I found some more games and though I could share them with you all.
If you've been into arcade racing games such as Wipeout in the 90s, know there is a tribute to this game on Steam called BallisticNG and it now supports VR (by right clicking properties and choosing the Beta tab). It's just been released and I love it so far so I highly recommend it. Workshop is supported as well and there's some pretty neat tracks & vehicules to get there. If you're into this there's Redout as well but I honestly prefer BNG (less woobling in the gameplay).
I found Spa 1967 for Assetto Corsa so I'm pretty hocked with the Lotus 25 although the AI is pretty dumb for a change. Still it's an amazing experience in vr even with a g27.
My niece asked me for some good old survival Minecraft on a server so I gave it a chance in VR with the Vivecraft mod (compatible with the Touch!) and even Minecraft is great in vr.. once you get a hang of the controls with the touch controllers that is.
Keep talking and nobody explodes is pretty fun as well with friends. You need to print a manual (about 30 pages) for this one.
Among the games are Jedi Outcast & Academy, Alien Isolation, RBR, Gamecube's DolphinVR emulator & PS2 counterpart PCSX2 with SBS plugin (although not fully VR for this one, you need Bigscreen or equivalent).
The Jedi games made me dizzy a little so I'm not sure I'd recommend them for a long exposure.
Alright, that pretty much covers it for now. Hope some of you discover some new games here.
I think RC-Maus is on the money here. I found my first PC racing wheel last week in the basement (a Wingman Formula Force GP that you do not want) and after plugin the thing for nostalgia purpose and booting up LFS I realized I was way too slow on the straights only to find out that my throttle was only going around 75-80%.
Make sure the gauge of the pedals (Axe 2 & 3) reaches their maximum potential. If they don't, tweak the values on the right until they do! I hope this helps you out.
PS: Sorry for the quality of the pictures, I wasn't realizing I was on VR and that the screen wouldn't be centered.
Hmm oh.. But I like more variations of font colors too. Maybe we can sneak it in during the beta release patch sequence / episode. We will see, when it's time.
VR is still quite nieche, small breadcrumbs use this technology. Racing wheels on the other hand.. This force feedback system of LFS needs an update desperately (I think it coincides with this physics update).
But, nice that you sneak in some news in this topic.
Quote from Xenix74 :
How strong must be the Force Feedback option set?
What do you Recommend Scawen? Whats nearly Realistic?
Thats one off my Biggest Question i have to you.
I use the default of 100 mostli on Fwd. On Rwd cars i turn it down to 30-50%.
Scawen:
It's just a matter of preference. If you turn it up too high, to try and make small forces match reality, then the problem is that the medium and large forces are all the same... "maximum".
So it's better not to have the LFS setting too high. This allows your wheel to express a wider range of forces.
I recommend the setting in the wheel drivers should be 100% force, zero damping and spring. What you don't want is an additional "spring" force applied by your wheel drivers, trying to pull it back to centre. Because in reality, "centre" is not always at the centre, for example if the car is going round a corner a bit sideways - and LFS handles that. You know the driver settings are right and no additional spring forces are applied if, when your car is stationary in LFS, the wheel feels loose and you can just put the wheel at any position and it will stay there. LFS doesn't apply forces when the car is stationary, so at that point the wheel should be loose (although that does not match real life, I know).
Then LFS is responsible for all the forces in the wheel, now adjust the LFS force output with the ',' and '.' keys (< and > on some keyboards) to give the best feeling and range of feeling.
Sorry guys for so many questions... but I am using my phone as vr headset for trinus vr, but i cannot see the chat due to it not being in hud vr style, like "hovering" in front of me. It still shows up in corner and not in sbs so i cant see the chat. Any way to "force" LFS into VR mode, with the mouse as the controller for looking around? Because the application I am using is TrinusVr and that moves the mouse. Thx
Race 4 took us to Aston Historic for 15 laps (not 20 as I accidentally put) for a day of close racing, an quite a few bumps and scrapes.
Firstly the results:
Raw Results:
1st: Mikke
2nd: Getrag
3rd: Spiky
4th: 9397
5th: [TC-R] Pete [VR]
6th: E.Ekmekcibasi (10s added to finishing time as penalty for L13 Incident)
7th: Rejekt
8th: Ripstie
9th: RedBoT
10th: M@CI3K
11th: A.Kairis
12th: M.Evers
13th: R.McKenzie
14th: L.Glynn
15th: W3rrd
Warnings
E.Ekmekcibasi given a 10 second penalty to finishing time as a penalty for his L13 incident, heavy warning also given as well as a guaranteed DQ if anything as such happens again.
Getrag given a warning for spacial awareness, no points or positions being docked from him.
Pete to be given a reminder for VR drivers not being given special treatment under spacial awareness.
