favs, it's no RFactor 2 though.

The feeling is really nice though, what Reiza have done with RFactor 1 is excellent. Great physics, great FFB (always have the ability to tune it to your liking), you can still feel the braking dynamics/physics on cars with ABS (ahem, Assetto Corsa), it's just great overall with nothing that makes you say omg this physics aspect is way overly difficult, or, omg this physics aspect is so dumbed down and simplified.

It feels like they nailed the FFB and physics mix of good sense of control WITHOUT FEELING LIKE THE PHYSICS WERE DUMBED DOWN/COMPENSATED FOR in order to get that sense of grip, weight and control.

The only thing that bothers me is that sometimes it seems like you need to add too much lock to get around a corner, only sometimes this comes up though. For example, sometimes in the late 80s Mclaren you need to give it more lock than needed to get around a fast corner, it's weird, overall fantastic though :)
 
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Game Stock Car 2013 is brilliant, it is well worth the $25. And it has kart racing
 
The reason it's awesome:


Heusinkveld is the real deal.

WOW, ok as good as RFactor 1/Game Stock Car is regarding road cars, thst just brought it up another notch again

I just dont understand how there are sim racing fans who don't get on with ISI based physics, just don't understand at all.

It must have something to do with some peoplesFFB preferences/expectations, hardware and their perception of what the car is doing, rather than an issue with the sim/physics themselves.

ISI sims still feel wayy closer to the real life racing for me than any other sims.

I just can't wait/hope that Neils (and Reiza in general) start using the RFactor 2 engine.
 
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Only the "better" color reproduction make you think that graphic is better.
There's a bit of truth to that.
GSC is using more natural lighting settings than rF2 and pretty well balanced tone of textures, which gives that natural feel of rendered images.

I'd love to do the same with rF2, but I can't. Lighting colors are provided by rF2 engine, so you cannot fix them from outside, like you could with rF1.
 
I just dont understand how there are sim racing fans who don't get on with ISI based physics, just don't understand at all.

Talking about rF1; because the game is old. Trust me that if tomorrow some racing game with good visuals and the same rF1 physics engine is launched (but without people knowing this), they would say how amazing the physics are. The problem is that once they hear "rF1 engine" they ran away, because most of them have only tried random mods with average quality, without using proper FFB (people loves clipping), etc.

On that video you can see how good rF1 physics can be if they are used properly. I would like to say the same about rF2, but there is so little control on the tire physics that it makes it hard to work with.
 
On that video you can see how good rF1 physics can be if they are used properly. I would like to say the same about rF2, but there is so little control on the tire physics that it makes it hard to work with.
This is what happens when you move towards more advanced physics. You can no longer "control the outcome" (pacejka), but need to define the cause (thermodynamic model) and research the topic well enough, to get good results.

It's more difficult, but I wouldn't say it's a bad thing. Modders will need to step up their game. I'm guessing some will and some will not.
 
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This really looks much better than RF2. Better colors, better lighting,no flickering etc. I wish RF2 would soon become visually crisp, clean and smooth with realistic colors. I agree about its cartoonish look - its such a shame and waste. Lately it is beginning to improve though so I still have high hopes. Might give GSC 2013 a go in the meantime :)
 
Totally worth twice the 25€. Track convertions keep coming in everyday, some are up to 2013 standards, some arent, but if you dont mind the looks of GSC2012 all those tracks work straight up.
Blancpain has been converted to 13 and GT world cars.
F1 retro ('75 skins/talents/names) in nordschleife.. absolutely brilliant.
 
This is what happens when you move towards more advanced physics. You can no longer "control the outcome" (pacejka), but need to define the cause (thermodynamic model) and research the topic well enough, to get good results.

It's more difficult, but I wouldn't say it's a bad thing. Modders will need to step up their game. I'm guessing some will and some will not.

There are two problems in my view; first is that we don't know if this new approach of tire model really works at it should (I don't think anyone here has tried to compare the results of the TGMs with slip angle vs forces graphs from real tires, etc), so whatever we do, we are very dependant of the tire model itself. The Pacejka style model might be less complex but it's very easy to work with, and you can make tires with different known characteristics in a matter of minutes, and try in game.

And second, we have the classic lack of information from ISI, there are still values that nobody really knows well what are they doing. Plus it's almost impossible to know the exact tire construction details with such degree of accuracy as needed in the TGM. And the time needed to generate one single tgm is another important problem...

