The online racing simulator
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Scawen
Developer
Well, as I said, it's a topic that creates strong feelings. Those who promote the "fixed to horizon" method can't seem to understand the way it is "wrong". I just want to give one example, you drive along a road and beside you is a 45 degree grass slope. You then drive your car along so that the car goes sideways up that slope (the left wheels are on the slope while your right wheels are on the road). Now stop your car. In the real world (in your office) you are sitting there and the wheel is in front of you. But the wheel in VR has moved around 45 degrees to the left. And your hands in the game are no longer in the same place where your real hands are. To many of us this would be a serious problem. We don't have the motion sickness problem and just want to be in the cockpit, the same way as you would be in a flight simulator. When a plane does a roll, you see the ground 'up' above and the sky 'down' below. This is the same method many (I believe most) people want it in a car simulator. But I do understand that other people are more susceptible to motion sickness so they want the view fixed to horizon even if it means they just have to live with the steering wheel in game moving around while the real one stays in the same place. What will never happen is that either of these groups of people will believe the other method is better. But what they can do is understand the reasons for different people wanting a different method.
MagicFr
S3 licensed
It's still a better solution that having the head fixed to the cockpit in rotation like it was a goPro camera Wink

Eyes are not fixed, they move a lot by themselves from the inner ear.
Did you read my article ?

Because we don't move in our seats, we don't have this filtering from the inner ear.

Actually I tested back in a while in my own car, the steering wheel and the whole cockpit is actually moving around the point we focus when we drive ( tested on a race track at Lurcy Levy ) depending of the bump and pitch roll of the car .

A better solution, and still not perfect, is to filter roll and pitch motion.

The ONLY perfect solution is to have a motion rig.

The solution I applied in Real Head Motion for Assetto Corsa is praised by lot of VR and triple screen users.

It's a very simple pitch / roll filter, I can send you the main algorithm if you want to try it in LFS Wink

I'm a bit disappointed as I so wanted to try the RallyCross with VR and my DD drive.
Scawen
Developer
Locking camera to horizon is something I would like to try at some point, for people who have the motion sickness issue. But it is a very 'wrong' solution in a sense. It's the sort of thing which creates strongly opposing views. Locking the camera to the cockpit (as in LFS and, I'm sure, absolutely required for a flight simulator if you were doing loops and rolls) means your steering wheel and seat can be in the same place where you see it in VR. Locking to horizon means that your in-game steering wheel and seat will seem to move around while your desktop steering wheel and seat stays in the same place.
MagicFr
S3 licensed
Well, I tried in VR ( I play sim racing only in VR ), and LFS is not playable at all, instant motion sickness.
I couldn't find a "Lock to horizon" option like AC, that will instantly fix the issue. ( i posted something about it on the VR thread )

Hello Micro Spec V ? Are you Singaporean? ( I live in Singapore but I'm still French lol, ALlez la France ce soir ! )
MagicFr
S3 licensed
Just tried LFS in VR.
Instant Motion sickness. Can't even drive 1 lap.
A simple option would solved this instantly.
Lock To horizon option ( like Assetto Corsa )
Having the camera transform in the world coordinate instead of car coordinate will solve this problem.
Here a little article I wrote explaining where motion sickness come from in Sim racing, It's not only in VR. It's happens when the view is fully immersed in the game, so happens also with big screens.
https://sites.google.com/site/mididrumcoverpartner/rfactor2-realheadmotion-plugin
ACCAkut
S3 licensed
ACC is the first stage of whatever is to come from Kunos. Focusing on GT3 opened up resources for the UE4 adaption, if that is done and well worked in we may see other series and types of cars on this new platform. The Dev is open for anything, constantly scouting for clever heads and artists.

