@XettMan
Nee...zwischen Weihnachten und Ende 1.Q natürlich

. Also die neue UI und das Competition-System kommen zur selben Zeit.
Noch ein paar Bildchen/Demonstrationen wo es mit den Lichteffekten hingehen soll. Lt. dem Marcel soll es idealerweise mit der Performance gleich bleiben. Bissl aufwändiger von den Berechnungen, aber mit weiteren Optimierungen an der Engine soll es sich in etwa neutralisieren.
--> D.h. es ist weiterhin ratsam etwas mehr Power unter der Haube zu haben.
Der Marcel hat auch noch gegen Ende folgendes verkündet:
-Zandvoort soll diese Woche veröffentlicht werden als V1.0 in allen Varianten (!), die möglich sind. Diese Woche!!

....mit allen Effekten, Tag/Nacht, Wetter...
- Realroad wird überarbeitet....bei Nässe soll die Ideallinie rutschig werden, bedingt durch den Gummiabrieb.

D.h. dann wird im Regen eine Alternativlinie besser sein. Dazu fahren sie wieder zu Duquaine, um Telemtriedaten usw. auszuwerten
und viele andere Sachen...will nur nicht alles mitschreiben. Kommt sicherlich in Kürze schon alles in die Berichte auf diverse Seiten.
edit: Aus dem offiziellen Forum. Da war einer fleißiger
- Still developing graphics engine that has been going on for 4 months and are currently 50% through development (graphics and graphical improvements)
- New lighting system (ambient lighting already implemented), so now working on new shaders
- They have made new car shaders on the new lighting models (physical base rendering)
- currently car shaders have been done but now need to work on road, car and other material shaders
- shaders on different layers now possible (so now metallic and two-tone paint possible as well as different materials being able to be reflected correctly) - up to 6 different materials can now be represented on the car body creating diversity and realism of car representations
- It's WIP and 3-4months away from being released
- Night lighting adjustments being implemented too - with the new material system cars won't look so flat & night 'reflectivity' being looked at
- No implementation of Nvidia's RTX at this stage of the products cycle
- Bluish tint from rF2 will be gone
- Rough reflections will be possible
- UI & Competition System in HTML creates a host of (online) features and opportunities for leagues, for e.g., allowing another player to step in and change your settings, and you head out and try it at your end (a team experience)
- Competition - there will be a match-making system. Scoring system. Different types of events. A system with a ladder of progression. Official races available every day. Will open it up for leagues.
- A new collision system is not being considered
- Overlays will be based on HTML and will arrive with the new UI (end of Q4 2018 - end of Q1 2019)
- Shadow improvements are possible with new techniques & are looking at improving
- Dynamic clouds can be tweaked to improve on what rf2, 'not a lot, but a bit better'
- Dynamic track temperature will be implemented but have to make sure all content is playable as many mods have been made with one temperature for the tyre in mind.
- Once real data is received (in a few months) from wet racing from one of the teams, wet grip will be adjusted.
- Zandvoort will be released this week with all layouts, night lighting, rain effects - so a 1.0 release
- Live weather will be implemented