I do hope the new tyre physics can be released with the new graphics, otherwise I'll have to move a copy of the old physics into the new version. We are long past the point where the new graphical changes could be merged into the old version. Too much has changed.
Copying old physics into the new version is possible but it's not what I want to do.
At the moment I am trying to get the lighting to a reasonable state where it can be left for a while so i can sort out the tyre physics.
No, but what I am saying is that a good tyre physics model should produce a tyre that reacts in a reasonable way, similar to a real world tyre. So it should be able to reasonably simulate a lorry.
This feels like a communication breakdown. You are imagining that the karts would work OK in the current tyre physics, but I'm saying I've tried it and they don't. There are strange effects that produce the wrong outcomes.
Karts are very sensitive to tyre physics, particularly so because of the lack of suspension and lack of differential. The tyres are sometimes just touching / not touching the ground and there's a lot of skidding of lightly loaded tyres, particularly on the unloaded inner rear tyre. It just doesn't work properly with the current public tyre physics.
There is a solution, which would allow us to release karts. It's the new tyre physics model, which I'm working on.
Thanks for the offer. I really want to have karts in LFS when possible, and Eric does too as you can see with the kart tracks at Westhill. He likes to work from reference material when possible so your offer is interesting.
It's absolutely impossible to do it before the new tyre physics is working, for two reasons.
1) We can't add another delay to finishing the new tyre physics and graphics, for obvious reasons.
2) Karts don't work properly with the old tyre physics. I have some test karts in LFS and I use them as a test case for tyre physics. In reality, tyre physics works on a range from karts (or smaller) up to giant lorries, but the old LFS tyre model breaks down a bit when you go to those extremes.
So maybe we can talk again when the time comes. I can't give any estimates about when that might be.
The only sort of deal we can do is to put a car (or kart) in LFS without payments either way. We receive the reference materials / photos / drawings / 3D files / a lot of information about the setup and permission to use a real vehicle (without time limit). The vehicle provider gets some exposure in return, and that's about it.
We can't commit to anything at the moment, but it's an interesting thought.
The pit garage lighting is baked in vertex lighting, like the current public version but generated a bit more accurately. One of the tasks on my list is to separate the baked in lights that are always on (pit garages) and the ones that are only on in the night (floodlights / street lights). Also the way the lighting varies at the moment is just made up, but needs to more closely follow physical values.
Fair question, and I've already made a note about it after nacim mentioned it on another thread.
I'm interested to try it at some point and see how it looks but not really in a hurry to do it right now because I'm really busy trying to get some things finished in the development version. It's the sort of thing that would take a couple of days to think it through and get it working well and not clashing with other things.
The cool thing is how your comment, although you were talking about the 'old' shadows, got me into this anisotropic filtering experiment (that was on one of my lists) for the new shadows. It has resulted in a real improvement. See the before and after comparison in the attached shots. I implemented Andrew Lauritzen's fix for the glitch at cascade boundaries.
Do you mean the car shadows? I'll have a quick go at switching on anisotropic filtering for them. I've been experimenting with that on the new shadow system where there is a similar problem (but worse). Anisotropic filtering helps though I haven't yet dealt with the well known issue that comes up at the seam between two cascades. I can fix it by a brute force method but I'll be having a look at the other two documented solutions.
EDIT: I've tried that on the public version car shadows and it is helpful, in VR and not. So I'll include that. The car shadows will use the user setting for anisotropic filtering. There are no cascades to mess things up.
Yes that is hard to see, I managed to see the difference along the top of a light object against a dark background. It got rid of some faint ripples that were there with 4x. But as you say the supersampling was a lot more useful.
EDIT: Attached a screenshot. The top of that wall across the middle of the picture is a good example of the difference between 4xAA and 8xAA.
Thanks for the feedback on the tree fix. Even though they aren't included in the new LFS, it was worth a quick fix.
As you say, the overhead names have not changed. Please could you test with PP and see if there is any problem with the names in that case. So I'll know if I need to have a look into the names drawn in rotated eye views.
EDIT: Had a quick look in the code and I'm pretty sure they are suffering from a similar thing to the tree issue you noticed. I can reproduce it in a special view mode here. For example they might look a bit odd if you tilt your head left and right. It's something to do with them turning to face the user and it's only getting that value as if the eyes were not rotated. It assumes both eye views have the same direction. So I don't really need another test result at this point. Thanks for the report.
I still think it may be the same issue. It just depends what you call severe. The 100Hz physics displayed at 90Hz issue can be quite bad when you look sideways. A definite problem.
You can see the same effect with 60Hz VSync on a monitor, it just doesn't look as bad as it does in VR. To try it, select a low FOV then drive along beside something big and nearby, e.g. pit garages, looking sideways. You can see the edges seem to be jittering along.
Trouble is it's a major graphics and physics engine redesign to avoid this, there's no quick solution and for sure it's not something I can do in the current public version, I would only do it in the new development version. It's too big a job to code up twice in the two separate diverged code bases.
THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEMS
PLEASE TEST BEFORE YOU POST
Here is a new test patch: 0.6U7
It is mainly for VR image quality:
- Resolution adjustment (aka supersampling / PPD)
- Select 4x or 8x multisample antialiasing
- Fixes for Pimax headsets
There are also some graphical and force feedback improvements
Updates and fixes are listed below.
0.6U7 is compatible with 0.6U
- You CAN connect online with 0.6U
- You CAN play replays from 0.6U
Please back up or rename your LFS.exe from version U so you can revert to it if necessary.
Changes from 0.6U6 to 0.6U7:
New settings are available under Axes / FF in Options - Controls
FF Steps maximum value is now 10000 (the maximum in DirectInput)
FF Rate is now controlled by a user setting (25 / 50 / 100 Hz)
Names over cars could fade differently in each eye in Pimax headset
Gearshift debounce maximum setting restored to 200 ms (default 20)
More translations updated - thank you translators!
Changes from 0.6U5 to 0.6U6:
Gearshift debounce setting now applies to all controller buttons
Reduced maximum value of gearshift debounce to 100 ms (default 20)
FIX: Memory leak related to threads (most often for skin download)
Changes from 0.6U to 0.6U5:
Car shadows now use anisotropic filtering to reduce shimmering
View filter time maximum value increased to 1 second
FIX: Filtered view went wrong with low filter time + replay speedup
New "Antialiasing" option to select 4x or 8x multisampling
New "Resolution adjustment" slider (also known as supersampling)
FIX: Head tracking / mirrors wrong if car leaned with horizon lock
FIX: Free view FOV was wrong after entering VR in free view
FIX: Names above cars looked wrong in Pimax headsets
FIX: Some trees looked wrong in Pimax headsets
Easier to set up LAN race: local IP address is shown on host screen
You can enter the local network computer name instead of IP address
CAR.lfs scripts are reliably run when user car is spawned or reset
FIX: Issues with driver names ending with caret character
FIX: Driver names ending with a lead byte could corrupt text
FIX: Replays from old Westhill before 2015 now marked as obsolete
FIX: Rare manual shift at high speed to 1st/rev during auto shift
A FULL version of LFS 0.6U must already be installed
To install the PATCH using the SELF EXTRACTING ARCHIVE:
1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way
NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.6U7