rFactor 2 Big Zandvoort Update Out Now!
- Apex Racing News
- May 16, 2019
- 2 min read

Published May 16th, 2019:
Recently, Formula One announced that they will be moving back to Circuit Zandvoort for the first time in thirty-five years, a great development for Dutch fans of the sport. In response to this news, a new update for the track inside rFactor 2 has been released, updating the circuit both visually and mechanically.
Followers of the FIA Formula One World Championship have a new track to look forward to during next year's calendar, and I'm not talking about the Vietnamese Grand Prix. Instead, I'm referring to the new Dutch Grand Prix, which returns to the Formula One schedule in 2020. To celebrate this announcement, a new update is out now for rFactor 2 that updates the track, fixing various inaccurate aspects of the previous version as well as improving the look and feel of the circuit. You can view the full update changelog below, as well as some official screenshots showcasing the improvements that have been made.
Version 1.02 Changelog:
• The track is updated to 2019 configuration,
• Tweaked asphalt texture & shaders, structure more visible, less blurry in the distance.
• Pitlane Coloured striping on less blurry when far away.
• Tweaked offroad dust and tire smoke coming from the car, should look more natural, bit less pixelated.
• Collision outer wall altered slightly so you can drive around the full support sand road, but only can enter the track from the pitlane.
• Smoothed braking zone (washboard effect) before Tarzan corner.
• Reworked grass/dirt/curbstone masking, for better of connection of different textures.
• Added 2nd skidmark layer for a more lively road appearance.
• Tweaked skidmark spec and normals, rubber shines more than the track at low light angles.
• Many (too) white objects lowered the tone a bit, so less overexposure at low sun positions.
• Many objects tone changed slightly for better appearance.
• Tirewall texturing redone.
• Start-finish bridge, better bump/spec maps, added cube shader.
• RedBull-arch at pitlane entry, 3d model redone, better texture and normal/spec maps.
• Race control-tower texturing added better bump/spec maps.
• Pitlane building texture and shader upgrades, fixed to bright reflections of cubemaps in windows.
• Crowds added a lot more and different amounts for all track states and layouts.
• Added pit entrance/exit/keep out signs.
• Changed max pit speed to 60km.
• Paddock and infield have more diverse objects and better positioned.
• Added rF2 flags last part of main straight.
• Added new Paddock Club building at inside Tarzan corner.
• Tarzan exit ribbed-curb now real 3D, texturing upgraded.
• Trackside banners better bump/spec maps, added cube shader.
• Added buildings, a whole town of Zandvoort and the Centerparks bungalow park for more accurate horizon view (low poly don’t worry).
• Reworked trees and treelines at horizon.
• Bigblue crane now only shows up in qualy-race, less bright reflections in window.
• Bricks next to curbsstones have better mappings and normalmap shaders.
• Clubhouse at Scheivlak fixed too bright cubemap, added normalmap shaders.
• Paddock buildings, added cubemap and normalmap shaders.
• Restaurant fixed too bright cubemap, added normalmap shaders.
• Tunnel under the mainstraight added banner above.
• Concrete plates above tunnel on straight new texture and shaders.
• Toilets, added normalmap shaders fixed to bright cubemap on windows.
• New disabled people stand next to main grandstand.
• Removable guardrail (splits the layouts) better textured.
• Radar tower now at correct position.
• Optimized objects and lod’s for better performance.
Commenti