A bit off topic, but one other thing you're missing perhaps is a sharpening facility, which can help a lot with current generation (low resolution!) VR HMDs. In Project CARS 2 we implemented the SweetFX Luma Sharpen filter, which is available under the MIT license.
BTW, and you must get this all the time - but if you ever need a beta tester for this, I'm happy to oblige. I work in game development myself, so know what's required - although couldn't commit the time to test much generally, beyond this specific issue. I fully expect to be ignored on this though, so no worries!
I can confirm that both supersampling and AA work for me (I use a Rift), thanks. I must admit, the difference between 4x and 8x MSAA is very very subtle (it's great to have the ability to change the settings on track btw, and dynamically see the results!), only really seen on distant straight lines, like armco edges (my test case is Blackwood, which shows quite bad shimmering at the start line, as well as down the first long straight).
SS makes a big difference to image quality as expected. One small request, could you allow values over 200 perhaps? I run 250 (the maximum) in Richard Burns Rally, without an issue (I'm lucky enough to have a 2080Ti), and LFS is easily locked at 90fps, even with 200% SS and 8x MSAA. I'd like a maximum of 300% ... might not work very well, but easy not to use it in that case! (I appreciate it is very much diminishing returns here - but if I have the headroom, I might as well spend it on something.)
One other thought - are your shadows done in the MSAA pass? They seem to be the main culprits of the remaining distant shimmer issues. I know from experience though that this can be a very difficult problem to solve, depending on how your renderer is structured.
Understood thanks, and I really appreciate the reply. The only thing I'd add, is that the problem for me is not just when looking sideways, but also when cornering, and looking ahead normally, it is quite severe.
Anyway, I will try and be patient and look forward one day to it being sorted!
Superb, thank you. I will test this as soon as I can, hopefully later tonight.
Can I push my luck slightly and ask for your input on the thread below please? If you can sort that, together with the AA/SS additions, LFS will be VR class leading in my opinion (because of the way you've implemented proper 3D mirrors primarily).
That's excellent news, thanks. The shimmering is certainly an issue in the current build. I minimised it by setting SS/PPD in the Oculus Tray Tool to 2.0 (which works, because LFS is so relatively light on CPU/GPU), and forcing MSAA to 8x in the NVIDIA driver settings. It's still not quite as good as the likes of iRacing and Project CARS 2 though. Just out of interest, why does the "full screen anti-aliasing" (is this MSAA?) LFS graphics option disappear in VR mode? It's there for the mirrors, but not for the main display - I wondered if it was just a bug maybe?
He means PPD, Pixels Per Display, otherwise known as super sampling. LFS doesn't support changing this natively, so you have to do it with something like Oculus Tray Tool (if you use a Rift of course).
Thanks, yes I've read that before but I'm not convinced it's the case here. In 2D mode if I turn VSYNC on (which is 60fps for my screen), it runs perfectly smoothly. Similarly, 300fps with VSYNC off is smooth. I think this is something different, something VR specific, and different to the minor jitter some see due to the 100Hz physics.
I have a high spec PC and the game easily runs at 90fps all the time (I use a Rift), yet the world itself doesn't move smoothly. This is most obviously seen when cornering, the objects on the horizon passing across in small steps, rather than smoothly. On straights too, if you look to the side at passing fence posts etc, you see the same effect. In 2D it doesn't happen, the game is smooth at all times.
Any ideas please? It makes the game unplayable for me because it creates a very uncomfortable feeling, very close to motion sickness.