LFS on the other hand is proper niche, its only attractive to people with seriously outdated hardware, don't fool yourself. The good VR implementation may have fished in a few hundred new users but compared to the other current titles its just a spec of dust in the simracing world, one that people have fond memories of, sure.
MagicFr
S3 licensed
Nice to see that LFS is still alive.
I plan to try it again this WE with VR and DD Wheel.
15 years of LFS right?... oO"
Shirtkicker
S3 licensed
Wreckfest

Just recently came out of early access on Steam.

PROS
  • Amazing damage model
  • Astounding Environmental object physics
  • Sweet graphics
  • Simple UI
  • Fun career mode progression unlocks upgrades
  • Good range of vehicles to choose from
  • Hilarious carnage
  • Accessible multiplayer servers
  • Not getting banned for deliberate crashing.
CONS
  • Steering suffers from a bit of input lag*
  • No qualifying means you're almost always starting from the back
  • Too many buses in Multiplayer (some servers do switch off the special vehicle option though...)
  • No VR support
  • Not enough lawnmower racing servers
  • You will need a good amount of processing power to get the most from this game.
*This could be because my graphics settings are set to max everything for now. A bit of tweaking might be necessary to achieve performance gains.
Racer X NZ
S2 licensed
If you want a kickass gaming machine for the latest games then SLI 1070's with VR sounds good. VR ATM has pretty high requirements so given an unlimited budget that should work. ( Best 1070 price in NZ ATM is 800.00 EACH...)

I find that a i5 3570 with 16 Gig ram and a 970 works well for me with most games and gives a very playable framerate even in Rome 2.

SSD's are great for games that call on the HD frequently, I use one for the OS, one for games like the latest Total War type games and Dirt Rally, Automobilista, etc and an older Velociraptor for Skyrim and Kingdom Come, RSRBR etc.

A standard HD is fine for Civ #, LFS, and other games that are not time critical.

An SSD makes the biggest difference to games, but it's most noticeable with those that are frequently loading additional data.

LFS runs on a potato if you don't want VR, It's not multi threaded so any decent single core processor runs it as as well, if not better, than the latest processors. To get the 'best' LFS performance you want good single core rather than multi core performance. 'Perhaps' the soon to arrive update may change this but I've seen nothing to suggest LFS will be going multicore 'soon'
Last edited by Racer X NZ, .
New Hardware
yahalimu
S2 licensed
Hi,
Bit out of touch, I think my last post was in 2005!
I stopped playing LFS cos life got in the way but now, 13 years later, I plan to build a new PC for LFS (+ a few others) and a VR headset.

I have a mining PC chassis with an ATX board I wish to convert into a kick-ass sim-driving PC.
Six 1070's but I will only load two! he he..

What is the OPTIMUM/ SUB-OPTIMUM chipset/cpu for gaming on an ATX form these days and what to avoid? I will also be playing some more demanding cpu wise games so not just for LFS.
SSD drives better than HD I assume for access times. As I said, bit out of touch.

Iain
Last edited by yahalimu, .
Scawen
Developer
"What is your setting for Full-scene antialiasing? (Options - Graphics)"
Quote from Pasci :It was at 16x. The issue exist also at 8x.

With 4x AF switching between off and on works without frame rate drop.

Thanks for the test.

I'm not sure if you did a typo there. Did you mean AA in the final sentence above? As in antialiasing, not anisotropic filtering?

Quote from Pasci :
@Scawen:
By the way I DISABLED post processing and then I had the bad frame rate.

Yes, I noticed that. That's the reason for my question about AA. It's the only thing I can think of that should be better when you do switch ON postprocessing. Because in that case it uses 4xAA regardless of your setting.

The reason for that is, I believe 4xAA is the best result for the least minimal extra GPU usage. That's why mirrors and VR render target use 4xAA and that's why the postprocessing one does as well (as it was a quick add-on using some existing code). My understanding is the render target uses 4x the size of Z buffer when you use 4xAA. Higher AA settings use bigger and bigger Z buffer and it starts to become a memory access and processing issue. And regarding anisotropic filtering, higher AF settings cause the card to produce its own special anisotropic versions of textures in memory and the amount used is unpredictable (at least to me it is).

