The online racing simulator
Positional Judder
(9 posts, started )
Positional Judder
It seems the 100Hz simulation update rate combined with a 90Hz vsync Vive creates pretty noticeable judder in car position. Is there any way to combat this? It's not performance related either, and I can re-create it in 2D mode when locking the fps to 90Hz. 100Hz is perfectly smooth, and 90Hz results in positional judder.
** Best answer **
Developers know about this problem, it affects everyone with a VR headset as none of the headsets use 100Hz. Unfortunately there is no solution available yet. As I understand from Scawen's posts it will take some work to solve this problem and he is now doing tyre physics and not doing updates to graphics.
Thanks for the reply and the confirmation. I'm glad I'm not just losing my mind!
It's the same problem with the Rift CV1. I'm a bit bummed out about this, because I bought the S3 version of LFS based upon the phenomenal mirror implementation in VR and because the driving physics along with the force feedback implementation felt great. Unfortunately, I only did time trials in the demo version, but once I fired up AI races in the full version, the 90fps/100Hz problem became apparent immediately. The driving of one's own car is fine, but the other cars are not animated smoothly. Only after noticing this did I stumble across several forum postings (on the oculus boards and here) discussing the issue, unfortunately I didn't see those when I googled for known problems before buying.

Until this is fixed, if it can be fixed (it sounds as if the 100Hz simulation cycle has been the backbone of LFS for a long time), it seems LFS will be reduced to only a time trialing racing game for me in VR, sadly.

Edit: I found the dev's comments on the issue:

https://www.lfs.net/forum/post/1906199#post1906199

https://www.lfs.net/forum/post/1906333#post1906333

https://www.lfs.net/forum/post/1906372#post1906372
Yep, can confirm it too. Just bought S2 license because I thought VR implementation was perfect but then I realized there was this judder (or whatever the name is) problem. A real shame vr is plagued by so many issues...
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?
#7 - Ped7g
It's been not addressed yet in any test patch released, and judging from Scawen's forum posts he's busy at the moment trying to improve 3D/graphic engine of LFS, while also trying to finish the tyre physics, and he will have to probably rewrite the network with more security/anti-crack stuff before next major update due to the pirated versions popping up so quickly.

So the actual 90Hz physics fix (or eventually making physics also parallel and multi-core) is by my guesstimate at least a year or two away, probably more (considering the current work didn't even reach test-patch stage yet). Actually I think the 100Hz head-sets will be produced sooner, and then it will work perfectly with LFS. Big grin
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.
Quote from membran :It's the same problem with the Rift CV1. I'm a bit bummed out about this, because I bought the S3 version of LFS based upon the phenomenal mirror implementation in VR and because the driving physics along with the force feedback implementation felt great. Unfortunately, I only did time trials in the demo version, but once I fired up AI races in the full version, the 90fps/100Hz problem became apparent immediately. The driving of one's own car is fine, but the other cars are not animated smoothly. Only after noticing this did I stumble across several forum postings (on the oculus boards and here) discussing the issue, unfortunately I didn't see those when I googled for known problems before buying.

Until this is fixed, if it can be fixed (it sounds as if the 100Hz simulation cycle has been the backbone of LFS for a long time), it seems LFS will be reduced to only a time trialing racing game for me in VR, sadly.

Edit: I found the dev's comments on the issue:

https://www.lfs.net/forum/post/1906199#post1906199

https://www.lfs.net/forum/post/1906333#post1906333

https://www.lfs.net/forum/post/1906372#post1906372

i have done many laps in vr(over 40.000 laps with vr + over 100.000 without) and using vr helped a hell of a lot with laptimes and my online racing

Positional Judder
(9 posts, started )
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