The online racing simulator
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OCULUS DOES NOT WORK - Need help as everything leads to a dead end.
Kielly32
S3 licensed
For a game that gets updated recently, everything else even the community seems dead.

I own an oculus, I'm recently getting back into simracing and my go to used to be LFS, still is, as in my opinion (I track drift regularly IRL), Assetto Corsa has NOTHING on LFS.

I'm trying to boot up 3D VR mode but every time I try to boot up in none, single, or dual monitor mode, it gives me something about textures, but funny enough I booted it up that time to try and get the exact error message and for the one in a million time it's giving me a completely new error saying "AcceptSharedTexture: OpenSharedResource Failed"

Literally any other time I'd try to boot this game in the last two week in VR it would give me the cannot create swap textures' error over and over again.
Corsa77
Demo licensed
I see, thank you for the detailed response! I can deal with stutters as your simulation looks so much better in VR than anything running on the Madness or Unreal engines. Superior clarity, no AA shimmering and excellent performance.
MagicFr
S3 licensed
Wow, Thanks a lot Scawen for your dedication, I hope I am not wasting your time but here it is :

CPU : Intel i5 9600K
MB : Asus Prime A Z390
GPU : Nvidia 2080 TI
RAM : 32 GB

For software I always keep up to date

Windows : 10 Pro 10.0.19041 Build 19041
NVidia Drivers : 461.72
Steam VR : 1.16.9 Build 6278796

edit : in openVR.log
Recommended RT size: 6320 x 3092
which seems correct from SteamVR 100% resolution per eye , I am pretty sure you already know the render resolution is higher than the headset resolution because of the cushion lenses correction that happen between the game rendering and the actual display.

Anyway thanks A LOT for your time, honnestly I wouldn't be mad at all if you wouldn't spend time for only 1 user.
Scawen
Developer
Yeah but if LFS works with 100% of VR headsets except yours, what can I think?

LFS isn't responsible for what happens to the image, after submitting it to OpenVR. It cannot influence that in any way. You've already posted a screenshot of the correctly rendered texture. That is what is submitted to the software. The software does what it wants with that.

LFS doesn't hook into the drivers after that point, so can't affect the way the submitted render target is presented to the VR screens.

Ross Burton reports HP Reverb working very well:
https://www.lfs.net/forum/post/1952241#post1952241

bberger reports a scale issue with Reverb G2, he says the vertical FOV seems wrong. He doesn't have the problem you describe.
https://www.lfs.net/forum/thread/94919
MagicFr
S3 licensed
So I try Steam VR at 100% SS,
Per Application Steam VR 100% SS,
LFS in game option ( view ? ) 100% resolution.
Didn't fix it.
The left eye is working perfectly.
The right eye actually has 2 issues :
- it's wider
- when I move my head left rigth, it doesn't follow .
mbutcher
S3 licensed
I hope they add it. I use Crew Chief in iRacing, and it is fantastic, especially in VR. They have support for a lot of sims, hopefully someone can add some LFS InSim/OutGauge support for it.
Crashgate3
S2 licensed
Wooo some oldies!

The patch email brought me here and I treated myself to a VR setup for Christmas (still using my ancient G25 though Big grin ) so I might be back Smile
VR with HP Reverb G2 3D image is skewed.
MagicFr
S3 licensed
Hi,

So I wanted to test the latest build, with my latest VR Headset , HP Reverb G2.

And the image is skewed only in 3D, in the windows it's ok.

By closing alternatively my left and right eye, I found out that the left Eye aspect ratio is ok, but the right eye aspect ratio is wrong, it's like 5/3, if left is 1/1. ( Objects in Right eyes appears wider than in left eyes )
The result is the image is skewed horizontally.
For example, the menu doesn't appear as if I was facing a rectangle. Even after resetting the position it appears like I am looking it from the side.
In the diagram I did, everything appears like on the right ( red ) instead of left ( green ).



The menu , the car, the track, everything.
I tried to force the FOV to other values, it didn't fix.
I tried changing the menu aspect ratio, it didn't fix.

At this point I think It's a real bug.

Before running LFS , I launch SteamVR, and close any other application.

Cheers,
Seb
GT4_PL
S3 licensed
GG!

Valve Index VR improve?
New LFS Version 0.6V
Scawen
Developer
Hello Racers,

We are pleased to announce a new update with a lot of new features, fixes and improvements. This is not the graphics update we have been talking about in recent progress reports. This one still uses the same physics system as the public version it replaces, but allows a wider range of setup options for some of the cars.