Quote from Pasci :I can not imagine that it is related to the vram. The graphics card has dedicated 4 GB of RAM. According to LFS, the textures memory usage is around 324 MB. There should be enough space/ram, right? I don't know if that so easy to compare. I don't understand enough about vram and usage. Smile

I am sure you have enough memory. But accessing so much of that memory and processing it every frame is always a problem, which is why half texture resolution can often give better frame rates. I'm not sure if AF (anisotropic filtering) setting should affect things differently in post processing or standard modes. But I must wait for your answer to that first question in this post. Smile
Last edited by Scawen, .
Skytrill
S3 licensed
Nice little bump there but still worthy. I've always had a "meh" opinion about bikes in sims because we don't have a proper input to control them. Now that we have VR however, it would be a tiny compromise to play with a gamepad and being on a bike over 270km/h side by side with front-brake and rear-brake & clutch axis simulated.
That would also open a new market for LFS as there aren't much serious simulations with bikes out there. I know gpbikes and mx simulator but the first feels far from a complete game while the 2nd is a motocross only sim so that would definitely fill a void and sell more licenses. Tracks like Aston, Kyoto and Westhill would suits bikes very well.

I wouldn't mind at all to see this happens even if I know the chances are slim because too much stuffs on the to-do-list.
BeNoM
In the corner
It's not the same as years ago? New track, overhauled existing tracks, improved layout editor, fully rendered 3D mirrors, top-notch VR support, etc.
Racer X NZ
S2 licensed
Reading this (and other related threads ) I can't help feeling that the ability to mod the game (LX8 being really a mod !) would appear to be giving a breath of new life to the sim whilst we all wait (No comment) for the 'soon' to be coming official update.

As many other racing sim's learned this simple lesson many years ago I can't help feeling that if LFS embraced modded tracks, as a simple example, it may well lead to more people actually buying the game. This would give the dev's money, the reason I believe they actually work on the sim, and would encourage and support their time spent on working on the 'soon' to be coming major update.

As this (LX8) mod is 'officially' supported, I'd like to think that the Dev's could actually think about their cashflow situation and seriously consider this suggestion.
(Wot with the massive takeup of VR as a mainstream gaming platform Cool)
mbutcher
S3 licensed
The Windows Mixed reality headsets do not offer AR. The name is misleading.

The current generation Windows MR headsets are VR only, the only exception being the Hololens.
Xenix74
S3 licensed
what does this look like in AR? Is there a "simple" virtual monitor? Or is it a mix of VR and AR?
bishtop
S3 licensed
Do you have steam VR installed on your system?. Can't quite remember if steamVR used to open when i used to use openVR
Windows Mixed Reality Support?
ricebug
S3 licensed
Hello!
I've used Oculus DK2 for a long time, but yesterday I got a new HMD device which is called Windows Mixed Reality system(Actually, this is a Samsung Odyssey HMD).
I've tried "Open VR" instead Oculus, but It didn't work. So I haven't played LFS until now :/
I hope LFS would support the Windows MR system in near future!
Thank you!
Xenix74
S3 licensed
We do not have a roadmap with timeline ( and I'm very thankful for that)

Read this thread for example Wink

https://www.lfs.net/forum/thread/91858-Is-LFS-just-a-hobby-project-for-its-creators%3F/page/2


From Scawen (4. Feb. 2018)
Hi, thanks for the support in this thread and your patience.

I confirm this is a full time job for Eric and me. There were some quiet years due to life changes but I can tell you we are really on the case now.

In the past year I have made a lot of updates to the graphical systems and there is much better support for different types of specular reflection including the shine on the road. The shaders are completely rewritten and structured better now as over the past few years I have got to grips with shaders (that was first stimulated by the VR support).

The lighting system is now done in a "gamma correct" way, i.e. processed linearly within the graphics system and only converted to sRGB at the output. Gamma correct rendering is an interesting subject if you are interested in that kind of thing and want to read up about it.

