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!
We are pleased to announce a new update with many improvements for VR, multiplayer, audio and more.
Live for Speed has some of the best VR support. It's a big month for Virtual Reality, so we thought it was a good time to make it even better. Now, a "look and click" system removes the need for a mouse. A virtual keyboard means you don't need to use the real keyboard, which was always hard with a headset on.
A new Demo filter helps you find the online races you are looking for. Other multiplayer improvements include a better steering input for remote cars and quicker horn and flash transmission. The new siren sound system was a popular update and it inspired some audio improvements. Now the doppler effect is enabled on all car sounds.
We hope you enjoy the update. Read the list of changes and how to get the update on the 0.6N information page.