We have had requests over the years to allow more possibilities for rallycross and drifting. We were able to implement these changes by making a new version that could not connect online with the old version. Wider steering angles and a wide range of tyres are now possible on the GTR cars by selecting a new ALTERNATE configuration in the setup screen. This also allows some interesting possibilities for hard track racing as narrower tyres can be selected, which can help when creating lower powered racing classes for some events.

As we were making an incompatible version, it was a good opportunity to improve the prediction system that allows you to see remote cars driving on your screen. Every car's position, velocity, fuel load, damage and so on are transmitted frequently to all the other racers on a server. We have used various methods to make this information more accurate so the cars appear to move more smoothly. We were also able to improve some things about pit stops. For example you can now change tyres without being forced to repair body or suspension damage.

There are really a lot of updates in this version and we can't describe them all in detail in this news item. Please do have a look at the list of changes on the 0.6V information page. They include improvements for force feedback, controls including steering wheels and handbrake, more layout objects, VR, views, InSim and OutSim.

Read all about this update and how to install it on the Live for Speed version 0.6V page.

- LFS Developers
Clutch mapping
HUILLIER
S2 licensed
Hello,

Now that i got VR running on to the next problem Smile

I have a fanatec Porsche wheel with LC pedals.

The accel and brake calibrate perfectly in the game but it sees the clutch as an RX axis, and of course i cannot assign clutch to this axis.....

What is the fix for this ?

Thanks
Scawen
Developer
You should be able to run it from a normal installation.

- Start Steam VR or Oculus VR (I guess Oculus)
- Start LFS
- Options... View... 3D (at the top)
- You can select Oculus or OpenVR as appropriate
KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
SteamVR 1.15.19
(and I confirm : map "/vr reset" to a button is mandatory for racing !)
Scawen
Developer
Good to hear that solved it for you!

You can set "recenter VR" to a controller button.

- In Options-Controls, select the ALT+ tab
- ALT+F12 should have the text command "/vr reset"
- If not, add it to one of those keys
- Now you can assign that key to a button
B0mberMan
S2 licensed
it seem it worked! i have set the FFR to "close" (disabled) for steamVR settings in the pitool

at first launch that stupid annoying steamvr dashboard got in the way i couldn't get rid of it, it was interfering. i had to close and quit everything, then i launched again in the following order:

1) launch "steamVR" from pitool with the recommended settings
2) launch LFS.exe
3) enable "3d" and click OpenVR

so far i'm impressed by the silky smooth FPS and especially seeing the 3d geometry of your own car reflecting in the mirrors! Schwitz

this simply doesn't exist in no other "popular car sims" that are out there for pc.

this is what i wish was there:

ability to bind the "seat forward/aft, up and down" positions to buttons on hardware controllers as well as "recenter VR" to a button on hwardware. it would be just perfect

now that i have solved this, im buying Rockingham.Thumbs up

@Kingoffice what version of steamvr you are using? in no where mine is looking even close like to yours (even with the menu items in french)
Last edited by B0mberMan, .
Scawen
Developer
Thanks for the information.

I see you have FFR disabled (Close). If you enable FFR, does LFS crash when you enter VR?
UniValvePlums
S3 licensed
I don't think so, as VR support wasnt implemented until 0.6N, If i'm correct...
unable to run in VR (Pimax) = instant crash
B0mberMan
S2 licensed
Hi

i have installed the patch U18, but i have no luck to run LFS in VR at all. When steamvr launches, LFS crashes instantly when i click on 3D / OpenVR, and i'm in window mode running 1920x1080

what i'm doing wrong?

TIA
Test Patch U25: Multiplayer Updates
Scawen
Developer
WARNING: THIS IS A TEST

THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEM

PLEASE TEST BEFORE YOU POST


THIS PATCH IS NOT COMPATIBLE WITH VERSION U


Hello Racers,

Here is a new test patch: 0.6U25

The changes are listed below.

0.6U25 is NOT COMPATIBLE with 0.6U

- You can NOT 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 0.6U23 to 0.6U25: COMPATIBLE WITH U23

Steering:

Road cars now have 900 degrees steering range with default setup
XF and UF GTR have 540 degrees steering range with default setup
Updated and fixed steering animations to cover new steering range
Removed option "Move view with animation" which had little effect
FIX for new bug: Steering wheel could turn too far with some setups
FIX for new bug: Switching setups while driver visible could crash

Training:

FIX: AI changed to low fuel load if overtaking lesson restarted
FIX: AI skill / admin commands no longer processed during training
FIX: Training lesson did not end if replay saving was interrupted
FIX: Refuelling depended on refuelling allowed in single player
FIX: Logo was visible under title during lesson replay

Misc:

Removed debug message "Replay name : temp_mpr"
Saving replay name now shown beside option in Options - Game
Blocked messages remain blocked when returning from game to lobby
Command /block [0/1/2] : block user messages (like the minus key)

InSim:

IS_RES: TTime in qualifying now indicates time in session
IS_RES: PLID is now zero if the player has left the race

OutSim:

OutSim packet is documented in docs\OutSimPack.txt
Added steering torque as additional field in new OutSim
All data options can be switched on with OutSim Opts 1ff

Translations:

More updated translations. Thank you very much, translators.


