The test DLL for LFS does work. The Rift software does not work on my computer (at least with DK2) so I can't tell you if there is a performance increase, or if Asynchronous Timewarp makes any difference. Probably not as LFS makes the frame rate easily and the best thing about AT is compensation when programs miss frames.
0.8 and 1.3 are totally incompatible. If you install 1.3 then you will not be able to run any 0.8 software. If you stick with 0.8 then you can't run any 1.3 software. They cannot both be installed simultaneously, as far as I know.
Disadvantages include the 842 MB download. If anything goes wrong during the installation, it can go wrong with no explanation and you'll have to randomly attempt things and then do the 842 MB download again. There is no actual downloadable file, it's all through the Oculus installer, and if anything goes wrong, you start again. This happened to me. I don't know if it was installing the new NVidia drivers after the failed attempt, but it worked the second time. Only problem now (for me) is the OVRServer crashes every time I plug in the Rift (DK2). So it's completely useless and I can't use my Rift any more.
Other disadvantages are that every time you run a program, even an external program like LFS (aka programs from Unknown Sources) then it starts Oculus Home anyway and it's running in the background with a large memory footprint (apparently 661 MB). Then when you exit whichever program you are running, you are back in Oculus Home and this behaviour cannot be disabled. https://forums.oculus.com/developer/discussion/32519
If you only use LFS, on a DK2, then I can't see any reason to upgrade yet, unless you would like to try the free demos and so on, but I think you need an Xbox controller or it won't let you run anything from Oculus Home.
Yes, the best way to do that is have graphics and physics on two different threads, so more CPU power is available for each of them (assuming the CPU has more than 1 core). The physics system must then store interpolatable snapshots of completed physics steps, for the graphics thread to render whenever it is ready.
It's a good system but requires a large overhaul of the program, on the graphics and physics sides. That is fine but, as I keep saying, it's far too difficult to do while I still have two separate versions of LFS, the development version and the public version. This is one of the reasons why the tyre physics is my top priority (after getting past this important month or two for VR). When it is done, we go back to having a single version of LFS. Also it will allow new types of vehicle and so on.
There is quite a bit to do, to make it work fully with the store. For example it needs code to 'obey' the store's commands such as telling LFS to exit immediately or stop rendering while the user switches to the store and back. Some things like that anyway, I'm not sure on all the details. I worked on VR support including the "no mouse and no keyboard" system for the last few weeks as the first step to make it compliant with the store. I find that really useful in VR as you can't see the keyboard. But there is more, for example I think it needs to work straight out of the box with the XBox controller, so that when a user starts LFS from the store for the first time, they can already control it without keyboard or mouse.
So that's on the technical side. It did take a long time for Oculus to get back to me about LFS. After submitting it for consideration in December, I didn't hear back from them until March.
Anyway, they seem to be cooperating more now. I'm interested in continuing to aim for Store inclusion as it would be good exposure for LFS.
I've tried to implement support for the Oculus 1.3 software. I can't test it myself because the Oculus software just crashes on my computer.
Anyone who has successfully installed the 1.3 software, please could you try this attached DLL?
1) Make sure you have the latest Live for Speed (version 0.6N)
2) Open the attached ZIP file
3) Open your LFS\dll folder where you will find LFSRiftVR.dll - rename it for backup
4) Save this test LFSRiftVR.dll into that folder
5) Run LFS and try to enter VR mode (Options... View... 3D)
Ah, that is the old problem with the headset having 75 Hz frame rate, while LFS has a 100 Hz physics update rate. Nothing we can do about that in the near future (eventually I'd like to do physics and graphics on separate threads and that would be part of the solution). Unfortunately the Vive and Rift customer versions have 90 Hz frame rate, so this problem still exists. It would have been great if they could run at 100 Hz!
My current plan is to try to get LFS working in 1.3 as soon as possible. Hopefully it's simple enough, with 1.3 installed, to use programs that are not featured in the Oculus Store. Being optimistic, maybe that part would just take a couple of days. It seems to me then it would be a good idea to attempt full Store compliance, because being in the Store would be good exposure for LFS. I hope the 1.3 SDK documentation will make things more clear, because I don't know much yet!