The online racing simulator
Searching in All forums
(41 results)
2
AnnieC
S3 licensed
I just had to do a few laps before going to sleep, only had time to try clear morning and wow, even without modern shaders it is really beautiful, great work!
AnnieC
S3 licensed
Looks good and handles great but that gear whine is totally unrealistic in the interior sounds.

https://www.youtube.com/watch?v=sWDN07UJZqo
AnnieC
S3 licensed
If all that is true it might be hard for me to resist the temptation to spend money on upgrading my computer and eventually spend money on Oculus Rift.
AnnieC
S3 licensed
In hope of a more active future in Live for Speed's world I purchased S3, thank you for the update.

The attention to detail is very good on the new track but I guess most of it was ready years ago.

I found floating lights when I selected the National config in open configuration mode, see attached screenshot.
AnnieC
S3 licensed
Quote from nacim :It would be great if we had the option to turn off theses info by the way.

@Scawen: Could you send the depth-buffer texture to the postprocess shader ? It would add more options, like Depth-of-Field, Fog, Screen Space Ambient Occlusion, and motion blur (if we could get a float3 for camera velocity if would be even better, we could create a basic camera based motion blur) for example. Smile

That would be great! I was so happy when I saw that there is a post processing shader then I realized that it's missing the depth-buffer.
Some Fern Bay wall and object textures are affected by road mip slider
AnnieC
S3 licensed
As I was playing with the mip sliders on Fern Bay I noticed that some wall and other textures are affected by the slider for the road textures. It's very apparent when switching between the two attached screenshots. I found this in J2 at first but LFS 0.6J has the same problem.
AnnieC
S3 licensed
The shaders_doc.txt contains wrong command for shader reloading, it says /psh instead of /rsh.
AnnieC
S3 licensed
Quote from mbutcher :
Quote from AnnieC :I just noticed that the fences on South City near the pitlane have some aliasing problems, I think they would benefit from the same treatment as the trees and other fences. This looks the same on J and J2 but since this is a graphics related patch I thought I'd mention it.

As far as I can tell those artifacts are due to your Mip bias settings. In options > graphics try moving the Mip bias sliders to (0,0) and see which settings you prefer.

Moving the Mip bias slider does not fix it.

On another note, now that there is post processing, simple controls like gamma, contrast and brightness could be added to the settings.
AnnieC
S3 licensed
I just noticed that the fences on South City near the pitlane have some aliasing problems, I think they would benefit from the same treatment as the trees and other fences. This looks the same on J and J2 but since this is a graphics related patch I thought I'd mention it.
AnnieC
S3 licensed
Quote from Flame CZE :Indeed the reflectivity when looking parallel to the normal seems to be too low. I know it's supposed to emulate the fresnel effect, but it just looks too matte.

I tried adjusting the facing_reflectivity variable in Car2.psh to 0.12 and it looks a bit better in my opinion.

Also it's a bit of a shame there is no reflection of the road surface when looking at the side of the car (see here).

I agree, a little more facing_reflectivity is needed and the road reflections would look cool.

Otherwise it looks great and the FPS did not seem to suffer much or at all thanks to the other optimizations.
Forum posts option shows more than one user's posts
AnnieC
S3 licensed
Click on Don's profile, then on Find forum posts by Don link and the forum lists posts from three users, Don, Don Merino and Don Jortikka. Based on their posts and profile I think they are not the same person.
AnnieC
S3 licensed
Quote :Brain dead sheep will always be brain dead sheep.

I had 0 issues with performance on ALL of the Westhill Test Patches on my AMD FX 4130 and R7 270X.

Learn to configure your PC, scrubs.

So people are brain dead sheep because they can see that an optimized graphics engine enables the possibility of using more demanding graphics effects in the future. I remember Scawen writing about realtime reflections for cars and track shaders etc...

You may had no performance problems, but believe it or not, not everyone has adequate hardware. And I think people who have slow hardware had to learn to squeeze every last bit of performance out of their computers to run anything nowadays.
Last edited by AnnieC, .
AnnieC
S3 licensed
Quote from hetner :
You will always have the risk of random stutter because of game clock and display refresh clock they are not in sync, as i descriped why here:https://www.lfs.net/forum/post/1892764#post1892764

The only way to get completely stutter free is to resample/interpolate from game to graphics or get HW that supports G-sync or free-sync or simlar.. Or make LFS sync to refresh rate clock if that is possible.

Yeah, I know that completely stutter free gaming is not possible with the current system but if you check my screenshot that is far from the random little stutter that you are referring to.

Regarding the interpolation, isn't some kind of interpolation already used in calculating the positions of other cars in multiplayer? Or does that system only use the last know parameters for the calculations?
AnnieC
S3 licensed
Quote from DANIEL-CRO :I just tried turning on VSYNC and got crazy stutters. Soon I found the issue, my CPU underclocked to 1000 MHz from original 3200 MHz (saw on LFSLazy gadgets). Normally when VSYNC is off I get 250+ FPS, so I guess same problem is on your PC.

It seems that it's something like that because it's stuttering less when the minimum processor speed is set to 100% in the Power Settings. But the stuttering is still there sometimes so I guess the other power saving options are working in the background. I never thought I'd see the day when LFS uses so little CPU power that my low spec computer goes into power saving while playing Smile
(I tried LFSLazy and it seems that because it uses some CPU power it smoothes out LFS Big grin) Thanks for the advice Smile
Last edited by AnnieC, .
AnnieC
S3 licensed
I have a strange stuttering on BL carpark when I'm driving around a layout. When I don't use V-Sync LFS runs at 100-120 FPS. When V-Sync is enabled I get stuttering when I'm turning and new parts of the layout have to be drawn. See attached screenshot.
AnnieC
S3 licensed
It runs really great on my cheap PC, I gained around 25% FPS in H10 compared to version H. Now even my business laptop with Intel HD 4000 graphics accelerator can run LFS at a usable speed as well.
2
FGED GREDG RDFGDR GSFDG