The online racing simulator
Searching in All forums
(969 results)
MagicFr
S3 licensed
That something I LOVE in LFS, no need to restart anything, everything in the game , no stupid web site or UI stand alone app :/ Other dev that say "It's not possible", they are just lazy or don't use their own game engine Wink

That's great, it's not a "show stopper" so I can still enjoy LFS, but I'm sure it will be a great improvement for LFS-VR.

Other things I like in LFS-VR :
- our helmet is sync with the headseat, that's a great immersion when watching the mirrors, it seems a detail, but it's also help feeling more in the car and so is part of reducing nausea effect ( even I don't have any now with lock to horizon )

- the menu are just the best in VR in LFS.

Things that would improve immersion:
- Driver 3D model: obviously in VR now, the very low poly, kill the immersion a bit, especially the proportions are odd ( large legs and tiny arms Smile ).
- Better cockpit 3D model.

Yeah I know , both those things require lot of work, and they are just a consequence of LFS age Smile

The tire model also show its age with a direct drive wheel, it's nothing near iRacing or A.C. now. But seems enjoyable ( had to set the FF to 15% otherwise the game try to break my wrist, especially on some kerbs ).

I'll have to upgrade to S3 to try RockingHam this Weekend.
Whiskey
S3 licensed
Quote from AndyG :Just out of interest, why does the "full screen anti-aliasing" (is this MSAA?) LFS graphics option disappear in VR mode? It's there for the mirrors, but not for the main display - I wondered if it was just a bug maybe?

It's mandatory to be enabled in VR, so it is removed, instead of graying out.
AndyG
S3 licensed
That's excellent news, thanks. The shimmering is certainly an issue in the current build. I minimised it by setting SS/PPD in the Oculus Tray Tool to 2.0 (which works, because LFS is so relatively light on CPU/GPU), and forcing MSAA to 8x in the NVIDIA driver settings. It's still not quite as good as the likes of iRacing and Project CARS 2 though. Just out of interest, why does the "full screen anti-aliasing" (is this MSAA?) LFS graphics option disappear in VR mode? It's there for the mirrors, but not for the main display - I wondered if it was just a bug maybe?
Scawen
Developer
What LFS does to get those numbers is simply this:

unsigned rec_w, rec_h;
ivr_system->GetRecommendedRenderTargetSize(&rec_w, &rec_h);

hmd_info.RTRecommendedW = rec_w * 2; // OpenVR recommended size is for one eye
hmd_info.RTRecommendedH = rec_h;

And that's it.

I've just messed around with these numbers and managed to find where they get this 2141x2669.

From the LFS output above (per eye) from GetRecommendedRenderTargetSize:
rec_w = 1748
rec_h = 2179

I decided to try the square root of 150% - that is 1.224745

Now, multiply the plain figures from GetRecommendedRenderTargetSize:
rec_w: 1748 * sqrt(1.5) = 2140.85
rec_h: 2179 * sqrt(1.5) = 2668.72

Maybe the VR program (LFS) is supposed to read this supersampling number, take the square root of it then multiply the width and height of the recommended render target size. Strange that I can't find documentation.
MagicFr
S3 licensed
As you can see, with 1.5 ( 150% ) Super sampling, in Steam Open VR, I should have a render target resolution of 2141x2699 per eye, instead of the 1440x1600 of the default per eye resolution of my Odyssey.
Now, LFS using openVR, It should actually use this no ?
But the results, in iRacing compare to LFS, make me things it's not. But can't be sure.

MagicFr
S3 licensed
Honnestly I have no idea, but it seems that some hardware acceleration can be used in some graphic cards, So most game I know just use the VR API I think.
Again, I'm not sure, last 4 years I used only Unreal and Unity, so I don't have knowledge how it's down at lower level.

Sorry.
MagicFr
S3 licensed
Hey Scawen Smile

From several reading, super sampling is rendering at higher resolution then down sampling the 2D image using some "algorithm" giving better results than AA.

