The online racing simulator
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MagicFr
S2 licensed
testing this weekend Smile
MagicFr
S2 licensed
the super-sampling is a HUGE improvement in clarity, crispiness , and shimmering go from distracting to have to search for it to see it.
So great improvement overall, thanks you very much.

The filter to 1s is better, but still get nauseous after few laps in rally cross BL ,when with lock to horizon I can play 10 laps without any bad feeling. But I can stick to lock to horizon, no need to increase the filter time more.

Antialiasing x4 or x8 made now visual change for me.
MagicFr
S2 licensed
Can't wait to test tonight, you also increased the filter time, thanks a lot.

OMG, just saw on my profile pic on the left, more than 15y oO"
MagicFr
S2 licensed
Great!
MagicFr
S2 licensed
win XP

DX 9


MagicFr
S2 licensed
Ohhh yes... I forgot LFS is DX9, I should search the forum to find if the new 3D engine Scawen is doing is going to be DX11 .


oohh.. I think I misunderstood, graphics update, not 3D engine update Big grin
Last edited by MagicFr, .
MagicFr
S2 licensed
iRacing just implemented this

https://developer.nvidia.com/vrworks/graphics/singlepassstereo

Well, LFS not really need it, but maybe in your new 3D engine, will be more demanding Wink

Also, must be fun to implement Wink
MagicFr
S2 licensed
That something I LOVE in LFS, no need to restart anything, everything in the game , no stupid web site or UI stand alone app :/ Other dev that say "It's not possible", they are just lazy or don't use their own game engine Wink

That's great, it's not a "show stopper" so I can still enjoy LFS, but I'm sure it will be a great improvement for LFS-VR.

Other things I like in LFS-VR :
- our helmet is sync with the headseat, that's a great immersion when watching the mirrors, it seems a detail, but it's also help feeling more in the car and so is part of reducing nausea effect ( even I don't have any now with lock to horizon )

- the menu are just the best in VR in LFS.

Things that would improve immersion:
- Driver 3D model: obviously in VR now, the very low poly, kill the immersion a bit, especially the proportions are odd ( large legs and tiny arms Smile ).
- Better cockpit 3D model.

Yeah I know , both those things require lot of work, and they are just a consequence of LFS age Smile

The tire model also show its age with a direct drive wheel, it's nothing near iRacing or A.C. now. But seems enjoyable ( had to set the FF to 15% otherwise the game try to break my wrist, especially on some kerbs ).

I'll have to upgrade to S3 to try RockingHam this Weekend.
MagicFr
S2 licensed
Honnestly that's your choice Smile Per APPs ( so IN LFS ) is IMO a better solution, especially I think LFS can switch render target without re starting the game, opposite to A.C. :/
MagicFr
S2 licensed
Yep, that's the correct equation it seems, I check with 190% and I get the correct resolution in Steam WMR Settings.

I know that A.C. is using it's owns scaler, So maybe that's it. LFS has to read the multiplier and used it ? That's a bit weird, especially if there's no documentation :/
MagicFr
S2 licensed
3496x2179 when I should have 2141x2669 per eye.
With the lenses correction I guess the render target should be larger than 4282x2669 ?
So it seems the Steam WMR settings are not used.

But native resolution is 1440x1600 per eye. so the render target size is still off :/

MagicFr
S2 licensed
As you can see, with 1.5 ( 150% ) Super sampling, in Steam Open VR, I should have a render target resolution of 2141x2699 per eye, instead of the 1440x1600 of the default per eye resolution of my Odyssey.
Now, LFS using openVR, It should actually use this no ?
But the results, in iRacing compare to LFS, make me things it's not. But can't be sure.

MagicFr
S2 licensed
Honnestly I have no idea, but it seems that some hardware acceleration can be used in some graphic cards, So most game I know just use the VR API I think.
Again, I'm not sure, last 4 years I used only Unreal and Unity, so I don't have knowledge how it's down at lower level.

Sorry.
MagicFr
S2 licensed
Hey Scawen Smile

From several reading, super sampling is rendering at higher resolution then down sampling the 2D image using some "algorithm" giving better results than AA.

Especially for things like shadow and lines on the road, when view is close to the road.. mostly. I think otherwise left and right eyes have different pixels filtering with traditional AA, then it make weird visual effect, like a shimmering.

With supersampling it seems to fix that.

In Assetto Corsa, you can change it in the game with their "App" system, I set up it to 1.5 I think.

By default I have 1.5 in Steam Open VR ( for iRacing ).

And yes it's create a huge back buffer, When I'll be home I can give you the resolution if you want, for my setup ( RTX 2080 Ti Watercooled ).

