When I scroll down server list there is too much x sensitivity.
In VR it is very hard to scroll all the way down in one movement.
To reproduce in VR. Grab the slider maintain VR click and move the head down, if not perfectly Vertical you have to repeat 2 or 3 time.
You can also experiment with mouse but it is easier to go straight.
I think less x sensitivity after grabbing the slider should help a lot.
ok, thank you for your answer, I specify that I play in VR and the virtual wheel does not have the same angle of rotation as my real wheel (540°), thank you!
Agree. My logs looked the same with or without FFR. I have been running Reshade and its log looks to have a lot more VR info in it, tried running with and without it but either way LFS will not open. I will leave Reshade enabled and pull logs with and without FFR enabled and upload here.
I race in VR and would like to build a steering wheel that can display rotary knob positions. Is there a way to edit Clock textures? (somewhere a saw a reference to 'special live textures') My hope is that the knob image can be updated to display a different images (position number) based on which controller button the rotary switch is commanding.
Little off topic but....... I race in VR and would like to build a steering wheel that can display rotary knob position. Can anyone point me in the right direction for editing wheel/dashboard animated textures? Or is it even possible? My hope/assumption is that the knob texture can be updated by LFS reading which button the rotary switch is commanding.
Ok, thanks man, I suspected it had much to do with VR, can't really imagine how it would have much effect otherwise, apart from blowing cool air on you.
Yes it works normally with Simhub. I haven't tested all the cars, but actually it has nothing to do with which car you drive. As far as I know, this is only due to the telemetry sent. For Simwind, this is the driving speed. Just like bass shakers...
However, I personally only recommend it in VR mode. On the monitor or television, the effect is not immersive. But in VR it's amazing.
I'm no expert, but I'm not going to try it on my real car. I don't think the gearbox would appreciate a forced shift with the accelerator pedal on the floor. As for the clutch...
It's weird to want realism in a car simulation and to drive so unrealistically. Just to make a fake VR.
What I still don't understand is why it's not possible (or why I failed?) to do this with a normal setup. Should a button be used instead of the accelerator pedal? That's it ? It would take a special category of VRs with the magic button.
@MandulAA: Thanks for the feedback and future manual updates.
The arrows changed when I added a circle for objects (well suited to the football) and at first it was an oval, so I adjusted the code to produce the 'correct' shape for the object. I think that same arrow is used as a mouse cursor in VR. I'm not sure if I should try to squash the same arrow a bit in this view (to make it more like before) provide a different character with a fatter look or just make it a bit smaller.
That is something we have been needing for a long time (and that's extremely good to have you engage in some races as then you clearly see the need).
On my main computer I use the script from the wiki but it forces some work that could be fine tuned into LFS directly. Right now I am away from home I play on a shitty laptop and I did not programed it. It is a must have when playing VR too.
Wiki: https://en.lfsmanual.net/wiki/Script_Guide#.22F9_.3E_F10_.3E_F11_.3E_F12_.3E_Off.22_Toggle
As for F12 I still have hard time using it in race especially in VR I have to have Fx working and arrows correctly set (once I had double detent and I was screwed). For energy (fuel...) Having a +- button that opens F12 and shows amount to fuel would be great. Having direct access to repair button yes/no would be great too. I could have all that on the flick of the an encoder switch.
Cars with brake repartition might work the same way too.
During the heat of the race I really prefer as much direct control as possible and not too much menu navigation.
Also on fuel menu, show the time for refuel, in electric race it is crucially important.
Thanks for the work and sorry if my answer is partially a feature proposal.
Nice to have (would please not that much people I guess) having easy possibilities for button redundancy (like two different buttons for horn, possible through script) or axis redundancy (more complex) because maybe I want to switch easily between old school brake and load cell brake, or my gas pedals has double sensor beacause it is a bmw pedal...
Oh man, you are right. That was so easy. Thank you so much.
I didn't know you could turn that off.
I'm sure I hadn't turned the CLOCKS off. I thought the failure had something to do with the vr mode.
And I tried everything to find the error :-/.
Things have just kind of evolved with OpenXR being the standard supported by all vendors. It's a standard owned by Kronos Group (OpenGL, Vulkan) rather than an API owned by Valve.
OpenVR was first to market that could be freely implemented and practically every headset does support it (to varying degrees of performance) and Valve has done a decent job of making it freely usable, but it's ultimately an API that is proprietary to Valve and their needs.
As you know, OpenVR/SteamVR does provide a freely implementable VR API and headsets are either native "OpenVR" or vendors like Oculus/WMR have provided plugins to allow their headsets to operate with OpenVR. One downside to OpenVR is that it does require Steam as SteamVR is the defacto standard implementation of OpenVR.
