The online racing simulator
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lfsrm
S3 licensed
Quote from nacim :Congratulations, you got me hyped. Big grin

Don't please! or else I will jump too on the almost empty hype train!

I bet it's something about VR. Tilt
Racer X NZ
S2 licensed
LFS has no real graphics requirements, ( Ooooooohhhh, VR, need AMD480, Nvidia 970 +++++++++++) Whatever........ Fap

LFS is single core processor based ATM, pretty much any graphics card maxed out will work.

On a dedicated, XP system, a Pentium 3.4, 1 gig ram, with a good AVG card is fine with max settings at 1080 ......
Trinus VR
luke213
S3 licensed
Well guys after much time off I'm back and playing. My son got me back into it and built up another sim. So I started fiddling with google cardboard as an output device and found Trinus VR. Interesting idea to combine head tracking and the HMD type of setup all in an android phone.

I've managed to get video through though it's slightly laggy because I can't run via USB though it's nearly there and I could do that via a different model phone than I have handy. But the biggest thing I'm running into is using the head tracking. Years ago, like 7 years ago I setup an IR head tracking hat using FreeTrack though it was long enough ago I don't recall if there was any setup or anything of the sort.

So I'm hoping for some configuration advice either on Trinus or LFS to get it working. Trinus lists Freetrack and TrackIR options as well as several others but I haven't had any luck getting them to actually work in LFS. I did manage mouse mode but from what I noticed there were a few issues there that I'm hoping would be corrected with a different connection protocol.

So suggestions would be appreciated, pretty neat piece of hardware. I actually bought one of those cheap plastic cardboard headsets from Ebay and then attached it to an old helmet. So now I'm completely immersed and honestly comfortable with it. Since the helmet solves the weight of the cardboard/interface to my head. It actually is pretty much the same as just wearing the helmet. Admittedly it's slightly harder to take on and off, and I may need to add a fan to my sim rig to get some fresh air blowing but it's interestingWink

Luke
RedQuad
S2 licensed
Congratulations! I started using LFS again because of my dk2 and Vive and the flawless VR Integration. Just getting out of the car and admireing those good old LFS Cars un real scale made me giggle. That being said, just the minor improvement in resolution from DK2 to the Vive was unfortunately enough to surpass lfs visual fidelity. I fear that this will become even worse in future HMD Generation.

Dear Scawen, can u display the VR LFS Main Menu on a wall while beeing in the PitLanes of Blackwood with all the LFS cars goin by or piting?

Written with my mobile phone and german autocorrectionFace -> palm
SimulatorRental.com
S3 licensed
Steam VR test with RX 480 REF Card
Cote Dazur
S3 licensed
Quote from lfsrm :But I prefer to use my eyes to see the mirrors instead of turning my neck all the time to expend field of view, it's more natural for me.

Driving looking at a flat 2D screen is more natural than driving using VR to you? Really? Thank you for making me smile .
Last edited by Cote Dazur, .
Shirtkicker
S3 licensed
You should always make sure your GPU drivers are the most current available before installing the new VR updates.

You could also try going back to an older VR driver version and see if it still has the same problem.

Failing that, it may be a conflict with another driver somewhere else in your system.
just2fast
S2 licensed
I have a DK2 and today the drivers updated to 1.6.
No problem so far and lfs starts succesfully.
Are other VR games working?
Oculus Rift VR doesn't work
GeneralMcBadass
S3 licensed
hello i just bought an Oculus Rift CV1 update 1.6.0 and i try connecting it to LFS but when i try to connect through option>view>3D it tells me "could not create spawn textures" and on the VR it would tell me "LFS.exe is taking to long to load".


please help! I bought the oculus for LFS.
SimulatorRental.com
S3 licensed
For the time being I am not really in the mood to mess with *nix OS.

I just bought a RX 480 card. If this $240 card gives better frame rates then the $6,000 worth of firepro cards I have, then it is time to put the fire pro's on ebay, and go with non-workstation cards.