From a modder perspective this tire model is not a good option in my opinion. It's probably better if you have all the tire construction/materials properties/thermal properties, and maybe it's easier to work with ISI internal tools, I don't know, but you can count with the fingers of one hand how many people (modders) has/will have all this data and/or knowledge.
 
GSC:

The Good- the sounds, tracks, cars- all of it are VERY high quality, well done, fantastic! It has the best AI racing I have ever experienced with rF1. the content of this sim is superb, just amazing work. I hope they make a GSC version in rF2!

The Bad: It's the best mod to ever come out for rF1 (yes, I'm sorry HistoriX, GSC is a better rF1 mod than yours- but the saving grace is that GSC is NOT OFFICIALLY a mod for rF1, so you guys still hold the top spot ;-) but it came out at the very end of the life cycle for rF1. The new gen of sims is here, but GSC is from the old gen and feels like it.

The Ugly: No rain, it is rF1. No dynamic line, ancient tire model, no flat spotting, static car and track. It has rF1 graphics (albeit, terrific rF1 graphics) and looks it.
 
The reason it's awesome:


Heusinkveld is the real deal.

This video is great. It should be mandatory viewing for anyone who ever doubts that rF is still worthy of consideration as one of the most sophisticated sims available. I'm going to watch them all.
 
There's a bit of truth to that.
GSC is using more natural lighting settings than rF2 and pretty well balanced tone of textures, which gives that natural feel of rendered images.

I'd love to do the same with rF2, but I can't. Lighting colors are provided by rF2 engine, so you cannot fix them from outside, like you could with rF1.

This is pretty much my main and only visual problem with RF2... too many tracks - even ISI stuff like Silverstone and Sepang - looks greenish to the point of cartoon style. feels3 and some other track maker manages to get around it somehow...

That F3 sound in the video is something else... absolutly perfect.
 
Dat Sound....do want

+1

Engine and chassis sound (especially on the rumble strips) is nice.
The only other video I've looked at for any of Reiza's titles was a lap of Interlagos (don't remember the title) and it also was great.
I'm waiting for the Senna based game.
 
There are two problems in my view; first is that we don't know if this new approach of tire model really works at it should (I don't think anyone here has tried to compare the results of the TGMs with slip angle vs forces graphs from real tires, etc), so whatever we do, we are very dependant of the tire model itself. The Pacejka style model might be less complex but it's very easy to work with, and you can make tires with different known characteristics in a matter of minutes, and try in game.

And second, we have the classic lack of information from ISI, there are still values that nobody really knows well what are they doing. Plus it's almost impossible to know the exact tire construction details with such degree of accuracy as needed in the TGM. And the time needed to generate one single tgm is another important problem...

From a modder perspective this tire model is not a good option in my opinion. It's probably better if you have all the tire construction/materials properties/thermal properties, and maybe it's easier to work with ISI internal tools, I don't know, but you can count with the fingers of one hand how many people (modders) has/will have all this data and/or knowledge.

The highlighted bit is the real problem. I know there are other sims struggling with this and I suspect ISI themselves have to take educated guesses on certain elements. That being said, I personally don't find any major differences in tire performance and car handling between rF2 and GSC. rF2 of course brings advanced thermal modeling and wear/abrasion to the table, but I'm talking about the force generation. I can go back and forth between the two sims and be at my ultimate pace within 10 or 15 minutes, whereas going to other sims requires a longer period of adaptation. That tells me they're fairly similar in their physics outcomes even though they get there in totally different ways. Most of the difference is in the feedback, both audio and FFB, but it isn't a big difference IMO.
 
I can notice the difference, particularly on how the tyres grip/ungrip. I love Game Stock Car but I really want them to go with the RF2 engine. Niels has been playing with the NSX alot so I think the Senna game will still be RF1 based, but then I think it said the Senna game will be using a new engine so then it can't be RF1, unless Reiza pull a simbin and get the right to modify the core base of the engine??? Very hard to say, but I'm definitely excited for the Senna game (and for the full official release version of Game Stock Car 2013).
 
I find I have better feel with GSC because of the FFB and feel from every car on every track, which I don't with rF2. GSC doesn't have dynamic racing line or the advanced real-time tire modeling with flat spotting (that you can feel well on rF2) but it does have a databank with how the tires should respond on most situations. You can't see a blown tire for example, but it's represented by the temperature and pressure being all wooey. I found myself picking up a car better on GSC 2013 and Assetto than rF2 and pCARS.
 
