No, we are several months away from the graphics update.
The full version we will release is just like T5 with a couple more fixes.
It was extremely important to do this update because of the VR problems that made LFS not work, or in the case of the Odyssey+ could cause eye strain. We don't want that, so that's the reason for this small interruption in my Graphics development.
And the good news is we have this quick little update with quite a few fixes and a couple of new features.
Even without positional tracking, there should be a 'correct' FOV (hopefully the one supplied by the drivers). You can see what I mean if you increase the FOV a lot, e.g. maximum, then just turn your head left and right. Your should perceive that the world seems to move left or right as well (and/or seems to warp a bit).
With FOV too low there is the opposite effect. But what is the default FOV from the AntVR? I ask because you are talking about numbers near 80 degrees, but 80 is currently the minimum user setting. Maybe I need to allow a bit less, for headsets with less vertical FOV.
I can reproduce the object culling issue at the edges when FOV is increased. It takes the culling from the default input values, and for some reasons it might be a bit tricky to change, or a bit too risky at this point. We hope to release a new full version tomorrow so I want to keep any more changes very small.
I'll try that tomorrow in the Vive. But I'm interested to know, why do you want to increase the field of view? I would think that would just make it wrong, in the sense of being different from reality, so the world would seem to rotate around a bit as you move your head around.
In fact some people might say we shouldn't even have that setting in there, it's more left over from the early days of VR when I was writing it for the DK1 and had to give the users some control over it so I could understand how to set it correctly.
In replay mode you are supposed to be looking at a simulation of a 3D TV screen in front of you. The edges of that 3D TV probably look correct but I'm guessing the left and right eye images on the TV pictures have been rotated but they shouldn't be. They should be drawn "old style" because they aren't actually related to the headset. I'm probably not explaining very well but I'll check it out tomorrow along with the few other bugs.
Thanks. It should be fixed either by putting the mirror in the same (offset) place as in normal view, or by getting that mirror texture in the right place. I don't know which is the easiest solution but I'll have a look.
Mine's a bit different but I guess similar. His system has more customisation options.
I confirm this is happening here, colours are wrongly affected by the "AI use player setup" option when I load a grid.
If I save a grid of different selected skins, then the grid always loads the wrong colours when "AI use player setup" is set to [no].
In that case, all AI will use either my current selected colour or their own selection, depending on the "AI use player colours" setting.
I believe what we actually want to happen is that the AIs in the saved grid should always use the colours/skins they were saved with, regardless of these settings. I think these settings should only apply at the moment the AI is added to the grid, otherwise it is too confusing. But tell me if I'm wrong about that.
I realise that it would be nice to have an interface to easily select a setup or colour for any AI already in the grid, but I don't feel there is time for that now. I do plan to fix the bug though.
Yes, as tankslacno says you need AI uses player setup [yes].
Then you need to select a setup in garage, exit garage, add AI. Then enter garage again, select setup, exit garage, add another AI, etc.
It's a bit laborious, I know, but you should end up with AI with different setups. I don't think it's easy to change the way it works at the moment (or display the selected setup name as that is not currently stored) because I really need to get back to the lighting in the development version. I'm at that point now in this short run on test patches where I only want to fix issues, so we can get on and release the full version next week.