Well, VR is just so mainstream as "EVERYBODY" runs it... NOT.
As someone who thinks VR is a massive **** only enjoyed by those with a large disposable income who will need to spend equally large amounts of money repeatedly until this either dies or becomes usable, let's see which, here's an opinion from a 1080 gamer.
Looks good, Codemasters seem to be focussed on an actually rally sim. As the last great rally sim was Colin MacRay, untold years ago, much credit to them for trying to create a great rally sim.
Hi, new user here with noob questions. I was wondering if anyone had a settings file or a suggested setup to get the most out of WMR headsets?
I have the Lenovo and LFS plays very smooth but the distance view is pixelated (as all VR racing games seem to be without tweaking)
Also, do you need to fully exit the game to desktop for graphics options to take effect? I was quitting the race to main menu, tweaking parameters in options and then restarting same race but things don’t seem to have changed?
You know, I guess I'm pretty weird as all this goes. I wasn't into sim racing at all when LFS came out.
I read an article on independent gamer makers (salon? slate?) and they wrote a little about LFS had a link. And everything went downhill from there. I got the demo and about two weeks later I got the license.
You're always going to have people whining for something. I've been playing this game pretty much since it came out and I haven't "raced" all the cars/track combos we have as it is. I personally don't care if there are more tracks added, but I won't complain if they do. I wish they'd do more for the drag racing and rally cross. If anything, I wish they'd wrap it up and let the modders worry about all the cars/tracks.
If I must realistically whine for a track, it'd be a simple dirt oval with the MRTs modified (converted to 1/4 scale race cars?).
But as far as promotions for LFS?
Besides how easy it is to hook up to VR and low resource demands, They still need to do something to put it further apart from the other titles to attract someone just finding out about LFS.
I think the drag strip would be cool as I don't think anyone does that. Can you drag race in Assetto Crosa?
But to be able to do drag racing right might be more trouble than it's worth.
And rally cross? I think that would be a big boost too. I think more people watch the rally cross in the X games than they do F1 racing. To me the only racing that sucks worse than NASCAR is F1.
I think the next "big thing" in real racing will be the Australian v8 super car racing. Maybe gear towards that? But then again everyone thought that D-1 would go somewhere too.
Yeah. It's easy to be an armchair quarterback. Not so much when trying to apply any of this in real life.
dude has lived the dream for over 15 years. "all good things", right?
after doing some googling, i have to agree with you.
i imagine that the enthusiast press will cover LFS when the incompatible version is released.
it's quite a sensational story.
there was some coverage a couple years ago because of VR, so the ten year patch should be a pretty big deal.
of course there always be a vocal minority complaining. entitled novelty addicts and such.
i feel pretty optimistic about user-generated content, though.
Good post! Thanks for providing some actual numbers of some sort too. I really haven't seriously dug into it.
But this:
"online racing with high fidelity physics is not what drives sales, i guarantee it.
i just checked assetto corsa, and about 300 of the 1300 people playing are playing online.
assetto corsa has sold over half a million copies, btw."
Assetto Corsa sold half a million copies. I bet it's safe to say that those customers also have other racing games and that most of these folks have most of the same titles. And I'm going to go on a limb here and say that the TOTAL amount of "sim racers" is roughly around a million people. Sounds like a lot huh? Not even close.
Out of the BILLIONS of internet users you got around Hundreds of Millions of gamers. So that number doesn't look so big now. In fact, it looks more like a niche market. So you got LFS trying to compete for a million potential customers, give or take a few thousand. How many other racing titles are out there? I can think of at least five. There's probably at least double that. Now divide that million by ten (guessing at ten titles) 100k sales would be optimal.
Now let's factor in that a big chunk of those racing game sales were done as gift purchases...how about 30%?
How many times did you get a gift you thought sucked? The point I'm making is out of all those sales, you're going to see many of those games just gathering dust while the kids are playing Fortnite or something.
Your stats on Assetto Corsa sorta proves that.... half a million people yet only 300 out of 1300 playing.
1300.... so where did the other 497,000 players go?
"from where i stand, physics is not what differentiates LFS. flexibility is what differentiates LFS.
insim, layout editor, controller setup, vr setup, vehicle setup, commands/scripts... most of this stuff was years ahead of its time, and is still better in LFS than everything else i've spent time with."