While Cross linked the two FirePro W9100 cards, are in the mid to high yellow on the Steam Vive VR Ready Test.
ColeusRattus
S3 licensed
Nope, VR conveys the elevation changes pretty well. Still, to me the track is a tad too wide and could use a corner or two more. But that's personal preference.
bbman
S3 licensed
Quote from ColeusRattus :But the track itself is quite uninteresting, but that's not AC's fault.

I have to disagree, it's deceptively challenging... Does it really seem that flat when you're driving in VR? Because I can attest that it definitively is not as bland in real life as it looks in your video...
ColeusRattus
S3 licensed


I do like the scenery of the Red Bull ring, as it's about 100km away from my hometown. But the track itself is quite uninteresting, but that's not AC's fault.

Also VR. I do love it!
MikeB
S2 licensed
Quote from lfsrm :But I prefer to use my eyes to see the mirrors instead of turning my neck all the time to expend field of view, it's more natural for me.

Yes, that's definitely true. The limited FOV is more annoying than the low resolution in the CV1. In real life I have a FOV of almost 180 degrees, especially detecting movements is easy. From the corner of my eyes I can immediately recognize movements that happen left or right of me. With the CV1 this is not possible. I constantly need to turn my head just to check what is left/right or to glance in the mirrors.
So there is still a lot of improvmements possible for the Generation 2 VR headsets Nod
Ped7g
S3 licensed
Quote from lfsrm :I think the major downside of VR is the limited FOV that force you to turn your neck so you can see around, I think triple screen solution is the best for longer session because it's easier and more confortable to use the eyes to see around compared to the neck which cab surely become tired.

Once I put on my helmet and balaclava, it feels constrained in FOV a lot. It's definitely not the same as putting on VR head set, but having the limited FOV in VR feels to me quite natural, feels like race day on the track...

And about neck... turning around is least of your problem, it's just keeping the head straight/into corner, which hurts much more. Few laps with 2+G, and if you didn't ever train your neck, you will feel sore for few days... Big grin
lfsrm
S3 licensed
I think the major downside of VR is the limited FOV that force you to turn your neck so you can see around, I think triple screen solution is the best for longer session because it's easier and more confortable to use the eyes to see around compared to the neck which cab surely become tired.
Shirtkicker
S3 licensed
Quote from MikeB :Lol, once you exprienced some close racing in VR there is no going back. The immersion and presence is breathtaking, there is no going back ever to Simracing with a flat screen. For me that's like watching a race on TV compared to actually racing.

I think I said the same thing about a year ago, and not just in LFS. VR has ruined all driving sims for me. I tried going back to a flat screen, more for the social aspect than anything practical, and found it really difficult to readjust.
Ball Bearing Turbo
S3 licensed
I have a pretty old I7 920 with a mild overclock, and was running 2 670s in SLI before... Now I use one 670 due to lack of SLI support in VR, and suprisingly, most things run quite well. LFS obviously, AC runs fine since you have to turn off most things anyway at this point, the Climb, Chronos ... the only stuff that I can't really play at all because it's just to low of a frame rate are ETS2/ATS. No problems other than that. 1070 is on it's way though Tongue
MysticReverie
S3 licensed
Quote from Ball Bearing Turbo :Indeed, exactly this.

I have a powerful 970m SLI laptop, but unfortunately VR is not suppoerted well with SLI set ups.

This means I can only have one 970m running on VR.. that's not usually enough.

IF I did buy a DK2 Rift, I could probably get LFS running on it though, as its such an undemanding game.

BUT the immersion factor would probably put me off playing all my other driving games which I can't yet run on VR; Project Cars, Assetto etc..

SO I might keep away from VR until I upgrade my Laptop again in a few years Frown


But this point highlights again how nice LFS is for VR... even less meaty computers have a chance to run it.
Last edited by MysticReverie, .
MikeB
S2 licensed
Quote from cargame.nl :And after that it collects dust or get sold to someone else who tries everything out.. Not very structural.

