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rFactor 2

rFactor 2 is a realistic racing simulation video game for Microsoft Windows, originally developed by Image Space Incorporated and released on March 28, 2013. It emphasizes advanced vehicle physics, dynamic environmental conditions such as weather and track evolution, and immersive audio-visual elements to replicate professional motorsport experiences. The game supports both single-player and multiplayer modes, including mixed-class racing events, and is highly extensible through official DLC and community-created content via the Steam Workshop. Following its initial launch, rFactor 2 achieved full release on on November 12, 2015, under continued development by . In 2016, Dutch studio Studio 397 was formed as a partnership with to accelerate the game's development, eventually taking over primary stewardship. The title gained prominence in , powering events like the 2017 Formula Visa Vegas eRace with a $1,000,000 prize pool and McLaren's World’s Fastest Gamer competition. In 2021, Studio 397 was acquired by , which has since overseen ongoing updates, including graphical enhancements, new vehicle models, and integration of licensed content from series like Formula and British Touring Cars. Key features include an ultra-realistic dynamics engine with comprehensive tire modeling, aerodynamic effects, and real-road surface that affects over time. It supports full day-night cycles, dynamic weather systems capable of producing rain puddles and varying visibility, and endurance racing formats with driver swaps. compatibility was added in later updates, enhancing immersion for compatible headsets. The game's ecosystem allows players to access hundreds of cars and tracks from real-world manufacturers and circuits, making it a staple for communities. As of November 2025, rFactor 2 remains actively supported with quarterly content releases, including new karts and tracks such as and the 2025 KartSim updates, along with performance optimizations.

Background

Origins and announcement

rFactor, released in August 2005 by (), established itself as a pioneering moddable title, emphasizing realistic vehicle physics and extensive community-driven content creation that allowed users to customize cars, tracks, and events. This foundation of extensibility and simulation accuracy directly influenced the conceptualization of rFactor 2 as its successor, aiming to build upon these strengths with deeper in handling, tire modeling, and environmental interactions while maintaining robust capabilities. In March 2009, ISI formally announced the of rFactor 2, positioning it as an evolution of the original with a focus on advanced physics , support for multi-class scenarios, and long-term platform updates to ensure ongoing relevance in the community. The project was spearheaded by 's core team, including key figures such as Vice President Gjon Camaj, who oversaw the integration of cutting-edge features like dynamic weather effects, realistic reflections, accurate shadows, and a 64-bit engine architecture to handle complex simulations more efficiently. This announcement underscored 's commitment to creating a versatile tool not only for enthusiasts but also for teams seeking high-fidelity and . From the outset, ISI promised an open testing phase to incorporate community input, with early technical previews shared through forums and select media outlets to gather initial on core mechanics prior to 2010. These efforts established loops that would refine the game's multi-class racing dynamics and physics fidelity, setting the stage for the subsequent rollout.

Early and phase

The early development of rFactor 2 by () focused on technical prototyping to advance the and simulation capabilities beyond its predecessor. Following internal testing, the open phase was launched on January 10, 2012, with Test Build 49, marking the first public access to the core game mechanics. Throughout 2012, iteratively released major builds to refine the simulation, including Build 69 on March 21, Build 85 on May 25, Build 90 on June 19, Build 101 on August 7, and Build 107 on August 30. These updates progressively enhanced vehicle handling, behavior, and track rendering, with accompanying patches addressing stability and compatibility issues. A primary challenge during this period was optimizing the physics calculations for multi-core processors, enabling more accurate real-time tire deformation and suspension modeling without performance degradation. Additionally, integrating ISI's proprietary graphics renderer required balancing visual detail—such as improved lighting and particle effects—with computational efficiency on period hardware. The beta drew significant community involvement, with thousands of sim racing enthusiasts participating in testing and submitting detailed feedback on car setups, physics fidelity, and track layouts via ISI's forums and support channels. This input was instrumental in tuning handling models and validating data for official content. Pre-release teasers highlighted upcoming features like dynamic systems for variable conditions and laser-scanned tracks to ensure precise replication of real-world circuits, building anticipation among testers. Ultimately, the concluded with the game's initial commercial launch on March 28, 2013, in an early access-like that encouraged ongoing contributions to maturation.