Changes from 0.6U16 to 0.6U23: NEW INCOMPATIBLE VERSION

Multiplayer prediction:

Position packet now includes contact patch offset for each tyre
Wear and temperature packet is more frequent and more accurate

Pit stops:

Command /canrefuel (no/yes) to set refuelling allowed in pit stops
Damage repair not required when changing tyre pressure or compound

New ALTERNATE setup configuration for the five GTR cars:

Selecting the new config in XRR/FZR/FXR decreases tyre width a bit
With alternate config, narrower tyres may be selected (adds offset)
Also ROAD_SUPER, ROAD_NORMAL, HYBRID, KNOBBLY tyres may be selected
High "Maximum Lock" is possible in XRR/FZR with narrower wheels
XR GTR in ALTERNATE config has H-pattern shifter

Tyre choices and steering lock:

XFR and UFR maximum steering lock increased to 30 degrees
LX4 and LX6 maximum steering lock increased to 45 degrees
Single seater racing cars can now use ROAD_SUPER tyres
Steering wheel turn amount changes with maximum lock

New handling for 'CAR.lfs' and 'shift_type.lfs' scripts:

LFS runs 'road.lfs' / 'sequential.lfs' / 'paddle.lfs' directly
(previously these scripts were called from a CAR.lfs script)
This is done after loading a car and immediately before CAR.lfs
Commands to run these scripts from another script are ignored

Controls:

Handbrake strength is now separately adjustable

Graphics:

Avoid upward lighting related to ground colour in internal views

InSim:

Config byte added to IS_NPL packet indicates setup configuration
IS_CPP Pos is now relative to "Centre view" not the user setting
IS_NPL RWAdj / FWAdj indicate rear / front tyre width reduction
New bytes set if /showfuel=yes: IS_NPL Fuel / IS_PIT FuelAdd
IS_SPX and IS_LAP new byte Fuel200 indicates fuel remaining

Interface:

Tyre size displayed in Tyres tab in Garage
Brakes / TC tab in garage separated into two columns (e.g. FZ50)
FIX: Heat in garage car's tyres was not updated when tyre changed
Virtual steering gauge hidden if live settings or pit instructions
New fuel options can be filtered and are visible on selected host
When alternative config is selected F12 display shows tyre size
/press and /shift commands now support 'minus' as parameter
minus key (block messages) now works in free view mode

Misc:

Maximum number of layout objects increased to 2400
You can now add up to 32 local drivers (real + ai) in multiplayer
Restored code preventing 2 cars joining autocross within 3 seconds
FIX: Wrong warning "Road tyres on rallycross track" in hotlapping

Translation update for help.txt:

host_cars - max is now 32
guest_cars - max is now 32
max_packs - max is now 12
mip_bias - default settings now -0.5 / -1.0 / -1.5 / -2.0

Translations:

Many updated translations. Thank you, translators.


Changes from 0.6U to 0.6U16: FINAL VERSION COMPATIBLE WITH 0.6U

Interface:

Pit speed limit is shown when car speed is below 2/3 of limit
Yellow and blue flags now alternate with RCM or penalty message
Prevented auto-repeat on block message and light switching keys
Command /spectv no - prevent selecting TV camera on spectate
Momentary flick to rear view after SHIFT+R is now avoided
Avoided downshift after pressing SHIFT+X to exit free view
In fact any 'key held' function after SHIFT+key is prevented

F12 pit instructions:

Pressure change with new tyre no longer counts as SETUP CHANGES
A new 'cancel' option beside the 'setup changes requested' line
Settings that will be adjusted are now shown in light red colour
FIX: rear tyre pressure was limited by front tyre pressure limits
FIX: symmetric pressure/camber request remained after pit stop

Multiplayer:

Maximum packets per second (/pps) has been increased to 12
Rolling resistance included in catch-up phase of prediction
Reduced steering glitch each time a position packet is received
Position packets are sent more frequently in response to steering
Command /showfuel (no/yes) allows remote car fuel load to be seen
More accurate transmission of fuel load from local to remote car
Most admin commands with parameter omitted report current value
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
FIX: Remote cars with worn tread could wrongly get a puncture
FIX: Car on pit speed limiter sent maximum packets per second
FIX: Stop-go penalty caused car to get stuck in custom pit stop
FIX: Remote car's tyre temperature over 200 appeared black (cold)
FIX: Remote tyre temperatures increased too slowly in skid or spin