Especially for things like shadow and lines on the road, when view is close to the road.. mostly. I think otherwise left and right eyes have different pixels filtering with traditional AA, then it make weird visual effect, like a shimmering.

With supersampling it seems to fix that.

In Assetto Corsa, you can change it in the game with their "App" system, I set up it to 1.5 I think.

By default I have 1.5 in Steam Open VR ( for iRacing ).

And yes it's create a huge back buffer, When I'll be home I can give you the resolution if you want, for my setup ( RTX 2080 Ti Watercooled ).

With the default option, the resolution take account of you graphics card performance ( I don't know how though ).

EDIT : the shimmering appears in the center of the view .
Last edited by MagicFr, .
Scawen
Developer
Hi Magic, thanks for the feedback and the suggestion about the filtered view which some people like, although it's a bit different from yours.

About antialiasing, multisampling is switched on in VR mode, but there's no option.

About supersampling, I can see these values "allowSupersampleFiltering" and "supersampleScale" in openvr.h but I can't find any documentation on how to use them.

If it's about using an extra large render target texture (even more massive than the already extremely massive one) I've never understood the reason to use an oversize render target. Using the recommended values from the drivers, the render target pixel size at the centre matches the screen pixel size. Unfortunately, because of the way VR lenses work, as you move out from the centre the render target pixels become more and more frequent per output pixel (in other words, anywhere out from the centre, it would be ideal to have a *lower* resolution render target, not higher). Why I say 'unfortunately': There is a higher pixel density in the peripheral vision where you need it least which is a performance hit. The best results from texture mapping in general are when the texture map pixels are about the same size as the output pixels, so I can't understand the need to deliberately increase the source pixel density which should just make the output image worse.
Evolution_R
S3 licensed
What is your VR setup? I mean HTC Vive or Oculus or?
MagicFr
S3 licensed
I have an WMR Samsung Odyssey, I already have the super sampling set in Steam Open VR, it works for iRacing and AC, but doesn't seems to be in LFS, OR, I also have AA on in iRacing and AC, and I didnt find the option in LFS.
Shift & F view [solved]
Xenix74
S3 licensed
I have a little suggestion or a request. Is it possible to integrate the Shift & F view as a button in the game? I use the Logitech Profiler but it would be more convenient to have it in the game itself. Especially in times of VR and Immersion this view is worth gold. Furthermore, many beginners find this view easier if it is found in the Options menu than in the instructions for use.

Only an Idea Shrug
AndyG
S3 licensed
Scawen any thoughts on this please? LFS does a lot of things brilliantly, so it's a real shame we have this fundamental issue in VR.
MagicFr
S3 licensed
just had a 2h session Smile
Was great to rediscover all the nostalgic tracks in VR Smile
South city was not so tight actually.
My most WTF : Those KERBS are HUGE !!!
I tried the fitler view, but even the highest latency make the camera move too much for me, so I end hup with Lock to horizon, 0 nauseous feeling now Smile

I do have a small concern, in BL, when looking a the back straight, there's a lot of aliasing with the shadow. in iRacing and AC. those are not existant because I cramp up the super sampling OR ad FS AA.

I couldnt find the option in LFS, appart from that, that was great to drive in LF again after ALL those years.

( AI are super aggresive, Online server are just uninteresting cruise stuff though )
jkostans
S3 licensed
Any fix planned for the VR studder from the 100Hz / 90Hz difference? I’m not sure if it’s even possible.
bishtop
S3 licensed
If its something that is present for all using VR then it must be something i had not noticed. Il do a check and see if i notice it
To be honest when i am racing i focus on so many things that if i could miss it if its not really bad
AndyG
S3 licensed
Thanks, yes I've read that before but I'm not convinced it's the case here. In 2D mode if I turn VSYNC on (which is 60fps for my screen), it runs perfectly smoothly. Similarly, 300fps with VSYNC off is smooth. I think this is something different, something VR specific, and different to the minor jitter some see due to the 100Hz physics.
MagicFr
S3 licensed
Great, can't wait to test it this Week End.
Rally Cross with DD and VR Smile
New LFS version 0.6U
Scawen
Developer
Hello Racers,

Today we have an update for you with some important fixes and some new features. This is not the graphics update we have been talking about in recent progress reports. This one is fully compatible with the existing public version.