Development History

Initial release and ISI era (2013–2016)

rFactor 2 was officially released on March 28, 2013, becoming available for purchase through and direct download from Image Space Incorporated's website. The game launched at a price of $29.99, with the initial sampler pack providing a limited but diverse selection of content to showcase its simulation capabilities, including cars such as the Corvette C6.R, Marussia MR01, and , alongside tracks like and . This release marked the transition from years of beta testing to a full product, emphasizing 2's potential as a for realistic simulation while building on the legacy of its predecessor. Under Image Space Incorporated's stewardship from 2013 to 2016, development efforts centered on post-launch updates aimed at bolstering the game's core stability and broadening its appeal through content additions. Early updates addressed foundational issues, with a particular emphasis on enhancing multiplayer performance to support more reliable online sessions and larger fields of competitors. By 2014, these refinements had improved server handling and reduced common connectivity disruptions, making multiplayer races more accessible for casual and competitive players alike. In 2015, further patches introduced advancements in damage simulation, allowing for more accurate representations of vehicle structural integrity following collisions, which added depth to race strategy and realism. ISI's engineering team directed significant resources toward iterative improvements in the simulation engine during this period, focusing on key areas like tire behavior and navigation. Early versions of the underwent multiple refinements to better capture dynamic factors such as temperature buildup and surface interaction, contributing to the game's reputation for precise handling feedback. Concurrently, pathing received targeted updates to enable more adaptive opponent lines and decision-making on varied track layouts, enhancing single-player and offline experiences without compromising computational efficiency. These efforts underscored ISI's commitment to evolving rFactor 2 as a robust tool for both enthusiasts and applications. The era also saw substantial growth in the game's ecosystem, driven by rising adoption and burgeoning community involvement. This milestone coincided with an expansion of , as modders began releasing custom cars and tracks that complemented official offerings, fostering a vibrant scene for series creation and custom events. Such community contributions not only extended the game's longevity but also highlighted its strong framework as a cornerstone of its appeal.

Transition to Studio 397 (2016–2021)

In 2016, (ISI) announced a strategic partnership with Dutch technology firm Luminis to spin off its division, allowing ISI to redirect resources toward other non-racing simulation projects. This transition led to the formation of Studio 397 in September 2016, a new entity fully owned by Luminis and led by Managing Director Marcel Offermans, with key ISI staff—including the rFactor 2 content team—joining to continue development under the new banner. Headquartered in , , Studio 397 assumed full control of the rFactor 2 source code and branding, aiming to revitalize the simulator through enhanced community engagement and technical upgrades. The inaugural update from Studio 397 arrived in December 2016 with Build 1108, marking the first Steam-exclusive release and prioritizing stability fixes such as resolving video driver crashes, optimizing functionality, and streamlining online access by eliminating the previous subscription model. Subsequent enhancements built on this foundation; in May 2017, an open beta introduced DirectX 11 support alongside initial (VR) compatibility via SteamVR, significantly improving graphical fidelity with advanced shaders and enabling immersive headset experiences. These changes addressed longstanding limitations from the era, enhancing visual realism and accessibility for modern hardware. Key milestones followed in subsequent years. April 2018's Build 1110 delivered substantial performance optimizations, including more consistent framerates and reduced stuttering through multi-core CPU utilization improvements in the , allowing better scalability on multi-threaded systems. By 2020, amid the global , Studio 397 adapted to fully remote workflows, which facilitated uninterrupted progress on core systems and despite external challenges. That year saw the release of the official World Series 3.5 pack in March, adding high-fidelity models of the 2010-2015 era single-seaters with accurate and tire behavior derived from real-world data. Track expansions complemented these efforts, with packs like the GT3 Challengers introducing updated circuits such as the Sprint and Spa-Francorchamps, broadening the simulator's official content library and supporting a growing ecosystem.

Acquisition by Motorsport Games (2021)

