Finally got my DK2, and jumped straight into LFS. Butter smooth both with and without v-sync. World feels solid, but the CA is very bad. But it was as bad in the desk demo, so I guess that needs to be fixed in the SDK.
It's a whole new ballgame compared to the DK1, but it could still use some more resolution. I guess it'll look better once they nail the CA down.
I agree on the braking. In most circumstances you don't go as heavy on the brakes as we do in the game. The car has huge brakes on huge wheels. I guess braking hard in that feels like going into a wall.
My highlight, and is that sentence really correct?
If the camera is mounted on the chair, it will also be tilted 20 degrees and see you as looking straight ahead. If it is mounted on a tripod it will see you as tilted 20 degrees.
It's a matter of references, really. with the camera on a tripod the real gravity will match ingame gravity in your case, and simulating forces by tilting would be very difficult. With the camera on the chair you could ONLY simulate accelerations, as camera "down" direction would alway be the virtual world "down" direction.
I've made an app that shows you what your FFB is doing and suggest a gain setting to avoid most of the clipping. The SLS is a little special, since it can generate huge forces, but there's not much detail. I think they have some sort of "powersteering" filter built in, so the cars with power steering are pretty dull.
I'll release the app later today, got some more refinements to do on it.
They don't just drive "like" they have polygonal wheels, they DO HAVE polygonal wheels, even the physics mesh is used for calculations. There is no way that can work. It's hidden for the most part when going off road (which feels really good), but for any hard surface it just doesn't even begin to act like a car.
Devs are still arrogant A-holes, no amount of steam is gonna change that. They actually seem to believe their car handling physics is realistic. I tried to tell them on several occations that cars don't have polygonal wheels, but they went on about how their physics engine is physically accurate and blah blah. And when I tried to tell them that while that might be true, real cars still have round wheels and don't bounce around, they gave me a lecture on physics which, while true,were completely irrelevant for the issue, non-round wheels..... So... cool crashing-sim, and I enjoy rock-climbing, but that's pretty much all it's good for.
Noticed in the DK1 that when you breathe through your noce some of the expelled air goes into the rift, making my face alot more sweaty than it ought to be. My face is pretty normal proportioned so I shouldn't create any unheard of aerodynamics in the DK1. Don't know if the DK2 is similar in that respect, but I suspect is it. I might need to sit with my mouth open to discourage some of that heat and moisture....
It's a little funny... The MX5 is characterized as a little unpredictable... How many times have you read that about the real MX5, street or race versions? It would be the LAST word I would think of to describe the MX5. Yet, it's hailed at an accurate sim... Not impressed, and to think I resubbed for a year due to Rift support....