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.
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
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 ).
- Better cockpit 3D model.
Yeah I know , both those things require lot of work, and they are just a consequence of LFS age
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.
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.
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.
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 .
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.
just had a 2h session
Was great to rediscover all the nostalgic tracks in VR
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
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 )
I totally agree with you about the slope when stopped
That's why lot of people praised my Real Head Motion for A.C over the locked to horizon method
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
It's still a better solution that having the head fixed to the cockpit in rotation like it was a goPro camera
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
I'm a bit disappointed as I so wanted to try the RallyCross with VR and my DD drive.
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 ! )
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