The online racing simulator
Oculus Rift
(124 posts, started )
Well, as for not seeing your keyboard, it's ok, so long as your hand never leaves the keyboard/keys on the keyboard that you are using all of the time (IE) WASD and the surrounding keys.


The problem comes when you're trying to reach a key that requires free moving your hand to find.
I've said it before.... Why the hell don't they just mount a camera on the front and have a "quick glance" button to switch to that? Problem solved.
Quote from Meanie :The Leap Motion is pretty amazing for this.

...

I've been keeping an eye on Leap Motion and DUO for a while.

Driving gestures appears to be a very complex for something like LM/DUO to track. The solution must be able to tell different components of two arms while they are occluded partly by both each other and the sim rig. It gets worse if you want to track fingers as those small things occlude each other all the time.
Added LFS support to Vireio Perception
Exceptional stuff Thank you for the efforts.
Don't own an OR (yet..), but I'll say thanks anyways. It's nice to see people still putting passion into LFS. Great stuff
#58 - Be2K
Nice ! I'll gonna own one when it comes out !
Quote from Maelstrom :Great
Can't wait to try it
Do you know when the update is going to happen?

Try this.
https://www.dropbox.com/s/siooq2n1kpnxf81/Perception.zip
Exitract to somewhere, copy "bin/d3d9.dll" and "libfreespace.dll" to game's directory.
Run perception.exe, 'Oculus Rift' 'NO tracking'

DX8 to DX9 converter
http://enbdev.com/download_convertor_dx8todx9.htm
Extract files from archive in to the game's directory.

Opentrack
You can download the OpenTrack with Hydra at:
https://dl.dropboxusercontent. ... 05095/opentrack_hydra.zip
and without (just rotational tracking) at:
https://dl.dropboxusercontent.com/u/15205095/opentrack.zip
Run opentrack.exe, Tracker source 1st:Rift, Filter:none, Game protcol:Free Track 2.0, click Start button.

Run LFS, and fun!
Thanks for your work RCkanki, much appreciated.

Scawen should get himself a dev kit so this could all be natively supported.
Indeed.
Quote from RCkanki :Try this.
https://www.dropbox.com/s/siooq2n1kpnxf81/Perception.zip
Exitract to somewhere, copy "bin/d3d9.dll" and "libfreespace.dll" to game's directory.
Run perception.exe, 'Oculus Rift' 'NO tracking'

DX8 to DX9 converter
http://enbdev.com/download_convertor_dx8todx9.htm
Extract files from archive in to the game's directory.

Opentrack
You can download the OpenTrack with Hydra at:
https://dl.dropboxusercontent. ... 05095/opentrack_hydra.zip
and without (just rotational tracking) at:
https://dl.dropboxusercontent.com/u/15205095/opentrack.zip
Run opentrack.exe, Tracker source 1st:Rift, Filter:none, Game protcol:Free Track 2.0, click Start button.

Run LFS, and fun!

Thanks

I'm surprised how well it work for something that is not native.
I couln't get the distortion/field of view quite right so the feeling of speed was hindered somehow. But it looks a lot better than what I was expecting. The dashboard is even almost readable.

Navigating through the menu is a pain though
Quote from Maelstrom :Thanks

I'm surprised how well it work for something that is not native.
I couln't get the distortion/field of view quite right so the feeling of speed was hindered somehow. But it looks a lot better than what I was expecting. The dashboard is even almost readable.

Navigating through the menu is a pain though

Hi!
I am very glad someone trying to use Rift with LFS and i am happy about your success here!

Unfortunately i'm experiencing troubles here. Please help me find out where might be a problem? (see attachment)

As you can see - both eyes totally different, except hands. Also, using Roll in tracking causing models "fly" in random.

Please help!
Attached images
LFS_Rift.jpg
Ok, i found solution. My mistake was in using of wrong Vireio version form vireio site. But after i tried RCkanki's version from Dropbox - it's worked perfect! Wow, my dream come true!

Thank you, RCkanki!
Actually, Peri has said in IRC that it wouldn't work so great. It would be difficult to adjust the game's input to compensate for the motion of the motion platform.
not to mention that even if it worked it would be the ultimate vomit inducing combination
Quote from Matrixi :Thanks for your work RCkanki, much appreciated.

Scawen should get himself a dev kit so this could all be natively supported.

I'd rather have updated physics and S3 than OR. Just my 2 cents.
I'd take OR support, considering it couldn't take Scawen more than a few days to implement it. Never mind he already has head tracking support built in to LFS to support the TrackIR, it would be an extension of this.
Quote from dawesdust_12 :I'd take OR support, considering it couldn't take Scawen more than a few days to implement it. Never mind he already has head tracking support built in to LFS to support the TrackIR, it would be an extension of this.

More stuff to delay stuff that has already been delayed for several years.
Quote from Klouczech :Great, how do you feel with Oculus and LFS?

Thanks for watching.

It feels like the most real car driving simulator in my life
Only disadvantage is screen resolution, but not very disturbing, if i use it for fun, not for serious racing.

Also, as you can see from video - i cant see rear view, because of lack of positional tracking in Rift at the moment, which will be fixed in consumer version.

Overall i am very happy to have such a toy in my room.

I presented it to several friends and they all was impressed by realism. Even if LFS graphics lost in past.

EDIT: Oh, by the way. My friends feel nauseous, after several rounds, but it's ok for first time Rift users. I was too, during first week of using, but it's gone now.
iRacing has now official Rift support!

see Thread

Oculus Rift
(124 posts, started )
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