The online racing simulator
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2048 skins when???
asyed
S3 licensed
So whenever we upload skins, we get a message that tells us to anticipate 2048x2048 skin downloading in game. However, this message has been here for quite some time. When the message was first introduced I was hyped, but now I was thinking that 4096 is the standard high definition (It's what I use for Skyrim textures, and they blend so seamlessly). I know we have been busy with the new graphics and tyre physics, but can we get higher quality skin downloads after? I would put definitely put money into LFSWorld credit just for 2048, and 4096 would be pretty much a guaranteed purchase from me. It's just that right now, both 512x and 1024x skins are quite poo and ruining to the immersion (especially VR).
asyed
S3 licensed
Quote from Abone :yes......

Everything seems fine, look on his other screenshot, not blurry at all.
asyed
S3 licensed
Do you have anti aliasing + post processing shader disabled? It should be working fine then, sometimes DOF can do that due to the fact that menu screens are 2d
asyed
S3 licensed
Any special licenses?

Also, "you should let me know how I should do it for perfect integration...", LFS is based on a custom engine that COULD be entirely different to what you think it is...
asyed
S3 licensed
Could be placebo effect but I'd rather 60fps vsync'ed over 100fps, whereas 300fps has little tearing.

Anyways, this thread is kinda irrelevant to me as I use Fast Sync
Last edited by asyed, .
asyed
S3 licensed
Quote from Whiskey :You did not read (or at least understood) what nacim wrote.

Duplicate frames. Did you watch the video on screen tearing?
asyed
S3 licensed
Higher FPS = Less display latency and tearing.
Skip to 1:50 https://www.youtube.com/watch?v=hjWSRTYV8e0
asyed
S3 licensed
If you can barely run the game at 100fps, I suggest you don't use reshade. There's a reason why I went 4x SGSSAA @ 1080p 120fps rather than 8X SGSSAA @ 1080p 60fps + MXAO. LFS's physics refresh every 100 times, with 100+fps you get most accurate physics depiction (although there is little difference, as with "128 tick/64 tick" servers on the source engine.
My reshade.
asyed
S3 licensed
Hi guys,
I've modified nacim's Reshade preset which was based off of keiichi's.
I believe my preset to be "practical", with a lower framerate hit and less eye-candy.
This preset was designed to be as efficient as possible, not for sheer graphical fidelity.

Shaders used:
FXAA
Bloom
Clarity
LinearToGamma (helps recreate keiichi's linear color space)
S-Curve (helps recreate keiichi's linear color space)

Installation:
Disable Inspector AA
(Optional) Re-enable Inspector AA with the settings included in the zip
Copy zip content to LFS root directory
(Reccomended) Disable LFS post processing,

More in-depth instructions may be found in the zip

Screenshots!

Notes:
nVidia inspector AA requires specific settings, see picture in zip.
I lose around 110FPS with this preset, but it still runs fine with my i5 6600 and GTX 970, at 120+FPS and 4x SGSSAA @ 1080p.
Menu is still easily readable despite slight bloom.
No depth based effects are used
asyed
S3 licensed
No, the depth buffer was only locked out in 1.0/2.0, 3.0 is open source and has it removed
asyed
S3 licensed
Isn't it FSAA in LFS, not MSAA? I got different results with ingame aa and inspector msaa
asyed
S3 licensed
From my experience, I dropped from 300 to 60 at 1080p... lol. But you can easily lower it by altering the quality of MXAO and for some reason, disabling smaa helps alot as well.
asyed
S3 licensed
Oh I see, guess I'll have to experiment with anti aliasing compatible with reshade then, thx.