On March 3, 2021, Motorsport Games announced it had entered into a binding term sheet to acquire Studio 397, the developer behind the rFactor 2 racing simulation platform, as part of its strategy to expand its esports and sim racing portfolio. This move aimed to integrate rFactor 2's advanced physics engine, tire modeling, and AI systems with Motorsport Games' existing titles, enhancing the company's capabilities in realistic racing simulations. The acquisition was completed on May 5, 2021, with Studio 397 retaining its brand and operational independence to continue supporting the rFactor 2 community. Immediately following the acquisition, Studio 397's team began collaborating on physics and handling models for Motorsport Games' other projects, including the console-based NASCAR Heat series and the karting simulation KartKraft, which benefited from rFactor 2's core technologies. This integration expanded marketing efforts for rFactor 2, positioning it as a cornerstone of Motorsport Games' ecosystem and increasing visibility through cross-promotions with licensed content from real-world racing series. The acquisition also provided additional resources for ongoing development, enabling faster iteration on simulation accuracy and user features without disrupting the platform's PC-centric focus. In 2021, post-acquisition updates to rFactor 2 emphasized content expansions and technical refinements, such as the July build release that introduced improved track models and vehicle behaviors to enhance competitive play. These efforts included preliminary work on user interface adjustments for better accessibility and initial compatibility testing to support broader hardware integration, aligning with ' vision for growth. Strategically, the acquisition facilitated early discussions on official licensing partnerships, strengthening rFactor 2's role in professional events and setting the stage for deeper ties with organizations.

Recent updates and maturation (2022–2025)

Following the acquisition by in 2021, rFactor 2 entered a phase of structured maturation beginning in 2022, marked by the introduction of release candidate builds that addressed long-standing beta-era issues. These builds, starting with the April 2022 release candidate (version 1.1128), focused on comprehensive bug fixes, improved stability, and content unification across the simulator's core assets, effectively transitioning the title from its extended status toward a polished full release. Subsequent release candidates in July and October 2022 further refined gameplay mechanics, including enhancements to the , traction control, and dynamic track temperature modeling, culminating in quarterly content drops that standardized updates and integration. The quarterly update cycle, initiated in 2022, became a cornerstone of rFactor 2's ongoing development, delivering consistent improvements and new content to sustain user engagement. By 2023, this cadence included targeted refreshes such as the Q2 update's historic car overhaul, where community contributor Gert-Jan van Osch updated models like the and March 761 to enhance visual fidelity and handling accuracy without altering core physics. In 2023, the cycle emphasized multiplayer infrastructure, with the revival of online ranked modes through with RaceControl, introducing structured events like hourly beginner races using and tiered safety/driver ranking systems to foster competitive play. Milestones in 2025 underscored rFactor 2's continued evolution under ' quarterly framework. In March, a free update integrated the full 2024/2025 season content, adding all eleven official teams—such as Andretti Formula E and TCS Racing—with updated liveries and circuit branding for electric , automatically available to existing DLC owners. August brought the addition of via the Third Party Approved program, a high-fidelity laser-scanned version of the Belgian track released on August 26, enhancing the roster for European circuit enthusiasts. The October KartSim pack expanded karting options with five updated models (including IAME KZ and Briggs 206 variants) and twelve new tracks like and South Garda, bundled for compatibility at £40.13. The last major recorded in August 2025 coincided with the Zolder , incorporating minor fixes for online stability and content compatibility. Community discussions highlighted ongoing efforts to finalize the for greater realism, amid "resurrection" initiatives like deep discounts (up to 85% off) to revitalize the user base.

Features

Physics simulation

rFactor 2 employs a proprietary originally developed by (ISI) and further refined by Studio 397, which utilizes multi-threaded simulation to perform real-time calculations for vehicle suspension kinematics, aerodynamic forces, and engine power delivery. This approach enables detailed modeling of , including weight transfer through advanced mass distribution simulations and that accounts for deformable body components during impacts. Central to the engine's realism is its , a Pacejka-derived model that simulates the through bristle-like elements representing rubber deformation under load. This model incorporates quasi-static analysis for generating lookup tables that handle real-time interactions, including slip angles, effects, and longitudinal forces, while accounting for progressive wear via parameters and thermal buildup through equations. The Real Road system enhances track interaction by procedurally evolving surface conditions based on vehicle traffic, simulating rubber deposition and degradation along driving lines to alter grip and handling. Initial track surfaces are derived from laser-scanned data to capture authentic bumps and ruts, which the system then modifies dynamically, affecting suspension response and tire contact over a session. Dynamic weather integration influences physics through variable environmental factors, such as rain reducing visibility and altering hydroplaning thresholds, while temperature changes impact tire and track grip via friction coefficient adjustments. Specifically, friction \mu varies parabolically with temperature T, modeled as \mu = \mu_0 (1 - k(T - T_{\text{opt}})^2), where \mu_0 is the peak friction, T_{\text{opt}} the optimal temperature, and k a decay constant, reflecting real-world rubber performance curves. Track temperatures now evolve dynamically based on cloud cover, ambient conditions, and car heat, further modulating these effects. Building on the foundational physics of 1, rFactor 2's engine has seen iterative enhancements, particularly in the , with optimizations for multi-core CPU utilization improving efficiency to maintain over 60 frames per second on mid-range hardware during complex races. These updates, including refined tire thermodynamics and procedural track evolution, have elevated overall fidelity without compromising performance.

