Well, actually not really (I'm speaking for my experience only). The horizon it's more or less "flat" anyways as you cannot really position it.. what gives the deph feeling is more the very close-range (cockpit), close-range (car's nose) and mid-range objects (opponent, or objects close to you). In your "demo" images the cones are a perfect example. The separation between tha car's cockpit and the environment is pretty decent. What is less good, it's the off-set of the two images in the cockpit (the very close-range field). Like I said, you cannot focus in the same time with the exterior.. you have to adjust your eyes to see it. And by doing this, you cannot see the exterior very good. One might say that this is "normal", it's what you do IRL (focus close or far). But it is an effect less obvious in other games, and this ruins somewhat the immersion.
Hope other ppl can give some feedback also.. I am not a veteran of 3d..
For the games I have mentioned, I didn't even searched for a 3D option (not sure they have one). It was TriDef3D that did all the work. And it kinda' worked out-of-the box, meaning on default settings. TriDef 3D (or the software you use) would have some options for the "3d effect strength" that basically modifies the offset between the 2 images to suit your tastes.
Also, my TV has some settings (defaults are balanced). See attachment, for the TV's available options and their description.
That´s true. If you overlapp both pictures on TV and objects in large distance (sun, hills) are drawn on the same position on TV, then they will indeed appear as the would be on screen distance. Instead all other geometry will appear in front of the screen, so the cockpit seems to be in the living room.
3D on a monitor/TV is more tricky than that. The depth experience also depends how near you sit before the screen. The whole scene can appear distorted into depth. Either shrunken (kind of billboard effect) oder enlarged in depth.
Luckily on a headset these problems are not existing. The distance from the screen is always fix, and you focus you eyes (thanks to the lenses) to infinity. And... you have a screen that can display live sized objects
I would like to ask a question. Is there any chance to improve LFS performance in a such way that, for example, you would have way more FPS on the starting grid?..My PC is not exactly monster or even a gaming PC, but when I tried out some other simulators, I didn't seem to encounter the problem of having fairly low FPS on the starting grid. Does it have something to do with LFS ''engine'' or could I blame my PC for not being powerful enough to run LFS @ the best performance possible?
I hope you understood my question.
You could turn down the User LOD or other options in Graphics Options such as low res shadows and low res textures.
In Misc Options, make sure Multiplayer speedup option is enabled, reduce Multiplayer car draw and increase the Dynamic LOD reduction.
Is it the physics or the graphics that is causing the slowdown? Test with a multiplayer replay - is the frame rate a lot higher when you press pause? In that case maybe the physics is the problem and you don't need to reduce the Graphics Options.
Hi Scawen, yups although I do not play anymore I am how ever still around It would be better to have a new Graphics engine rather than dinasour direct x8engine you currently have, You should bring LFS back with a good graphics engine rather than have new track or wheel stuff,
I would like to see your eply on this..
after read all the comments and study a bit your progress report, there is one point that doesnt to be clear to me
Is about the 2 new fictional tracks, are you gona include rockingham? making a total of 3 new tracks ( 2 fictional + rkgm ) or just the 2 new fictional tracks?, Also about that rumored new car ( apart from the vw ) is truth?
That all, hope everthing go smooth with the updates, thaks again for the report, have a good time.
Why does the graphics engine matter? LFS still, with better textures than what is shipped stock, looks quite good. It's no Assetto Corsa, but that shouldn't be expected considering LFS still has GFX which are, effectively, from 10 years ago. Scawen noted that DX9 would allow him to implement some more complex shaders (one of which are essential to the Oculus Rift's distortion), but that won't help one of LFS' current weaknesses of stale content.
Releasing more tracks and cars is more important IMO than releasing a revolutionary set of tyre physics or a graphics update.
Only the superficial people will care about "better" graphics, when they really don't provide any additional information essential to driving. LFS is about having that great feeling of driving and online racing. Without new content, the online portion will continue to dwindle in its current fashion.