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nacim
S3 licensed
I stopped playing this server because I can't play with my G25's H-shifter anymore. I don't know why you disabled it, but it seems stupid to kick player with more realism. Bring it back please!
nacim
S3 licensed
Quote from sotero45 :i have s2 but i dont remember s2 log in lfs forum

Hahaha, wow, it's almost like I've never heard that one before. Except I did, well over a hundred times in all those years. I don't even get how it's possible to forgot the credentials of an account you spent money on. Big Eye

Quote from sotero45 :I can make a mod in 1 day and in 10 years the scirocco was not ready

It's easy to complain and brag when you don't know how it works. If you can do a mod in one day, please go ahead and design a car from scratch (not a copy of an already existing one, and including textures).
By the time you finish it, the new tire physics would already be released, that will keep you busy in the meantime. Thumbs up

BTW, as already said just before me, Sirocco was already finished when it was announced. Scawen wants to release the new tire physics with it to get the most accurate handling.
Last edited by nacim, .
nacim
S3 licensed
Quote from neonmateo :They can put placeholders instead of full detailed map,Im sure whole map is rendered and it doesnt matter where are you on map. And you say it will look diffrend and less detailed,whats up with rest of maps? Thumbs up

There are already LODs to reduce the poly count of distant objects, but obviously when you get close enough it will load the fully detailed model.

For now, developers only updated Westhill and Blackwood, and released Rockingham, which are much more detailed than the others. Their goal is to update every track with this new quality standard, so I won't expect performance improvements on theses area (actually, object culling has been updated when Westhill was released to get back some performance).

I don't know the specs of your PC, but you should maybe consider upgrading your GPU to at least something like a used HD 7850, or ideally a new AMD RX 560 2GB (they are both overkill for LFS (at least for now), but at least you'll be able to play other games, as long as your CPU can handle them).
nacim
S3 licensed
Occlusion and frustrum culling are there to ensure that any object (props, buildings and roads) that you can't see won't be drawn. And it works quite well in LFS (even a bit too agressive sometimes), so you don't have to worry for that, it's normal to still it when you are in SHIFT+U mode. Wink

Disabling the industrial area when you look on its direction in non open configurations would make the environnement look different and less detailed in the background than it should be, so I don't think it's a real solution.
If you don't have detail distance set to lowest, you should maybe try this. Wink
Last edited by nacim, .
nacim
S3 licensed
Quote from mosquitohater93 :Are 50/100hz displays more common than I think they are around the world?

I don't think so, but since you can run a 60Hz display at 50Hz, some people like to do this in LFS to remove the judder. I personally prefer disabling VSync and playing at 100 FPS.
nacim
S3 licensed
Quote from cargame.nl :eeehh.. no. It is 8 bits.

Yeah I know that, I'm saying that skins in LFS are using alpha with dithering, and even when I save the skin in DXT5 and make a gradient of alpha, it ends up with dithered black dot everywhere. I'll try edit this post and upload a screenshot of it today.
nacim
S3 licensed
Quote from asyed :Can you upload a vignette-less version? too dark imo

Just use the configuration in the top of the PostProcess.psh file. Set "USE_VIGNETTE" to 0.
nacim
S3 licensed
Quote from johneysvk :hope this will be implemented on car body (skins) as well, would be great Smile

Yeah, that would be really cool. I already tried to implement that before, but actually, alpha is 1 bit only, so a pixel could only be matt or shiny, and setting an alpha value other than 1 resulted in black dithered dots on the skin, so not really usable for skin creation. And online shaders were only shiny, since JPEG files don't have an alpha channel.
nacim
S3 licensed
Quote from mbutcher :Interested to see what these 'effects' are. Smile

Inb4 specular highlights on roads.
nacim
S3 licensed
me neither
nacim
S3 licensed
Quote from ABCode :Actually, with further inspection of the graph, whenever the frames start to drop/skip the Physics graph starts messing up.

It's logical, LFS has to update the physics multiple times per frame when framerate drops, to keep the refresh rate of the physics at 100 Hz Wink
nacim
S3 licensed
Quote from JavierTuerca :Hey, I have this problem! The wheels and shadows

Hey,

Yeah, I couldn't do it better, shaders aren't splitted enough.

But who uses vanilla tyre texture anyways? Big grin

Use Lynce's one, it's not finished but I find them beautiful already, as every other Lynce's textures Smile

I'll upload them on this post because I couldn't find the original post again:
nacim
S3 licensed
Your brain will get used to it I think Wink
nacim
S3 licensed
Quote from asyed :Depth buffer does work, it flickers though, and MSAA has to be off for it to detect, making it incompatible with any shader as it has forced 4x MSAA. I just use a simple preset to make it a bit darker, and a bit of ambient light.

Have you tried forcing MSAA Off with your driver (with AMD Radeon Settings or NVIDIA Control Panel) and see if post-process works with ReShade? It might solve the problem. Wink

What are your settings for depth buffer detection, I can't make it work...
nacim
S3 licensed
Awesome news, glad to see you are still motivated by this project Tim! Smile

Even if I don't reply each time, you can rest assured that I read all your posts, and wait for you to open up your server to see this theory going to practice in front of me. Smile
nacim
S3 licensed
I tried both on LFS, I didn't saw a difference to be honest
nacim
S3 licensed
Okay, so I can definitively confirm that my preset has been lost. Not a big loss, just bloom, vignette and HDR.

If you want to create a nice preset, I suggest you do disable LFS's post-process (S-Curve and vignette), and make everything within ReShade, it's far better and that way post-process won't interfer with each other.

PS: Sorry for the double post. Dead banana
nacim
S3 licensed
Quote from R@fiXII :Nacim, is it possible to make brightness/contrast editable in some... bigger aspects?

I'll see what I can do, but Shader Model 2.0 has a really low instructions count which limit what I can do, plus I don't have a lot of free time these days. :/
BTW, sorry for the delay, I must have forgot to reply Schwitz

Quote from asyed :Hi guys! Making a Reshade 3.0 preset for nacim's shaders. BTW, nacim could you release ur preset to publicz?

I'll see if I still got it on my desktop when I get home, but I think I dumped it because the effects that are the most useful aren't working on it (ambient occlusion, god rays and depth of field, which are dependent on depth buffer). Keep you updated. Wink
nacim
S3 licensed
Quote from ozzeruk82 :Is there any way to fix this?

Play online. The game is focused on multiplayer, IAs are worthless, don't bother. Wink
nacim
S3 licensed
If someone can upload Feel The Silence in high quality mp3 format, I would be very grateful, I have a lot of nostalgia just by remembering the song Smile
nacim
S3 licensed
Do you use LFS shaders or making a custom Reshade/SweetFX/ENB shader?
nacim
S3 licensed
Wow, nice spot, I don't even know how you managed to go under the map Big grin
nacim
S3 licensed
Connect your Google account to Chrome on your new PC, then use ChromePass to get your LFS WEB password.
nacim
S3 licensed
Use this version, it's still the 1.2, but with shadow shader of 0.6R.

PS: I updated the first post to add the latest version of my shader, and I'll update it when I make an update on the shaders. Wink
Last edited by nacim, .
nacim
S3 licensed
Quote from niller :I would be glad to just see the Tyre physics be released first. Then the graphical, editor functions etc. Can come later on. But that is just my opinion. Wink

Editors functions are not for players but for Eric, to allow him to do new things for the tracks he's developing, so definitely as important as tire physics. Wink

Off Topic: Rotareneg, I like your profile pic, ray tracing FTW Smile
FGED GREDG RDFGDR GSFDG