So whenever we upload skins, we get a message that tells us to anticipate 2048x2048 skin downloading in game. However, this message has been here for quite some time. When the message was first introduced I was hyped, but now I was thinking that 4096 is the standard high definition (It's what I use for Skyrim textures, and they blend so seamlessly). I know we have been busy with the new graphics and tyre physics, but can we get higher quality skin downloads after? I would put definitely put money into LFSWorld credit just for 2048, and 4096 would be pretty much a guaranteed purchase from me. It's just that right now, both 512x and 1024x skins are quite poo and ruining to the immersion (especially VR).
good, thank you very much for the enlightenment! you were useful to me .. =)
So I suppose it's really worth buying a pair of VR glasses, even I have a headache for it! my CPU has more d 10 years and is already an i5, but still it will not give ... I will have to update too!
just putting it out there, I tried trinus and it was difficult to use. iVRY was very easy to use (works with steam VR though). Even works wired, with an iPhone.
I'm supposed to go dust off stuff and smash that F5? If you insist. :3
Seriously, tho. Nice that both of you are excited to work on it again, makes me happy as well.
Back to LFS in VR and new physics/graphics/content... but...
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!
Use TrackIR & Moonlight for a low latency streaming & headmovment.
(~5-10ms).
Use Nvidis Inspector (aa & af) to sharp the image to max.
Limit the Frames in LFS to the limit of the TrackIR (TIR3=60 TIR4&5=120)
Disable Shader in LFS to sharp the Image further.
Use a <FullHD Smartphone and a ~cheap VR Glasses with a big Fov and ~good glases (archos vr glasses./120 Fov and sharp Glasses for 39,- Euro) And you have a usefull "good VR Tool".
Exactly, we assumed that there was content brewing/waiting to be released with S3 - which didn't happen. As far as we know Scawen does all coding for the game, including graphics engine, no one else.
And those tracks I linked up there are 100% fantasy products done totally from scratch by two different modders. The "swedish styled" one is based upon an existing landscape, but the rest is developed by the maker, the other is based upon a bit of general layout of streets (as in corner succession), but nothing else. I just wanted to point out how long it takes novices to do this. If we included replicas of real race tracks I could link you a dozen more. Modders are using LiDAR data these days, photogrammetry, the sim (modding) world moved a lot while LFS didn't.
The stop in development was iirc posted about after it happened, after years of waiting for the next progress report and years of test patches with "NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT" added to the post. I have to say the VR implementation is great, and opened new doors for LFS.. but it didn't help the whole thing not to appear like a passionate side project.
Firstly apologies for Airio auto restarting! I forgot that happened. From now on race will seem to start 30s after qualy oxo.
16 drivers attended out of which 15 finished!
Raw race results:
AAtm| Mikke
Getrag
Justas.S
AAtm|Spiky
SO E.Ekmekcibasi
[GLOW] RipstiE
9397
SO S.Astley
SO A.Kairis
SO R.McKenzie
[TC-R] Pete [VR]
Rejekt
SO M.Burnsley
M@CI3K
|RedBot
Point table team position changes
[TC-R] moved to 2nd from 1st (29 pnts)
Air Attack moved to 1st from 2nd (54 pnts)
Street Obsessions1 moved to 3rd (22 pnts)
I've been using Trinus VR for LFS for quite a while now. It runs decently on a crappy desktop, on a crappy phone, with a very cheap headset. With some power you could easily push it to the max.
It's really quite cool to be able to look around the car.
A tip though: DO NOT enable the anti-drift thing when using the phone gyros, it actually makes it drift...
But I don't know any more than that. I guess it depends how complete the Steam VR support is through Trinus. Can it run all OpenVR games that run on a Vive? If so then LFS should work, but I really don't know what snags there may be.
I'd be interested to know though as so far I've only heard of LFS running with full VR support on Rift and Vive.
I recently bought the Gear VR (using it with S7 phone) and just discovered the Trinus VR... what's the current status of LFS compatibility with Trinus VR?
Can't really afford that though, so I go with what I have.
But comparing it to RRRE; There you can limit the amount of in cockpit camera movement. If you eliminate it completely it looks very strange, like a floating star wars speeder or something, but the default values are way too much for VR, so the camera is shaking like crazy on a bumpy road with an old, swaying car.
So turning the movement down has a big impact on how much it messes with your balance.
I was hoping that it could be done in LFS too.
Still, going really fast and coming to a sudden stop still makes me a bit sick, so I just have to get good at driving and not hit any walls!
Those movements are a large part of what makes LFS feel so immersive - If you can reduce the sickness without removing all the head movement, you'll be better off than if you remove it completely. Lots of VR players say there's a motion-sickness barrier you have to break through, and that it's just a matter of getting used to it.