Hey, thanks Skytrill! Acceleration Shift Viewport wasn't showing when 3d-view was active. I had to switch back to 2d.
Everything was already set to 0 except the first one, 1g head tilt, which was set at 1 degree. I set that one to zero as well, but I still think the horizon (the track/world) is moving when I drive over a curb or so.
This is the only simulator in which I get motion sick in VR. I've driven Assetto Corsa, RRRE and Dirt Rally for hours without a problem.
But I just love the real mirrors and the racing feeling in LFS so I'd love to get it working.
Hi, I cannot find this option anywhere. Does anybody know if it's possible to lock the camera to the track/horizon in VR?
It's very annoying when the camera jumps or tilts when I drive over a bump. Most noticable when driving rallycross of course, but also just braking tilts the camera slightly forward.
From round 1 I'll be looking at insim alternatives that can offer in-game restriction setting. Also a tracker.
If anyone has restriction suggestions etc reply using them. Thanks!
Information on Race 1
So the first race of the season, always a hard one with 18 cars on grid for race start.
Lap 15, the midway point, as 1st place came across the line the top 3 consisted of Getrag, AA spiky & [TC-R] Adam
After 30 laps of racing it was AA™ spiky taking the first win of SORL followed by [TC-R]Adam and then Getrag.
In the points standings its [TC] Racing currently winning with their drivers getting a total of 28 points (2nd & 6th) with Air Attack following with 20 points followed by Nitor Velox, with 14 points.
Full Race Standings
1st: AA spiky
2nd: [TC-R] Adam
3rd: Getrag
4th: nv.Dennis
5th: B2R Skattle
6th: [TC-R] Pete [VR] (madman)
7th: Rejekt
8th: SO E.Ekmekcibasi
9th: [GLOW] Ripstie
10th: SO R.McKenzie
11th: M@CI3K
12th: 9397
13th: Jam616
14th: SO Rzonda
DNF: SO L.Glynn
DNF: AA Mikke
DNF: MRSUPER[GAME]
DNF: IN[GAME] (more in warnings)
Warnings
IN[GAME]
L9: Sideswiped Jam616 - Warned for light contact resulting in crash.
MRSUPER[GAME]
Heavy warning for BLUE FLAGS, ranging from Lap 10 - Lap 13. Was warned ingame by an admin.
9397
Reminder / Warning - Contact resulting in a crash.
Join us in 2 weeks where we take to Kyoto National for 15 laps!
Thanks for the overview of the current direction. It's commendable that such an old game still receives updates (and has VR support in the first place) in the first place. After all, it's not unplayable but mildly irritating at best and the game still is best-in-class for quality VR mirrors. iRacing and pCars 2 have something to LFS's effect, but are still trailing behind.
I was thinking about getting back into LFS for VR racing (and to experience that awesome mirrors again!), but then remembered the 90/100hz jitter-problem.
Has this ever been addressed? The devs wanted to eventually separate physics and graphics into two independent threads. Is there any update or new information on this?
There's been 6 major patches since then, including but not limited to: a new track/new license (S3), Blackwood got a huge graphic and content update, proper VR support, a post-processing system, improved performance, better graphics, fully 3D mirrors, some cars have a higher max steering angle, etc.
The Vive can do it too in theory with Steam VR's Desktop view. But as I also have three screens attached to my PC, and the SteamVR shows all desktops at the same width of a single screen, everything is pretty much illegible.
its probably something i will now notice . If a.c fixed it so the main menu ect could be seen in VR then that would be a bonus like is done in project cars
Once you see them you can't unsee them! They're there because of the LFS 100hz physics rate and the 90hz refreshrate for Rift/Vive.
Just drive somewhere with scenery and look to your side, you will see continuous small stutters while things move past you. It's not terrible, but distracting enough for me to make me prefer AC even though the LFS implementation of VR is far superior in every other aspect.
never experienced micro stutters in lfs personally, but agree a.c is nice in vr. One thing i do use for LFS is the degug tool to increase the pixels per display setting to make lfs look more clear
+1 on VR, I really enjoy the looks of it and it doesn't take a huge amount of GPU power to run which is nice. No microstutters like in LFS is also much easier on the eyes.
I like the rendering style of AC. It is quite similar to LFS (in my eyes) and works very well in VR. Track quality is another thing and I'm sure Laguna will pass the quality tests before release.
Thanks for sharing your opinion Razor! Good points and great information.
I'm still leaning towards the T300. The reliability problems don't really scare me off. The alcantara edition just such a good deal. I've heard that they've made a "facelifted" version of the T300 that has a small cooling fan inside. I wonder if they have been able to make it more reliable than the orginal.