Hehe you guys made me buy that Sim, Thanks. It is amazing experience i was thinking of installing rF1 again just to have some jump on the side to enjoy old buddy, but ohh boy that is pinnacle of old rF1 engine, Looks stunning, feels great. Does it feel better than rF2? Not for me there is clearly visible gap in graphics although they are crisp and sharp it runs on my system with 3 digit FPS completely maxed out, lack features like Real Road, and physics feel not as detailed as in rF2 although they feel very good to me.
 
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That guy Niels something rocks on physics department.
Once he made a video from RC cars and one of go karts. Obviously i cannot tell about ffb, but from what i can see in video, both of mods behave exactly they behave irl.
And i drove a little GSC 2012. They made wonderful job with a mix of real feel and leobodnar plugin.
Default ffb on rf1 was terrible to me and always i have to mess with realfeel and leo plugin (most because the ffb forces decrease when pass maximum grip of the tires) to get good ffb.
In fact, at beginning of rf2, i prefer my settings with mixed realfeel/leo plugins in rf1 than rf2 ffb. But get rid of that pain in ass settings before each car i choose to drive to get what i think it was most perfect ffb feeling, make me get used to rf2 ffb (which today i found great).


edit: here is the kart videos

Another cool thing they of GSC implement is little twist on head when on turns. To compensate the lack of g-force feelings, is a great idea (i don´t remember if this happen on rf1):
 
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It's mandatory simracers support this Sim. I'm quite sure most people here can afford 25 boxes. It's a small team which is doing an excellent job and extracting all the engine can deliver.

By the way, maybe ISI can correct me, it's not the same engine of rF1, but it's a newer step that never came to the light.
 
I think technically it was RFactor v1.7 that Game Stock Car used, I think it was just some small tweaks and options added, some of which were for ISI's Formula Superleague sim, but I'm sort of half-guessing and half going by a very vague memory of mine.
 
I think technically it was RFactor v1.7 that Game Stock Car used, I think it was just some small tweaks and options added, some of which were for ISI's Formula Superleague sim, but I'm sort of half-guessing and half going by a very vague memory of mine.

I think there were some (few) additional shaders in GSC engine version. But I'm also not sure.
 
The first Reiza release based on rF2 will be the easiest purchasing decision I'll ever make.
 
It's mandatory simracers support this Sim. I'm quite sure most people here can afford 25 boxes. It's a small team which is doing an excellent job and extracting all the engine can deliver.

By the way, maybe ISI can correct me, it's not the same engine of rF1, but it's a newer step that never came to the light.

It's gmotor2 with a lot of optimizing work and other layers of things done, there's no such mysterious rFactor.
 
It's gmotor2 with a lot of optimizing work and other layers of things done, there's no such mysterious rFactor.

Yep, I think it was Renato or Niels who admited that they use stock rFactor, and they can't change anything from the source code.

It just shows how good rF can be if you have proper physics, adjusted FFB (realfeel), alive tracks (micro bumps) and good shader work.
 
Omg I hope this will happen someday


I'm starting to think that exactly what the future is for rf2, it will make a totally super base for a specific nicely rounded
release by a good mod team, using the advanced features of rf2 etc
 
Can you host your own server in gsc2013 ??

(like we can with rf2 )
 
I think what really makes GSC stand out is Niels and that fact that they have RealFeel preconfigured properly. RealFeel really makes or breaks rF1. So many people refused to learn how to properly configure it. They would rather tweak 300 settings in the controller.ini or the LeoFFB plugin (which has to be changed for each car but is saved globally) than change the one and only parameter that needs changing in RealFeel (which is stored per car). With RealFeel you simply set max output to 0 in the controller.ini to totally disable the default FFB and then use 100% RealFeel. You configure the max steering arm force for each car once and your done. Unlike LeoFFB it stores the setting by car name so you don't have the change the settings every time you change cars.

There are a lot of good mods in rF1. Some of them are totally ignored. HistorX, NAGT and AE86 are hands down the best mods. Niels played a big part in HistorX. But what really makes these three mods stand out is their amazing FFB with RealFeel.

Thank god ISI ditched the old canned FFB from rF1 and went with FFB based almost entirely on steering arm force like RealFeel.

GSC just shows what rF1 can do when properly configured. None of this clipy rip your arms off FFB with no fidelity.

I am excited that AC is coming along but still hasn't presented any real info on modding. Hopefully this will get modders off the fence between rF2 and AC. Hopefully Niels starts toying with the new TGM tires.
 

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