The specular reflections don't just appear automatically. Eric must visit each track and do an update to take full advantage of the new shaders. He is working hard updating the existing tracks and the results are very nice.

I've also recently been working on a new shadow system based on cascaded shadow maps.

So you should see a much better looking Live for Speed within a reasonable time frame. I won't speculate on how long it will be but Eric and I still have quite a few things to do, so don't hold your breath!
Ross Burton
S3 licensed
I'm really please see this! Another "0.1 Alpha" player here who has put only a handful of hours in LFS over the past decade, but still keeps an eye out for the annual update mail.

As a sign of my support - I've just purchased the S3 license... every little helps Smile

I bought a Rift last year and after a turbulent personal life over the past 6 months I finally found the time and inclination to have a 5-lap quick race in the Formula XR @ Blackwood for old times sake. I was never that quick, 1:13s. Anyway... 2 hours later and sweating profusely, I broke the immersion... In the last couple of races I found the balance and dropped into 1:11s.

For me VR is a real game-changer and LFS does it better than any other title, despite being the most dated in capabilities. I can 'feel' the move underneath me, really weird, I can detect and catch the car by feel rather than learned behaviour which takes it to a level that reignites my interest in online racing, and opens up all the RWD cars that I could previously never be bothered with.

Just a thought, if the next 12 months involves the full release of additional S3 content (tracks) and the updated physics model, perhaps it's time to put prices up a few quid? You've ignored inflation for quite a few years !

Oh and if you explore 'wet weather' as an S4 capability I'd buy it in a heartbeat - if it's not in the backlog can you make it a retirement project perhaps? Wink
liveforspeedracer101
S2 licensed
Aww.. u would think there would be a mode where you could put LFS into VR mode and use the mouse for looking round, that would be super cool
FreeScirocco
No longer welcome
8:32 "Get your PC upgraded"

... LFS still has a problem, a CPU problem. I have a 965M but the screen is lagging on various spots because the CPU cannot handle it. Well, it can handle it, it's just LFS which doesn't make use of today's multicore CPU capabilities. It's a bit of a shame that LFS doesn't run smoothly on my i7 3630QM, it is not that this CPU is very old, its LFS which is very old in handling multicore CPU's (it basically doesnt handle it)..

If LFS doesn't get this problem sorted with multicore CPU's then I do not think it has a big future for the masses which want to try VR. The early adapters of course all have massive desktop systems but the bigger part doesn't have this. Sure a graphics card can be upgraded, but a CPU is more difficult. Especially when it is not needed and its just the software making bad use of the capabilities.
Reasons why you should try Live for Speed in VR
mbutcher
S3 licensed
Hi there,

I've been meaning to make this video for a while, since my job involves Virtual Reality and I've recently been able to pair this with my love for sim racing by purchasing my own Oculus Rift.

I hope this video gives you more of an appreciation of why the devs opted to spend so much time implementing VR in LFS and I also hope it gives you the itch to try it yourself.

If after watching you have any questions, or anything else you'd like me to explain, please leave a reply or drop me a PM and I'd be happy to advise.

I'm no good at video editing so it's just a 1 take clip. I hope you enjoy it.

Cheers

Test Patch 0.6R8 (now R22)
Scawen
Developer
WARNING: THIS IS A TEST

NOTE: THIS DOES NOT CONTAIN NEW TYRE PHYSICS

PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new TEST PATCH: 0.6R22

It contains some updates related to some recent changes on our servers:
- A more robust method for connecting to the master server
- Skin downloading now works with the updated website

There are many updates to the layout editor.
These are described in the change log below and in a separate thread:
https://www.lfs.net/forum/thread/92152

0.6R22 is compatible with 0.6R

- You CAN connect online with 0.6R
- You CAN play replays from 0.6R

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.

Please back up or rename your LFS.exe from version R so you can revert to it if necessary.


