Three exciting new BMW cars are now available on game.raceroom.com/store BMW M2 CS Racing The BMW M2 CS Racing is a precision-engineered track machine. The RaceRoom version features the Powerstick upgrade, boosting the 3.0-liter inline-6 turbo engine from 365 to 450 horsepower, alongside larger brakes and improved cooling. BMW M4 GT4 (G82) The BMW M4 GT4 (G82) is a high-performance racing machine designed for competitive track use. Equipped with a 3.0-liter, inline-6 turbocharged engine delivering up to 431 horsepower, this car boasts exceptional speed, precision handling, and advanced aerodynamics. BMW M8 GTE The BMW M8 GTE is a top-tier racing machine designed to excel in endurance racing. Introduced at the 2017 Frankfurt Motor Show, the M8 GTE marked BMW's return to Le Mans and other prestigious racing events after a six-year hiatus. Free Track Update In addition the FREE Track of Portimão (Algarve International Circuit) has been completely redone, bringing improved layout accuracy and enhanced visual fidelity to the sim. Update details: Download size = 4.6 GB Client version = 0.9.5.52 Client BuildID = 14451399 Dedicated server version = 97.0.1484 Dedicated server BuildID = 14451669 Spoiler: Changelog New content: BMW M2 CS Racing New content: BMW M4 GT4 (G82) New content: BMW M8 GTE Physics - Added ABS Level settings. ( Car setup as well as new key bindings ) Physics - Traction Control settings now offer both Slip (reacts to longitudinal loss of traction) and Lateral (reacts to lateral slip) Physics - Driving assist for artificial Traction Control (when a car does not have factory traction control) now uses the same logic as the factory TC. Physics - Driving assist for countersteering has been reworked to be smoother and never exceed the maximum steering lock of the car Driving assists and preferred default levels for ABS and TC are now saved in controller profile, making it possible to assign different default settings for wheel users and gamepad users Dedicated server - setting qualifying session to 0 minutes will actually skip it instead of adding a default 5 minutes Fixed a memory leak that was relating to using esport liveries GTR4 car class - BoP rework to better bring all cars together Autódromo Internacional do Algarve ( Portimao ) - Free update of the track,completely redone with latest tech and precise references Bathurst - Updated to 2024 specs, new viewing platform, grandstand in turn 1, new tent stands on s/f straight, updated some on-track sponsors Circuit de Pau-Ville - updated collision walls and added some collision to the bridge Imola - Updated to 2024 specs, new curbs, modified gravel traps and more tweaks RaceRoom Raceway - Red and blue stripes now use different materials, similar to Paul Ricard, various tweaks and a wip “drift area”. Sachsenring - Updated to 2024 specs with new runoffs, penalty lap area, various tweaks and fixes Shanghai - Added terrain normal maps, various tweaks and fixes Zhejiang - Added terrain normal maps, various tweaks and fixes and another pass at optimising performance AI improvements all around (content listed further below with “AI improvements” received increased attention to fix certain bad trends the AI was having) Aquila CR1 - Polished baseline setup Crossle 9s - Tweaked base setup to improve traction and reduce turn-in understeer Formula RaceRoom Junior - Stiffer ARBs at both ends, Reduced anti-dive, Increased anti-squat, Reduced rear FVSAL, Damper tweaks Formula RaceRoom X-22 - AI improvements Mazda MX-5 - AI improvements, Updated ride height/pitch drag and lift sensitivity (less sensitive now), Increased mechanical trail so lower FFB multi is used, baseline setup tweaks Porsche 911 GT3 Cup (991.2 and 992) - AI improvements, Updated aero pitch/ride height behaviour, Nudged CoG 1% back Tatuus F4 - Polished baseline setup VW Scirocco Gr.2 - Increased drag, slight increase of mechanical trail, AI improvements WTCR cars - AI improvements
Wow, a real game update to go with the new content. Looking forward to trying the new TC and ABS settings plus AI updates!
M8 new Idol Car for RaceRoom imho. M2 - you feel the relationship with the old M4 GT4 in almost every corner, especially with long mediumspeed turns: "If you smell, what The Froooonttires are cooking" M4 GT4 (G82) - feels like a good handling GT(R)4, lets see how it is compared against the new "boped" GTR4 class.
Am I right that when testing a car in the shop, it is still the old version of Portimao that loads? @Andi Goodwin
How would that work? The old version is overwritten with the new one. Or do you have any bugs regarding that?
I have the new one in game but it does seem to be the old one in the test drive option. I will check again or you can. EDIT the new one is there now but there was also a small download of content so maybe a hotfix???
There was a hotfix, but it was not related to Portimao: https://steamcommunity.com/games/211500/announcements/detail/4159715736505112386
A small comment on Portimão's visual update: There seem to be static skidmarks textures right over the starting marks that have some transparency on their visible areas, but nevertheless, are set to use some form of alpha_test blending while that alpha isn't 0 or or 100% opaque (but some value in between) on those skidmarks that would require alpha_blend. Because of this, on AMD cards dithering as above can happen when they try to render AT transparency mid-way, and it'll look pretty bad. Screen was taken on a 6700XT w/ DXVK, required for R3E to be playable without brutal framepace issues under low GPU load, and so MSAA can apply to proper alpha_test textures like fences or trees, because it's not possible anymore to force it on DX9 via AMD CP on RDNA cards. I understand that this might not affect NV cards, or R3E's native DX9 in this card where that half-transparency will then be forcefully rendered as 100% transparent. That part of the texture will then be missing (see screen bellow), because alpha will snap to the closest min/max value (rather than dither as an approximation to the original value, as does on DXVK or it'd do on a DX11 title). Still, I guess there's no harm in leaving this note here. Thanks
No, I mean from the users, normally when some new update is applied everyone jumps on here say how great it is and what they think of it, I've seen nothing on the Portimao update, especially when there's people complaining about the graphics engine.
I ran so little of the old Portimao that I would not be able to point out the changes. The only thing I believe is different, is the drop before turn 1. It isn't as dramatic as I remember. Other than that, it looks like the paint is different. Again, I rarely ran the old track. It would be nice to see the different versions compared side by side.