SteamVR also functions as the OpenXR runtime for most OpenVR headsets (although some ship their own OpenXR runtimes).
For Oculus, they've already deprecated their own API in favour of OpenXR and have shipped an OpenXR runtime that performs very well. Using it is as simple as setting it as default in Oculus settings.
For other headset vendors (Windows MR, Varjo), they're also shipping OpenXR runtimes that allow applications targeting OpenXR to function natively with their headsets, not requiring SteamVR to run applications.
Now, because there are so many applications written to OpenVR/Oculus API, 2 projects exist to translate those to OpenXR on the fly. OpenComposite does OpenVR => OpenXR (originally OpenVR => Oculus) and ReVive does Oculus API => OpenXR (Originally Oculus => OpenVR). For many people (myself included), one benefit to OpenXR is the ability to use OpenXR toolkit to further refine things to optimize for comfort or performance.
Now I don't entirely think that targeting OpenVR/Oculus only is bad, but OpenXR is the future and in the few apps I've used that are native OpenXR, there's some valuable performance gains from the reduction of SteamVR/Oculus overhead. But using tools like OpenComposite to give LFS OpenXR support is perfectly fine.
For OPs issue, it seems like their headset doesn't support OpenXR in 32 bit applications as they aren't shipping a 32 bit runtime. For my headset (Reverb G2 running on Windows Mixed Reality), Microsoft ships both a 32 and 64 bit runtime (64 bit in \Windows\System32\MixedRealityRuntime.dll, 32 bit in \Windows\SysWOW64\MixedRealityRuntime.dll) and expectedly OpenComposite works with LFS.
I have another problem that I cannot solve. Before I could drive in VR mode, I had normal speedometer rpm, shift flash, etc. In VR mode no more. Back in 2 D mode the gauges are dark, also. I can't reactivate it either, even with reset automatic GPU settings.
I could install LFS again or is there something smarter?
Thanks and regards Jörg
OpenComposite lets you skip SteamVR and run OpenVR API games in OpenXR directly with improved performance.
OpenXR is the inevitable "stable" API for VR. Oculus has deprecated their own API in favour of it and both SteamVR and WMR offer OpenXR runtimes (great in the latter case as it skips SteamVR).
OK, I think my question is if it worked with Steam VR, because (if I understand correctly) LFS will connect to the device through Steam VR (unless there is another implementations of Open VR). But from your log file it seems to be getting quite far so I guess Steam VR is working.
Someone seems to thing this happens if D3D11 is started up for the wrong adapter, which could be the case if your PC has integrated graphics as well as the actual graphics card. Is that the case on your PC?
I'm looking to see if I can make sure it starts D3D11 with the correct adapter.
Hello Scawen,
Thanks for your quick answer!
I have already tried a few things with additional software.
Virtual desktop
Virtual desktop streamer
Steam VR
I will have a look at the links right away.
here is the logfile and thanks again :-)
Best regards Jörg
openvr.log
LFSOpenVR Apr 10 2020
ProductName: PICO 4
Manufacturer: Pico
LFSVR_QueryHMD
Recommended RT size: 5256 x 2628
Left eye:
GetProjectionRaw___: Left -1.280 Right 1.280 Top -1.280 Bottom 1.280
GetProjectionMatrix: Left -1.280 Right 1.280 Top -1.280 Bottom 1.280
GetEyeToHeadTransform:
1.000 0.000 0.000 -0.032
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
Right eye:
GetProjectionRaw___: Left -1.280 Right 1.280 Top -1.280 Bottom 1.280
GetProjectionMatrix: Left -1.280 Right 1.280 Top -1.280 Bottom 1.280
GetEyeToHeadTransform:
1.000 0.000 0.000 0.032
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
IPD: 0.064
LFSVR_AcceptSharedTexture
LFSVR_Close
You won't regret the VR purchase but note that there is a stuttering thing (something to do with the physics engine/graphics engine update rates if I recall? Someone correct me) going on for now, but once you're immersed it's not too noticeable. I'm in the same position as you and a few laps of VR especially with some of the better mods is very good. In VR, even more so, you really get the "LFS" feeling of the car's mass compared to any other sim w/ VR that I've tried.
RE: Music player... I didn't know there was one lol. Not even sure I am aware of an intro
lol, not playing online does not mean I do not play at all. I am even planning to buy a VR headset for my 40s coming in few days : and the goal is mainly only to use LFS with it ... no time to play frenzy, that's life, but I remain a fan of what LFS is bringing to me when I do few laps even against some AI
And if the LFS car is closely matched to the real world Caterham, it would be an interesting comparison, especially if the lighting conditions are similar etc and using VR.
It's selling the sim and makes for some cool helmet cam shots in the real world footage
It would really push LFS to the forefront again and also make people realise that the sim is still relevant