Changes from 0.6R21 to 0.6R22:

Layout editor:

ALT key now temporarily hides the outlines of selected objects

Interface:

More updated translations - Thank you translators!


Changes from 0.6R to 0.6R21:

Multiplayer:

More robust method for connecting to the master server
More informative error report for "Unknown file transfer error"
FIX: Skin downloading now works with the protected website

Layout editor:

New layout editor instructions: docs\Autocross.txt
New cut / copy / paste system using standard keyboard shortcuts
COPY (CTRL+C) toggles between real selection and copied selection
Place objects (O) key is equivalent to PASTE followed by COPY
Move objects (M) key is equivalent to CUT followed by PASTE
UNDO (CTRL+Z) and REDO (CTRL+Y) functions are now included
A green or yellow outline is drawn around the selected objects
Original objects are shown with a grey outline after COPY pressed
Editor buttons and keys affect real or copied selection - not both
PGUP / PGDN can now be used to adjust Z value of selected objects
C key now clears selected object type as well as selected objects
It is now possible to set marshall circles to have zero diameter
Objects and marshall circles can now be selected at the same time
Multiple object rectangle select CTRL+drag with left mouse button
Start position / checkpoints / finish line now in control section
You can hold SHIFT to keep objects selected when exiting edit mode

Graphics:

Slight reduction in some excessively bright driver models
RAW files are no longer used and skies now use DDS textures
Existing RAW files are converted the first time LFS is started
Removed option to view sky in 16-bit colour

Interface:

New URL for skin uploads lfs.net/skins
Text message dialog now has variable width
Clip mouse to screen is now CTRL+M as CTRL+C is used for copy
Command /axsel to copy layout editor selection text to clipboard

Free view camera position text command:

Type /cp to copy a text camera position to the clipboard
The resulting text can be saved in a text file, forum, etc. or into
another instance of Live for Speed to reproduce the camera position

Commands:

Improved processing of command line to be more flexible
New command /settings=X.txt - uses X.txt instead of cfg.txt
Command /settings must be the first on command line or in file
Command /mp (join local host) can now be used on the command line

Misc:

Live for Speed can now recover from a graphics driver error
Textures are no longer reloaded when changing weather (faster)
LFS starting in borderless window mode now goes to the same monitor
New option "Display LFS logo in game" (not optional in demo mode)
English file is no longer saved when LFS starts (can be deleted)
New check for corrupted 3D models to avoid possible crash on load

VR:

New commands to skip F8 menu /vr reset_headset and /vr use_relative

InSim:

New value PMO_POSITION for IS_AXM packet to report a blank position
New packet IS_CIM reports a connection's interface / editor mode
New values PMO_SELECTION_REAL and PMO_MOVE_MODIFY for PMOFlags
New values TTC_SEL_START and TTC_SEL_STOP for IS_TTC
New value PMO_GET_Z for IS_AXM packet to report Z values
New value PMO_AVOID_CHECK for PMO_ADD_OBJECTS avoids validity check
UCID can be set in some IS_AXM packets by an external InSim program
to make the resulting packets appear as if sent by an editing admin
(PMO_ADD_OBJECTS / PMO_DEL_OBJECTS / PMO_CLEAR_ALL)


INSTALLATION INSTRUCTIONS:

A FULL version of LFS 0.6R 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: 0.6R22


DOWNLOADS:

IF YOU ALREADY HAVE 0.6R:
PATCH 0.6R TO 0.6R22 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6R_TO_6R22.exe (1.4 MB)

FOR HOSTING ONLY:
DEDICATED HOST 0.6R22 (non-graphical version for hosting only):
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6R22.zip (1.8 MB)
Last edited by Scawen, .
bishtop
S3 licensed
well for sure the ddos attacks will not have helped any progression. Also for LFS the physics are not the most urgent thing needed. There has been many new things released since 2010 such as the new westhill and rockingham and the new revised blackwood along with VR
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