InSim:

IS_CPP FOV can now be used in-car but not smoothed (0 = no change)
InSim NLP / MCI minimum time interval reduced to 10 ms (was 40 ms)
FIX: It was possible to miss IS_PSF packet after taking over car
FIX: STime in IS_PSF packet was wrong after car was taken over
FIX: Free view roll is now reported in InSim IS_CPP packet

CPU usage display:

In Graphics or Misc options (in-game) click car icon then 'P'
You can now see CPU usage for Physics, Draw, Prediction, etc.
The "Pred" line shows CPU usage for prediction of remote cars
Prediction time also shows up in an MPR if /mprlag is set

Support for live multiplayer replays:

Replay identified as live when starting to watch an unfinished MPR
Does not exit replay after fast forwarding to current time
Catch up to live position by clicking >| button
Skins can be downloaded while watching a live replay
Save replay while temp_mpr is being viewed - copy instead of rename
Start new mpr while temp_mpr is in use - tries temp_mpr_1 (up to 9)
/mprflush X to flush mpr to file every X seconds (0 = disable)
MPR / SPR are prevented from being named temp_mpr / temp_spr

VR:

Updated OpenVR to version 1.10.30
Improved timing of obtaining view each frame
New "Antialiasing" option to select 4x or 8x multisampling
New "Resolution adjustment" slider (also known as supersampling)
Names over cars could fade differently in each eye in Pimax headset
Virtual keyboard is shown at dialog height if no dialog is visible
Space bar VR click auto disabled when you type with real keyboard
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

Skin downloads:

Faster skin downloads when joining server (and auto updater)
Slightly faster skin downloads when driver joins race in-game
FIX: Skin downloading could get stuck after a large header

MPR debug commands:

/mprlag X simulates online packet delay of X ms (+ no smoothing)
/mprsmooth X (0 or 1) to disable or enable input smoothing

Views:

Horizon lock now has a strength slider option
View filter time maximum value increased to 1 second
Improved key control (4/5/6/7) of free view field of view
Three screens are now assumed when aspect ratio is 4:1 (was 3:1)
Free view mode minimum field of view reduced from 10 to 2 degrees
FIX: Filtered view went wrong with low filter time + replay speedup

Graphics:

Car shadows now use anisotropic filtering to reduce shimmering
Increased distance for car subobjects to become invisible

Controls:

Gearshift debounce setting now applies to all controller buttons
Mouse X and Y sensitivity (in Axes tab) lower limit reduced to 0.5
FIX: Rare manual shift at high speed to 1st/rev during auto shift

Force Feedback:

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)

More telemetry data for OutSim:

Enable by setting the OutSim Opts value in cfg.txt
All data options can be switched on with the value ff
The new data is documented in a header file OutSimPack.h

Misc:

When LFS is set to close the reason is logged to deb.log file
Added a little more logging about D3D initialisation to deb.log
CAR.lfs scripts are reliably run when user car is spawned or reset
FIX: Memory leak related to threads (most often for skin download)
FIX: Replays from old Westhill before 2015 now marked as obsolete
FIX: Driver names ending with a lead byte could corrupt text
FIX: Issues with driver names ending with caret character


INSTALLATION:

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: 0.6U25


DOWNLOADS:

IF YOU ALREADY HAVE 0.6U:
PATCH 0.6U TO 0.6U25 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6U_TO_6U25.exe (1.8 MB)

FOR HOSTING ONLY:
DEDICATED HOST 0.6U25 (non-graphical version for hosting only):
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6U25.zip (1.8 MB)
Last edited by Scawen, .
KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
yes you can but you have an action to do after (1 click) and there's a VR window openned (inconvenient when driving).
Instant reset with the 2 commands I mentioned above.
KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
you can map a key with "/vr reset_headset" or "/vr use_relative" command (depending the VR headseat you got)
(else the hotkey is F8 but you have to click...)
Reset VR View - Hotkey?
bberger
S3 licensed
Is there a hotkey to reset/recenter the VR view?
milek7
S3 licensed
Vsync will inevitably result in slightly larger input lag, as swap will block when next frame is already completed. Thus when it is finally presented to the display it will contain older data than it possibly could.