AI system

rFactor 2's AI system governs the behavior of computer-controlled opponents in single-player modes, utilizing AIW ( Waypoint) files to define optimal racing paths and defensive lines. These files enable strategic elements such as race line optimization, where developers adjust waypoints to guide AI vehicles along efficient trajectories through corners and straights, promoting realistic lap times and flow. Tactical decisions, including maneuvers and defensive positioning, are modulated by user-adjustable aggression settings, which determine how assertively AI cars pursue passes or protect their line using predefined blocking corridors. The system incorporates adaptive difficulty scaling to match player skill levels, primarily through sliders for overall strength (affecting speed and precision) and a parameter that introduces minimal rubber-banding to maintain competitive without compromising fidelity. Setting the to 0% eliminates this catch-up mechanic entirely, ensuring performance remains consistent and realistic regardless of the player's position in the field. In multi-class scenarios, the AI manages traffic interactions and pace variances between vehicle categories, such as faster prototypes lapping slower GT cars, though early implementations occasionally led to suboptimal or bunching. The April 2018 Build 1110 refined aggression models by correcting and inconsistencies at lower strength levels, enhancing decision-making reliability across diverse grids. Despite these advancements, the AI has exhibited limitations, including occasional path blocking where vehicles fail to appropriately, resulting in unnatural congestion. The April 2023 Q2 addressed such issues through reworked logic, reduced overshooting on corner entries, smoother out of turns, and further mitigation of erratic movements, thereby improving spatial awareness and traffic navigation. A subsequent July 2023 introduced corrective behaviors for conditions while fixing AI-induced rollovers, further elevating opponent predictability and safety in dense fields.

Modding support

rFactor 2 provides robust built-in capabilities through its open formats, allowing users to create and modify custom content without requiring external software for basic edits. mods are primarily defined using .veh s, which configure parameters such as , , and upgrades, alongside .hdv s for handling and .tire s for behavior. Track creation relies on .scn s to assemble scenes, incorporating .gmt meshes for geometry and .aiw s for AI lines, enabling straightforward adjustments via text editors like Notepad++. AI behaviors can be customized with .rcd s, which set driver talent levels, aggression, and skill modifiers to simulate realistic packs. The community has developed supporting tools to streamline mod installation and advanced creation. The in-game Mod Manager, accessible from the launcher, handles package installation (.rfcmp files) by extracting and organizing content into the game's directory structure, supporting both Steam Workshop subscriptions and manual downloads. For , Blender integration is facilitated by community export scripts that convert .blend files to rFactor 2's .gmt format, allowing artists to build detailed car bodies, track environments, and textures before importing them into scene files. These tools lower the barrier for entry, enabling hobbyists to produce high-fidelity assets compatible with the engine's physics simulation. Notable community mods highlight the ecosystem's depth, particularly in historic recreations. The F1 1960 Season pack recreates the era's grand prix cars with period-accurate chassis, engines, and liveries, drawing from real historical data for authentic handling. Similarly, the F1 Legends Racing 2.0 mod for 1967 offers a full grid of 1960s Formula 1 vehicles, including customizable elements like wings and helmets, emphasizing the decade's technological evolution. Fictional series mods, such as custom 60s-style F1 cars, extend this by allowing users to blend historical bases with imaginative designs for non-real events. By 2025, platforms like OverTake.gg host thousands of user-created assets, including these packs, fostering a vibrant library for single-player and league use. Official modding support includes integration with Workshop since the game's Steam launch in 2015, which automates downloading, installation, and updates for subscribed content while performing integrity validation to ensure compatibility. This system has enabled seamless sharing of verified mods, with creators uploading cars and tracks directly through the platform, reducing setup time and promoting quality control via community ratings and developer oversight.