We decided to work on version U after learning about some issues with two new VR headsets that could actually cause eye strain, which made an update really important. We also fixed some other known bugs and took the opportunity to add some new features.

You can try a new setting for the cockpit views. Previously they were always aligned to the car but now you can lock the view to the horizon. Some people can experience motion sickness when driving a car in VR and this option can be a great help for them. With the view locked to the horizon you get a strong feeling of how the car is moving but it can be too much so there is an alternative setting to 'filter' the view. In this case the view still goes with the car's pitch and roll but there is a short time delay while the view catches up to the car. This is quite effective in showing how the car reacts to bumps.

For those of you who like to race offline, we have increased the number of AI drivers you can add and you can now set their skill levels individually in the race setup screen. The F11 and F12 in-game screens can now be used to adjust their live settings and pit strategy.

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

- LFS Developers

nikopdr
S3 licensed
The filtered mode works great, I like it since i couldn't use rotareneg's insim version at the same time with lfslazy Big grin Also AI seems to take up less CPU after driving around with full grid. Thanks for the test patch Smile

A small question though, would it be possible to adjust the minimum filtering time to 0.05 seconds and have this option separate for cockpit and free view? It's a great way to add some "visual" cue on bumps to help recognise them easier. After a while of driving though I found the view to "bounce" around a bit too much, it might be less noticeable in VR setups but the minimum filtered setting is bit too much on standard screen setups in my opinion. I also like to race different cars with different view settings, it becomes a bit tideous to open up options to turn off the filter setting once swapping from a road car to fox, for example. Tongue
Scawen
Developer
0.6T6 is now available. I'm hoping it's the last test patch before the full version of this minor but important update. I want to get back onto the lighting in the development version.

If you have a little time this evening it would be great if you could test it, maybe go online for a race or two.

Thanks!


Views:

FIX: Offset mirror was not drawn offset in forces draw (F)

VR:

Minimum value for manual FOV setting reduced frmo 80 to 75 degrees
FIX: There was a loss of accuracy in the automatic FOV calculation

Misc:

More translations updated - Thank you translators!

Download:

https://www.lfs.net/forum/thread/93144
racerss
S3 licensed
Hey Scawen,

Seeing that you've enhanced the screenshot capturing algorithm, is it possible to investigate the reason as to why clicking the 'Game' tab option in the settings causes LFS to hang for the first time? is it possible that it's similar in some way to the old screen shot capturing method? (Since it involves disk read/write)

Players above have also asked about the possibility of increasing the player limit, I think having 48 players on the track (as in 48 connections) would be awesome.

I've tested the patch and everything is working as expected (non VR features).
Scawen
Developer
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.
Scawen
Developer
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.
Pasci
S3 licensed
A test with the AntVR Transformers (VR Headset) works still fine, too.

Thanks for the update

But I have following issue (current version 0.6T and with this/latest test patch 0.6T5):
If I change the vertical field of view of the headset from automatic to around 83° (or higher), objects on the edge flickers. Perhaps a better description is that objects are faded in/out too early/late. That pretty much irritates. At around 80° it is still OK. It is difficult to describe this effect. :-) Perhaps you can reproduce that with an other headset? But that could be simply an issue from the AntVR headset, too.
0.6T5
Scawen
Developer
0.6T5:

Multiplayer:

FIX: Timing bug that allowed damage repair to be done in zero time

Interface:

CTRL+SHIFT now shows user name instead of player name in F11 / F12

VR:

FIX: In Pimax the virtual 3D TV for replays had a rotated image

Misc:

More translations updated - Thank you translators!

Known Issues:

OLD BUG: Mirror appears wrong in forces mode if offset in driver view
OLD BUG: Load grid AI lose their colours if "AI use player setup" is [no]

Download:

https://www.lfs.net/forum/thread/93144
FGED GREDG RDFGDR GSFDG