*edit* Sorry, but hell naw. LFSLAZYAYyAYAYAYAY
might use for screenshots, but then I'll supersample from 8k or some crap

*edit2* i took a second look at the screenshots, working on something... something... ;P
ofc its gonna stay private unless u are ok with me publishing my modified version of ur stufflez
Last edited by asyed, .
asyed
S3 licensed
Confused, do I keep PPS on or off? You mentioned the linear space shader but then said to keep it off... Also, you have to change the location of LFS on the ini's manually otherwise preset and shaders won't load
asyed
S3 licensed
Did you get the new MXAO version Marty released on his facebook page?
asyed
S3 licensed
Directx9 is outdated, but lfs is still on it.
asyed
S3 licensed
"R" cars are a little harder to create dashboards for, RAC has a dash default and on here too. I would do it if I could actually create a decent dash
asyed
S3 licensed
Quote from GT4_PL :
8K be final resolution only one a Monitor in future, But much heavy load of GPU...

gtx 970 Big grin Big grin
asyed
S3 licensed
When did I say G-Sync? I said fast sync.
asyed
S3 licensed
I want it to run at 120fps, so I get no tearing with nvidia fast sync.
asyed
S3 licensed
I'm pretty sure it uses FSAA/SSAA, as that is what it says in game. 2x SSAA/2xSSAA did nothing for me on DSR. Only on 4x DSR + forced in game 4xSSAA (hell yeah 8k baby) was okay, but that was at 60fps, and with LFS I would like at least 120fps, preferably 180fps (because physics hz and nvidia fast sync) with the game, so as of now I run 1080p 4x SSAA pp filter.
asyed
S3 licensed
^ The reason I wanted official FXAA support is because of the custom pp settings. Generic FXAA settings are horrible, and TAA is kinda like motion blur, some people like it, some people throw up.

But I'd rather throw up smoothly rather than jerkily.
MSAA + TAA + SMAA + FXAA (and maybe SGSSAA)
asyed
S3 licensed
I think we should ditch the in built FSAA in this game. It's aliasing detection is horrible, from my experience on 8x 1080p. There is that, and then there is the performance, it takes 2/3 of my framerate usually (but this is LFS and I get around 300-400 fps anyway).

My suggestion is that we replace FSAA with MSAA, as it is a more modern technique and in my eyes more efficient. I don't have any experience with MSAA in this game (forcing via nvidia inspector = fail), but from my personal experience from games like Underground 2, MSAA generally rids aliasing better and has around 1/10th of the framerate hit of FSAA on a similar sample level. Another advantage of MSAA is the possibility of SGSSAA (Sparse Grid Super Sampling Anti Aliasing), which is an enhanced version of regular supersampling.

I also suggest we implement these 2D AA options

SMAA is also a lightweight AA, albeit 2D, can still rid some edges (by detecting aliasing and blending aliasing pixels with surroundings), especially on low anti aliasing sample counts (2x/4x). I inject it with Reshade, but in-game support would be nice. SMAA T2X is also a nice option, although harder to implement as I think it requires DX11, and I don't really know how it works.

FXAA is another lightweight AA which is like SMAA but less precise. It can get rid of some aliasing that SMAA can't but isn't as smart as SMAA, as it pretty much just blurs most of the image.

TAA (temporal anti aliasing) is also a good option, although it isn't as lightweight as SMAA, and does nothing when there is no motion. Nvidia has an advanced version of this called TXAA, which is a collection of HQ TAA filters + MSAA (+ AMD unoptimizations), but we need their official support to implement it.

LFS doesn't have the best graphics, but I don't care much about that, as long as I feel immersed. What I do care about is my eyes, as aliasing in this game is... unpleasant.

Edit: MSAA might not be possible because of this games rendering engine, but only Scawen knows about that.
asyed
S3 licensed
^^ Usually i just delete statsv2 and restart
Stuttering
asyed
S3 licensed
Hello, I have been noticing some stuttering with my LFS (jerky movement). 60fps feels like 30fps. The stutter worsens the lower framerate, but usually i have it pinned to 120 with nVidia Fast Sync. Vsync on, vsync off, unlocked fps, locked fps, many amounts of buffered frames, etc, no difference. Plz help, monitor displays "other" things fine.
FGED GREDG RDFGDR GSFDG