Example: 60Hz display, Vsync is enabled. Buffer is swapped and in this moment next frame rendering starts. It renders in 4ms, but it needs to wait 16.66-4=12.66ms before it is presented. Note that if during these 12.66ms anything is updated, it won't change queued frame.

To avoid that and not waste electricity, rendering needs to start as late as possible. Thus it is necessary to estimate how long next frame will take to render, and wait for (refresh time - estimated frame time - safety margin) before starting rendering. Some swap modes have an issue there: estimated time is obviously not computed precisely exact, so with vsync disabled, it could tear near bottom/top of the screen. But with vsync enabled, small overshoot will cause waiting for whole next frame, which is even worse. I don't know how it is named in D3D lingo, but in Vulkan swap mode named "FIFO relaxed" would solve this, as it is essentialy "vsync but not if late", it would prevent bottom tearing and avoid catastrophic whole frame delay during occasional overshoot.

(there's possibility some graphics drivers are trying to do these calculations themselves and are blocking during swap for extra time)

Quote :(e.g. at 200 Hz we draw 2 identical copies of every frame)

Does that also mean that in VR mode, when running at eg. 120Hz player car position is not interpolated between 100Hz physics updates? Thus when eg. looking out of the window on track environment, apparent frame doubling will periodically happen, as 100Hz<120Hz?
Last edited by milek7, .
Scawen
Developer
Quote from Pasci :Under certain circumstances, the outsourcing of AI drivers to the dedicated host would be a better solution than increasing the permitted number on the client side? It would be good if you could determine the "field size" and as soon as a real driver connects, the number of AIs is "dynamically" reduced (or increased if someone disconnects from the host).

AI on server would be good but our current DCon can't possibly do that, as it only has a very cut-down version of the tracks, not including the physical surfaces. It doesn't need them because it doesn't run physics. It is already possible with a full version of LFS running as the server but that requires a user name. A full version can run in 'dedicated' mode but currently runs in the same way as DCon. I think that option could be made to run physics but it's really beyond the scope of this minor update.

I only started this process to allow a wider range of settings. It's turned into a multiplayer prediction + various other things but I still want to get this done ASAP because there is a lot still to do in the development version.


Quote from THE WIZARD DK :1. could this have had impact on the shifting thing?
2. i am using space bar with keyboard. will that be customizable?
or SPACE only?


also. i tried to go in single player mode.
with 21 cars (all types) and myself on track i still get those lagspike things at some times.
you asked me if i got that recently. it seems i do. patch u13. what can cause this then?

No, the packet sending rate due to speed limiter was only related to packets.

The space bar for VR click is not customisable and I don't have any plans to do so. This code was designed so that space bar when typing no longer interferes with VR click, for people with a VR headset.

I don't know why you have lags but I don't think it's related to this test patch. If it is to do with graphics card limitations (memory swapping) you could try lower texture resolution. Otherwise lags could be caused by other programs running on your computer.
Scawen
Developer
Test Patch U14 is now available.

I've been working on things to improve the prediction but they are mainly incompatible, so not included in this test patch.
This patch contains some compatible updates while I continue trying to improve the prediction system.

Changes from 0.6U13 to 0.6U14:

Multiplayer:

Command /showfuel (no/yes) allows remote car fuel load to be seen
Most admin commands with parameter omitted report current value
FIX: Car on pit speed limiter sent maximum packets per second
FIX: Remote car's tyre temperature over 200 appeared black (cold)
FIX: Remote tyre temperatures increased too slowly in skid or spin

MPR debug commands:

/mprlag X simulates online packet delay of X ms (+ no smoothing)
/mprsmooth X (0 or 1) to disable or enable input smoothing

CPU usage display:

In Graphics or Misc options (in-game) click the car icon then 'P'
You can now see CPU usage for Physics, Draw, Prediction, etc.
The "Pred" line shows CPU usage for prediction of remote cars
Prediction time also shows up in an MPR if /mprlag is set

Support for live multiplayer replays:

Replay identified as live when starting to watch an unfinished MPR
Does not exit replay after fast forwarding to current time
Catch up to live position by clicking >| button
Skins can be downloaded while watching a live replay
Save replay while temp_mpr is being viewed - copy instead of rename
Start new mpr while temp_mpr is in use - tries temp_mpr_1 (up to 9)
/mprflush X to flush mpr to file every X seconds (0 = disable)

VR:

Virtual keyboard is shown at dialog height if no dialog is visible
Space bar VR click auto disabled when you type with real keyboard

Misc:

Increased distance for car subobjects to become invisible
FIX: Free view roll is now reported in InSim IS_CPP packet

https://www.lfs.net/forum/thread/93185
FGED GREDG RDFGDR GSFDG