Now you're in my world. Advertising and product promotion.... You're absolutely right about all of that, but none of that matters when the competitors' PR belts out about their stuff loud enough to shadow anything LFS has to offer.
Scawen knows this. He doesn't want to spring for serious advertising. I imagine he mostly relies on word of mouth as I've never really seen an ad anywhere. Word of mouth is still the best form of advertising, but when people can't hear you over the other guy's yelling, then you need to do more to get your stuff out there.
oh yeah..... "the fia has an e-sports championship ffs".
In the late 90's/early 2000's there were at least three high end racing sites geared to serious online racing like your FIA. And there were fewer titles and fewer people online back then.
But like I said, we're really not playing Scawen's game, We're playing his dream. So I guess none of this really matters.
And I still believe racing across the board is in decline.
there are plenty of people interested in the sim racing space.
the fia has an e-sports championship ffs.
online racing with high fidelity physics is not what drives sales, i guarantee it.
i just checked assetto corsa, and about 300 of the 1300 people playing are playing online.
assetto corsa has sold over half a million copies, btw.
from where i stand, physics is not what differentiates LFS. flexibility is what differentiates LFS.
insim, layout editor, controller setup, vr setup, vehicle setup, commands/scripts... most of this stuff was years ahead of its time, and is still better in LFS than everything else i've spent time with.
my opinion, in shooting game terms, is that the vehicle sim market doesn't need another counterstrike. it needs a garry's mod.
I'm a VR driver and I'm pretty sure LTH would make me quite ill. Forbin is right, your frame of reference should be locked to the car, not the outside world and so such a feature is not needed, or even wanted in my case.
I could not find a LTH setting, I drive in VR and this is very important to VR driver.
Please don't bother answering if you are not a VR driver or just to say you don't need LTH.
The VR in LFS is quite superb, great FPS, the real mirrors are outstanding, the new shader are very nice, all that is missing now is LTH.
@alleycat have you found a setting for LTH?
as opposed to all the answers in this thread, which I am guessing come from none VR player, LTH is very important when driving in VR.
The issue is not to have no movement, the goal is to have car movement with the horizon not moving, like in real life.
Not a VR nor multiple screens user aswell, but just to see if it can work with small workarounds, what happens if :
- you use a single monitor or try to duplicate the display on the monitors instead of enlarging the desktop
- delete the file "card_cfg.txt" in your LFS folder as per https://www.lfs.net/patch-6g notes on the Rift and start again LFS
Downloaded the demo version of LFS, no issue. When I try VR by ticking the 3D box and highlighting OpenVR and single screen, the output goes to the laptop in one window but not on the VR headset. When I move the VR headset, the laptop screen shows the movement but again, nothing shows on the VR headset. Any thought on how to get this working? I have a Lenovo explorer VR headset and a NVIDA 1060 6G video card running on i7 core so the hardware should not be an issue. It runs Assetta Corsa without issue.
AH, thanks mbutcher for posting a link to that discussion. Didn't see that one. Then it seems there is no way around it (for now). A bit of a let down since otherwise VR works so well in LFS (with real mirror rendering).
Can you post your graphics settings also its weird that LFS is reporting 100fps as VR should be 90fps. Im running roughly the same specs as you and no issues with lag and fps is locked at 90fps. Im also using supersampling through rift tools.
Just got back to LFS after extensive testing of VR in ACC.
When VR first was introduced to LFS (thanks Scawen!) I was blown away by plug-n-play simplicity, performance and overall experience. If I recall correctly, I had no issues whatsoever with display stutter no matter what direction I was looking.
Today, with LFS 6T and Oculus App Version. 1.32.0.730459 +Rift CV1, I started an AI race at Fern Bay and instantly noticed that the landscape - when looking sideways - was lagging/stuttering. Not smooth at all, FPS-counter was still at 100 fps.
If someone have experienced the same, or have any clues on how to solve this, I would be very grateful.
My specs are built around Win10 64bit, i7-7700K, GTX1080Ti (11Mb), 16Mb RAM, Nvidia driver 417.22.