Scawen do you know at what point lfs generally clips in regards to ffb? / at what point you get the most out of it on the software side.
Ie I run ffb at 100% ingame I can feel "tire direction", going forward the wheel changes ffb heavily when going to center while slaloming.
In a drift you can very distinctly feel when you've hit the point where the car will start to straighten. Kinda like a different ffb texture.
but with for example 25% ffb you don't feel this, though the strength kinda feels similar across the whole range.
At 60% the ffb gets heavier with more steering in a drift much more gradually/smooth giving a "round" feel
@Scawen: In multiplayer replays you have smoothed the steering wheel movements some time ago. Would that be possible or feasible during a multiplayer (live) race?
The background of my question is that I stream our training races (more or less) weekly on Youtube. The view changes among other things also in the cockpit view. If the cockpit is shown by a vehicle that is not on the streaming PC, the steering wheel movements are still jerky. Is the information missing for the "gentle" movements or is it possible to improve the behavior? Maybe - depending on the effort - does this improvement still have a place here? :-)
I have just tried on a valve index. I feel that there is an fps cap at 90Hz.i don't know how to unleash 100fps... As the index is 120Hz capable.
(THE WIZARD DK)
by THE WIZARD DK : guess scawen has seen it.
@scawen you spoke about the wall in the back on this picture.
so took a look. but then i noticed the white line on the tarmac/asphalt.
whats going on with that? it splits in several places ?
or isit the angle the shot is taken ?
just had me puzzled a bit as the focus was on the wall not the ground.
Heh, I've upgraded to a simucube 2 which has an option to beep when clipping, and tried out drifting with the XRT. I was seemingly clipping while in drift at 60%
I've settled at 18%, this doesn't clip when force transitioning with the wheel, or doing car park burnouts to cause a tank slap in the other direction. Though those are rare cases, so can increase by like 10-15% safely with little loss.
TRM.13: I've moved our discussion about your crash into a separate thread in the bug reports section. That's because it's quite a long discussion now and isn't really related to the test patch (although I'd like to fix it in a test patch). https://www.lfs.net/forum/thread/93703
i play newest version 0.6U9 tested, use Valve Index set 90hz.
Look better resolution quality adjust 150-200% enough and 4x antialiasing. Tried 8x see no different a bit drop fps. 4x better stable fps 90 fps smooth.
Still no optimized there are input lag a bit tearing. I tried set lowest 25% resolution adjust quality so same input lag tearing, i mean frame rate mismatch.
I tried set to 120hz VR. Weird bad optimized input lag than 90hz, becuase LFS engine physics is 100 fps limit?. Because Index have 144hz.
Scawen when fix optimized for VR? and 100fps limit to 150fps limit physics?
Sorry my bad english.
I played BONEWORKS VR so great optimized and smooth.
iirc, Scawen mentioned that among the tire physics update he would like to segregate physics and graphics in different thread, allowing a largely greater optimized VR experience than the current 100Hz used.
This implies aswell the timescale with a 10ms unit currently, and not 1ms as we may expect in a coming future (drag racing fans on the starting line )
Let's first expect a great progress regarding SO 2.0 (Eric, do not be afraid, you can show it to us ) and Scawen lightings tests before having Scawen getting hardcore on the above topic ^^
Just wanted to note a bug I've seen in single player mode (and maybe once or twice on online). The bug is effectively the car setup automatically switching to whatever the default is (race/hard/autocross).
It always occurs after you have shift+p or shift+s and rejoined the race/session. I can't replicate it though and it's very rare. Just an FYI.
A very, VERY anoying bug that occurs often to me. (sadly I didn't record it or have anymore helpfull stuff but:
Often after I've been afk for a while in a multiplayer server, with it usually minimized. And come back when other cars are there, the other cars don't "load". They are completally invisible to me, yet if I would drive on track. (problem persists after race restarts) they will see and be able to collide with me, yet I would drive like a lonely car on track.
Cars hitting me in this moment on their screen, get shot away. Yet I notice nothing and seem to drive in ghost town.
- After idling for a while
- Usually with LFS minimized
- Other cars become invisible
- Other drivers can see my car
What usually fixed it for me was reconnecting, not nessecary to restart the entire game.
I don't see anyone else with the same set-up to just to say, I have been messing around with a new HP Reverb in LFS, and it works very well.
It's pretty awesome seeing Blackwood in such crystal clear Virtual Reality. Like watching a classic in 4K remastered! The only thing I'd say is the shimmering of distant shadows is quite bad. For comparison the same issue affects AC and it's much worse, can't say I really noticed it on the Rift CV1, not sure if it's an OpenVR thing or due to higher resolution and clarity on the Reverb.
Not to detract, but I want to try the Valve Index, whilst the Reverb hits a gold standard - I can see distant detail with the same clarity as a 1080p monitor - but it has other flaws that I'd consider trading for a resolution between CV1 and reverb. Need to spend more time with it.