With the default option, the resolution take account of you graphics card performance ( I don't know how though ).

EDIT : the shimmering appears in the center of the view .
Last edited by MagicFr, .
MagicFr
S2 licensed
I have an WMR Samsung Odyssey, I already have the super sampling set in Steam Open VR, it works for iRacing and AC, but doesn't seems to be in LFS, OR, I also have AA on in iRacing and AC, and I didnt find the option in LFS.
MagicFr
S2 licensed
just had a 2h session Smile
Was great to rediscover all the nostalgic tracks in VR Smile
South city was not so tight actually.
My most WTF : Those KERBS are HUGE !!!
I tried the fitler view, but even the highest latency make the camera move too much for me, so I end hup with Lock to horizon, 0 nauseous feeling now Smile

I do have a small concern, in BL, when looking a the back straight, there's a lot of aliasing with the shadow. in iRacing and AC. those are not existant because I cramp up the super sampling OR ad FS AA.

I couldnt find the option in LFS, appart from that, that was great to drive in LF again after ALL those years.

( AI are super aggresive, Online server are just uninteresting cruise stuff though )
MagicFr
S2 licensed
Quote from loopingz :Off-topic. Hey Magic you may want to correct a typo on your website. Engineer not enginior or maybe if you to make some joke like in "la folie des grandeurs"- "il est l'or monseignor"

Ahah, yep, my English was good back then Smile
But it seems I can't edit it anymore, it's the old google site system.
MagicFr
S2 licensed
Great, can't wait to test it this Week End.
Rally Cross with DD and VR Smile
MagicFr
S2 licensed
Those settings are disabled in VR.
MagicFr
S2 licensed
No thanks.
I can play iRacing, A.C. for hours, but LFS got dizziness and sickness in less than a lap.
I don't have time to train my old 44 yo brain lol
MagicFr
S2 licensed
I totally agree with you about the slope when stopped Wink
That's why lot of people praised my Real Head Motion for A.C over the locked to horizon method Wink
Still, you need to filters , smooth the pitch and roll rotation, otherwise you get motion sickness, dizziness.

Actually a very good solution is to have a lock to "what the player focus" horizon, but we don't have this tech in everyday VR.

So the best assumption is to lock to the track horizon with a filtering.

Let me be clear, having the camera lock to the car is also wrong, depend if you want to simulate the driver's eyes or a fixed go pro attached to the car , because the eye ball are always rotating to nullify all the motion the drive is feeling.

When I drive a car or my bike , even leaning with the bike, I dont see the world shaking and leaning.

Just trying to help improve it, not trying to say it's shit Wink
MagicFr
S2 licensed
It's still a better solution that having the head fixed to the cockpit in rotation like it was a goPro camera Wink

Eyes are not fixed, they move a lot by themselves from the inner ear.
Did you read my article ?

Because we don't move in our seats, we don't have this filtering from the inner ear.

Actually I tested back in a while in my own car, the steering wheel and the whole cockpit is actually moving around the point we focus when we drive ( tested on a race track at Lurcy Levy ) depending of the bump and pitch roll of the car .

A better solution, and still not perfect, is to filter roll and pitch motion.

The ONLY perfect solution is to have a motion rig.

The solution I applied in Real Head Motion for Assetto Corsa is praised by lot of VR and triple screen users.

It's a very simple pitch / roll filter, I can send you the main algorithm if you want to try it in LFS Wink

I'm a bit disappointed as I so wanted to try the RallyCross with VR and my DD drive.
MagicFr
S2 licensed
Well, I tried in VR ( I play sim racing only in VR ), and LFS is not playable at all, instant motion sickness.
I couldn't find a "Lock to horizon" option like AC, that will instantly fix the issue. ( i posted something about it on the VR thread )

Hello Micro Spec V ? Are you Singaporean? ( I live in Singapore but I'm still French lol, ALlez la France ce soir ! )
MagicFr
S2 licensed
Just tried LFS in VR.
Instant Motion sickness. Can't even drive 1 lap.
A simple option would solved this instantly.
Lock To horizon option ( like Assetto Corsa )
Having the camera transform in the world coordinate instead of car coordinate will solve this problem.
Here a little article I wrote explaining where motion sickness come from in Sim racing, It's not only in VR. It's happens when the view is fully immersed in the game, so happens also with big screens.
https://sites.google.com/site/mididrumcoverpartner/rfactor2-realheadmotion-plugin
MagicFr
S2 licensed
Quote from Flotch :Yeah Big grin , nice to see you are still there !

Ahah, I'm just back in Sim Racing last month. Check the flags near my name Wink
I guess you never left LFS haha Smile
FGED GREDG RDFGDR GSFDG