I personally don't feel (pun intended) that the Feel VR wheel is the one for me. I bet it is good wheel but I think the T300 might suit me better. I don't have a opportunity to hard mount the setup anywhere and I bet they don't make a Wheel Stand Pro for it (yet). Also the game support is another thing I'm scared of. Are the listed games tho only ones that support that Feel VR wheel?
I don't feel comfortable in investing almost 400$ to a unknown wheel that I get 4 months later.
I'm gonna put my DFGT for sale and if and when someone buys it i'm gonna make my desicion about the next wheel. I'm still open to new ideas about my next wheel!
You can set the texture resolution to low on the graphics settings, it does the same as having every texture in low resolution.
Unless your GPU is being limited by its memory bandwidth (which might be the case considering the big framebuffer required for VR), it will not change much to your framerate.
If you see a big FPS gain, you can also reduce texture filtering and if enabled, disable MSAA completely, both are really bandwidth intensive.
Attempting to run VR through the app TrinusVR. The phone being used isn't high enough resolution for the current textures to make sense, and I wonder if there are some super-low res textures for things like the asphalt and grass to improve FPS.
Same here guys. Once you get used to race in VR it's hard to go back starring at a monitor screen.
I have many doubt VR in it's current form will gain a substantial market share but when it comes to racing sims/flying sims, we are being so spoiled with it.
These teleporting shooters won't help VR for long and makes it looks like a wii-mote gimmick that is fun for a few times only. I'm still amazed no developers made a first person game using a wheel-chair as an excuse to be seated, thus taking away the jumping and all the stuffs that gives motion sickness. There's just something wrong that gives me instant headache if I press a button to move around while my body can move around as well. Some people cope away with it but from what I've read, most people don't and it seems logical.
If you are new to VR and searching for some nice experience, give a try to Lunar Flight and Lucky's Tale. Even google earth vr is amazing with it.
I haven't played LFS for a few years.
got a Rift CV1 a few months ago.
thought I would give LFS another go.
Amazed at how much better it is in VR.
sliding will never be the same!
Online gaming relies on X number of people wanting to play a game, sim racing in this case, so when you go online there are Y number of people who are wanting to play the game (LFS in this case) at a specific time.
It's great to see that Scrawen has spent the last 2 weeks on sorting out a multiplayer lan setup, shame the rest of the player base is STILL waiting for the long (10 Years and counting) update to tyre physics, apparently due to a (now out of date and updated by the car maker VW) play issue due to front wheel drive.
We have had a VR update, shame VR is about as dead as LFS in the gaming world, the current buzz is 'Augmented reality', I can hardly wait for that update.
LFS boasts that you can use a 'potato' as your processor and LFS will still work, shame the requirements for VR are far higher.
FFS, just release the f##@ing update so the large number of players who actually want to play this f***ing game in this part of the world, with a VIABLE user base can play this "THE online racing simulator" that the developers STILL claim that it is, with a growing player base that will in fact earn the Dev's the money to pay for future updates.
Yes, a pointless post as updates will happen "sometime" and Scrawen is clearly far more focused on "Z" ATM.
I'd just suggest that they change the webpage to "An online racing simulator, Caution, it may not function in your region" as being a more correct statement.
After all, there is a requirement in most countries to be "honest" in advertising your product, and LFS is currently in clear breach of NZ law.......
1) The Rift software does not allow more than one headset, or at least didn't in the past. I don't know if the SteamVR allows more than one Vive to be attached.
2) I believe the processing and graphics card requirements are too high in any case. Smoothness is VR is too important and there are large textures in use. The game is rendered onto a very large render target texture every frame before the distortion operation takes place.
I expect you can run extra non-VR instances of LFS on a computer that is running one instance of LFS in VR, but they might affect the smoothness in VR.
About the next update (R7) I took this opportunity to sort out the command line system, which had some pointless restrictions that were designed for a very early stage of development.
1) There is no longer such an error as "info parameter before start parameter". Now it just makes sure that completely incompatible commands are not used together, and makes sure any "exclusive command" (like /host or /join) come before any "ordinary commands" (like /pass or /log or /insim). So all old command lines will still work but it will be more flexible.
2) I have coded the /mp command to be available on the command line, just like the /join command already was. So you will no longer need to used the autoexec.lfs file for an automatic connection.
I think other than the processing power required for VR, the physical limitations would be the biggest hurdle - each headset would require an HDMI output, in addition to 2-3 USB3 ports (based on Oculus' setup - I haven't yet seen a Vive).