Online and competition systems

rFactor 2 features a multiplayer centered around a browser that allows players to join or sessions hosted on dedicated . Dedicated servers can be configured through in-game tools or external software, supporting large fields of participants for competitive . The system employs to mitigate , enabling smoother by anticipating player inputs and reconciling them with updates to reduce perceived in high-speed scenarios. The competition system includes rating mechanisms to foster fair play and skill-based matching. Safety Rank (SR) evaluates driving etiquette, starting at bronze and advancing to platinum through clean racing without incidents; it dynamically adjusts based on collision avoidance and penalty-free laps, while infractions lead to deductions. Driver Rank (DR), calculated via an ELO-style algorithm from race finishes and consistency, determines eligibility for skill-matched events and influences matchmaking splits to pair similar competitors. Session replay tools are integral, allowing participants to review full race data, including vehicle positions and incidents, for post-race analysis. In 2023, rFactor 2 revived its ranked multiplayer mode through a major overhaul powered by RaceControl technology, introducing daily races, special events, and cross-server leaderboards to track global performance via DR standings. This update replaced the with and in-game hosting options, using time tokens for server allocation to enhance accessibility for leagues and casual play. While explicit anti-cheat details remain limited, the platform's and server-side help maintain in ranked sessions. For endurance races, the system offers extensive customization, including variable session lengths, multi-class grids, and dynamic weather conditions that synchronize across all clients to ensure consistent track evolution. Weather patterns, such as evolving or , are server-controlled and propagated to participants, affecting wear, visibility, and strategy in long-format events while maintaining simulation fidelity. Modded content can integrate into these sessions for endurance setups, provided all players have compatible assets.

Use in Esports and Official Events

Major virtual racing series

rFactor 2 gained early prominence in esports through the 2017 Formula E Visa Vegas eRace, a professional competition featuring real Formula E drivers and sim racers battling for a $1,000,000 prize pool—the largest in motorsport esports history at the time. The event, held in Las Vegas, showcased rFactor 2's capabilities in high-stakes single-seater racing. Similarly, McLaren's World's Fastest Gamer competition in 2017 used rFactor 2 to select a professional sim racer for their GT team, with qualifiers and finals attracting thousands of entrants worldwide. One of the most prominent virtual racing events powered by rFactor 2 was the 2020 24 Hours of Le Mans Virtual, organized by the Automobile Club de l'Ouest (ACO) and Motorsport Games in response to the COVID-19 pandemic's cancellation of the physical race. This endurance event simulated the full World Endurance Championship (WEC) grid, featuring 50 cars across LMP2 and GTE classes with real-world physics and dynamic weather in rFactor 2, attracting over 200 professional drivers from series like Formula 1, IndyCar, and WEC, including Max Verstappen and Stoffel Vandoorne. The race drew a cumulative global audience exceeding 60 million viewers across television, online streams, and social media, marking it as one of the largest esports events in motorsport history and significantly elevating rFactor 2's profile. The Race, a digital media platform, partnered with Studio 397 to host the All-Star Series and GT Pro Series from 2020 to 2021, utilizing rFactor 2 for high-stakes competitions in GT and prototype categories. These events included all-driver lineups with professional racers and sim experts, as well as specialized all-women races to promote diversity, such as the W Series-backed virtual GT challenge that featured female drivers competing in GT3 machinery. The series emphasized competitive integrity with rFactor 2's advanced tire wear and aerodynamics modeling, fostering intense multi-class racing over circuits like and . Ongoing leagues like the Formula Pro Series and GT Pro Series, launched in collaboration with Studio 397 since 2018, have sustained rFactor 2's esports ecosystem with professional-grade single-seater and . These championships offer prize pools reaching up to $18,000 per season, drawing top for structured seasons with live broadcasts and anti-cheat measures. Peak viewership for key rounds has exceeded 50,000 concurrent viewers on platforms like , contributing to rFactor 2's role in professional circuits. The surge in these major virtual series post-2020 catalyzed broader adoption, with rFactor 2 events credited for onboarding millions of new participants during the and establishing virtual racing as a legitimate extension of real-world . This period saw rFactor 2's player base and community leagues expand dramatically, influencing the integration of sim tools in driver training programs and boosting overall investment in the genre.