Lol, once you exprienced some close racing in VR there is no going back. The immersion and presence is breathtaking, there is no going back ever to Simracing with a flat screen. For me that's like watching a race on TV compared to actually racing.

The CV1 is what brought me back to LFS since several years. And it's working very good. But you know what? After enjoying a few nice races in LFS with the CV1, iRacing added support for it. I reactivated my license there just to try VR. And the races there were not just nice, they were great. Long-distance, perfect match-making, and you have the feeling that you are actually racing for something "larger" compared to the endless 5-laps pickup-racing with the same combos on the public LFS servers.

So you can still count me to the long-time LFS lovers that are disappointed by the devs decisions and therefor moved on. So many chances missed, it is very sad. Still the fact that i regularly check this forum means I still love LFS for all the great times I had. And there is always a little hope that I see an unexpected announcement that convinces me to get S3...
lfsrm
S3 licensed
Quote from bobloblaw :There are 10 people in the "New version 0.6P - Updates in VR and controller support" thread using a vive or rift, if you include Scawen Smile. Also, forum users are a tiny subset of the users of the game, and VR support will attract new users. VR use will increase as hardware matures.

It's not like LFS will have the exclusivity of VR, other simulator has already an early good VR support so I don't see the game popularity changing if people with normal screen have already no reason to paly the game anymore.
bobloblaw
S3 licensed
Quote from TheNoobisonFire :Please sir, can you call out 10 people on this Forum that owns a Oculus Rift. No, actually 5. Get five people to say they own a Oculus rift. If you can, then Ill take back all the stuff I said in my first post.

There are 10 people in the "New version 0.6P - Updates in VR and controller support" thread using a vive or rift, if you include Scawen Smile. Also, forum users are a tiny subset of the users of the game, and VR support will attract new users. VR use will increase as hardware matures.
MysticReverie
S3 licensed
Quote from AnnieC :I did not buy LFS because of Oculus support but I do have an Oculus DK2 if that counts Smile So that's one and judging from the LFS topic on the Oculus forum there are a number of people there who bought LFS because of the Oculus support.

What computer are you using the DK" with?

I want to get one but am still unsure if my computer has enough power.

And yes.. Live for Speed seems Very nice for the early VR set available at the moment.
Just look at youtube videos of people playing LFS on VR, they think its great.
bobloblaw
S3 licensed
There seems to be people arguing opinions against facts in this thread. If you take note of what is which, it might feel like less of an argument.

LFS doesn't release enough content / or fast enough.

Its pretty clear that S3 was intended to be released long ago. Scawen struggled with tyre physics, the community became hostile, and development essentially halted.

LFS devs should have the community dictate what they should work on.

LFS development started as a hobby and turned into an income, so its not accurate to say LFS wouldn't exist without the customers. However, the game would never have reached its peak in popularity without the community. Many users have put in a lot of work to further the popularity of LFS, and they feel let down by the developers. This is understandable, but it does not give anyone any say on how the game is managed. The developers are free to let the game die if they wish. There has never been a guarantee of further development.

VR / other feature is useless, devs should work on ...

VR is really what saved LFS from becoming abondonware. Scawen saw the potential and resumed work on the sim. VR has brought us improved graphics performance, which paves the way for improved graphics (and when the hardware requirements go up, we can see most of the illegal users left behind). VR will also attract many new players to the game. And lets be honest, since we are all seeking realism by playing a sim, VR is the way to go. At some point, playing LFS without a VR headset will be like playing it without a wheel .

What this all boils down to is this... We all want LFS to succeed. The road map for LFS has always been clear, but the map didn't show that we had to tunnel through a mountain to get there Thumbs up. We're all eagerly anticipating the completion of the unspoken (tyre physics). At that point, with only 1 version of the game to work on (as opposed to working on the new physics version, and the release version), we might be surprised by the flurry of updates!
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