Partnerships with motorsport series

In 2022, rFactor 2 was designated as the official platform for by , enabling the integration of all drivers, teams, and vehicles from the championship into the simulator for competitions. This partnership built on rFactor 2's prior role in powering the Race at Home Challenge, a 2020 virtual series that featured professional drivers and was broadcast on official channels to engage fans during the . Additionally, rFactor 2 supports 's Gaming Arenas at live events, where attendees can experience simulated races using the platform's accurate physics and updated content. rFactor 2 powered the 2020 Virtual and the Le Mans Virtual Series seasons from 2021 to 2022, official esports events organized by the (ACO) and in partnership with the (). The simulator featured licensed liveries for participating teams, provided as a free update to owners of relevant car packs, ensuring visual authenticity during the multi-class endurance races. Driver crossovers have been a key element, with real-world professionals like and competing alongside sim racers in the event, blending physical and virtual . rFactor 2 has powered public experiences at F1 Arcade sim centers since their launch in late 2021, offering immersive Formula 1 simulations across multiple global locations. These centers, officially licensed by Formula 1, utilize customized versions of rFactor 2 on motion rigs to deliver accessible racing for enthusiasts, with ongoing expansions including sites in the US and UK. In parallel, the platform supported pilot virtual series for the British Touring Car Championship (BTCC) starting in 2022, incorporating official cars like the Infiniti Q50 and Toyota Corolla with licensed tracks, though these initiatives faced challenges, including a license termination by TOCA in November 2023, which was resolved with a new agreement in April 2024. By 2025, the partnership extended further with the release of a pack for the 2024/2025 season, updating rFactor 2 with Season 11 teams, Gen3 Evo cars, and street circuits to sustain activities like official challenges and driver training. This update, automatically available to existing DLC owners, reinforces rFactor 2's role in promoting the series through simulated events that mirror real-world racing dynamics.

rFactor 2 Engine in Other Applications

Le Mans Ultimate

Le Mans Ultimate is a dedicated simulator for the (), developed by Studio 397 and published by , which entered on February 20, 2024, and reached full version 1.0 release on July 22, 2025. The title leverages the core physics engine from rFactor 2, specifically the isiMotor 2.5 framework, to model the handling and performance of (LMH and ) and LMP2 classes central to WEC . This integration ensures high-fidelity simulation of , including tire wear, aerodynamic interactions, and chassis behavior, directly building on rFactor 2's established foundations for realism in prototype and endurance . Key adaptations in Ultimate enhance the rFactor 2 physics for WEC-specific challenges, such as detailed hybrid powertrain modeling in Hypercars, which simulates deployment through virtual energy tanks, motor maps, and balancing between internal engines and electric systems. Night racing has been refined with realistic day-night cycles, dynamic lighting from headlights and track illumination, and adjusted visibility to replicate the ' endurance demands, all while preserving rFactor 2's and models for consistent grip and simulation. Graphics, however, diverge from rFactor 2's older rendering by incorporating modernized visuals on the isiMotor platform, delivering improved environmental details and car models without altering the underlying dynamics for authenticity. The game has been received as a to rFactor 2, particularly for endurance sim enthusiasts, praised for its refined physics that elevate immersion while addressing some of rFactor 2's legacy limitations in content focus. By early 2025, Ultimate had surpassed 100,000 units sold, contributing to ' revenue growth and profitability in subsequent quarters, with estimates reaching over 300,000 copies by late 2025 amid strong .

Commercial and simulation uses

The rFactor 2 engine has found significant application in professional simulation centers, particularly for multiplayer entertainment experiences. Since 2022, F1 Arcade has deployed rFactor 2 to power its network of motion simulators, enabling up to 60 participants to engage in competitive 1-style sessions with advanced force feedback that simulates real-world handling dynamics. This setup, licensed commercially by Studio 397, emphasizes social and immersive entertainment, with expansions including a 2025 venue in featuring 69 simulators. In driver training programs, rFactor 2 underpins specialized simulations like KartSim, which provides FIA-aligned content for karting development. The 2025 KartSim update introduces updated kart models and tracks replicating 23 circuits from series such as WSK and FIA European Karting, allowing young s to practice techniques virtually before on-track sessions. For academies, rFactor 2 supports instructional setups, as seen in programs like Simracing Academy, where participants train in GT3 vehicles to refine skills in realistic physics environments. These applications extend to broader driver development. Commercial licensing of rFactor 2 also facilitates events, integrating its simulation capabilities into interactive displays. The engine's native support for enhances these setups, allowing visitors to experience historic or vehicles in immersive environments at venues. Such deployments contribute to revenue streams for Studio 397 beyond consumer sales, through tailored licenses for and educational installations worldwide.

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