Thanks for the info and explanations lately Scawen, really interesting reading and nice to see new types of lfs content is well under way. The new tyre physics sound very interesting. I'm intrigued as to how heat is accounted for in the new model. Although as good as any sim out there in the old physics I always thought the tyres slid too much when overheated instead of wearing out quicker. They also took slightly too long to come back to a colder temperature when pushing less. This is based on my experience with Toyo and Dunlop slicks from racing in real life. Anyhow, exciting times ahead
I appreciate your development path update Scawen. I think once these tyre physics are improved and released it will be the second phase of lfs and help online racing again.
Anyway, it was nice to read and look forward to any other technical updates in the future.
Blimey! It seems such rushed software with not enough testing on different machines. Thanks for replying Scawen, makes me feel a little better. My rift isn't even plugged in yet I'm still trying to install the software first. I will try a full clean install of my entire PC and see what that brings. Fingers crossed. My cpu is an i7 2600k which is pretty old and actually doesn't meet their minimum specs however it is more powerful than their bottom cpu they do recommend so that might have something to do with it.
It's a shame because oculus vr products are very good, when everything is working it really is a game changer so to speak for sim racing but their customer service / software is letting them down over and over again. After dk1 and especially dk2 I was hoping things would be better for the CV1. Hopefully things will improve soon and I'm looking forward to testing lfs on 1.3
**Update**
My exact error from the oculus setup log is this:
Process C:\Program Files (x86)\Oculus\Support\oculus-librarian\OVRLibrarian.exe exited with code 104 (failure)
This is apparently a permission issue which Oculus were first told about 2 weeks ago. Cybereality said he would pass this onto the tech team but then never posted an update. I have bumped the thread again at oculus to try get an answer.
**2nd update**
cybereality has responded saying a fix for the installer is coming soon, in the meantime has pointed to a website with a new possible work around. Trying now...
Nope. Same 104 error. Only hope is to wait for updated Oculus software whenever that is.
Has anyone else struggled with the oculus setup? Got my CV1 yesterday but after 8 hours trying I can't get the oculus software to load. It says a problem has been encountered and the setup will close. I've looked on reddit and oculus forum and a lot of people have had problems but most can use the work arounds to get it to work. I have tried every work around bar a clean install of my PC but nothing works. So frustrating, I have a £500 paper weight at the moment. Not heard anything from oculus support either. Just thought it was worth an ask in case anyone had suffered something similar.
For me the one of the biggest things people overlook with VR headsets is the scale. When we play racing games on all kinds of different sized screens the cars we are racing are completely different scales to what we would see if we were racing in real life. While wearing a HMD everything is 1:1 scale. So if a racing car overtakes you closely it just looks real. Maybe not in terms of pixels or graphics but deffo in terms of scale and the 3d effect.
Another way to explain this or see it for yourself if you have access to a rift is to try a cinema app. Although the screen door effect and pixels are low, the fact that you feel in a massive cinema makes the screen seem like a real 50 foot wide screen. Even though actually the screen in the HMD is about 5 inches.
I personally applaud the decision to release some S3 content now. Devs can't do right from wrong but they can see who the true fans / users are and hopefully that is enough to see that they do have a lot of support from the people that don't normally cry and whine about things.
Ahh it's glad to hear that the main problem for me on dk2 is better in the vive and consumer rift! The resolution for seeing far ahead for spotting braking points etc on the dk2 was slightly too low. With another 25% more pixels that gives us a nice boost looking into the distance. He says seeing the road ahead is improved a bit confirming the 25% extra pixels helping a bit. Great news and hopefully combined with less screen door and a higher refresh rate it will be a massive overall boost than dk2. Happy days ahead!
I've been following VR since DK1 kickstarter and have spent countless hours getting any snippet of information I can. Based on all the information so far from people that have actually tried the vive and rift there is no clear winner yet. Both seem to have better and worse things. It is my belief though that the rift will be superior in terms of the experience and quality of screen / lenses. The vive will be superior in terms of room scale movement. When both consumer versions are released then we can have a fair fight but until then the current itterations of the vive and rift are out of sync in terms of their development path and cycle and so not truly comparable just yet.
Thanks for the info Scawen, very interesting reading. Obviously the DK2 is pretty old in comparison to the vive but with the rift just around the corner and the vive consumer edition also I am very interested in the display. A lot of people are assuming the screen is the same in both final headsets with different lenses obviously. In racing games the dk2 was that bit too low resolution to see the braking area ahead. With the vive and rift having a 25% increase in pixels I'm hoping that will be 'enough' to see the braking zone properly. I know in years to come things like this won't be an issue but I've got a lot of hope for the consumer rift and lfs being the best overall combo. I think this because of the mechanical IPD adjustment on the consumer rift helping more people get the best possible sweet spot for the display and optics.
That's good news Scawen. Glad you've got a kit on the way. It would be great once you get into it to spare a couple of mins and mention how it compares to the dk2? Obviously I know the Vive will be better and similar to the consumer rift but it would be nice to get your views. You know the genre inside out and I value your opinion. It's hard to find any info comparing the differences as most reviews are by press journalists that know nothing about the technology etc.
Yeah fantastic to hear about progress & loose plans. Thank you. Also, I haven't tried lfs on dk2 with new 0.7 runtime but will asap. Always wanted the mirroring. Does is work on windows 10 okay chaps?
I completely understand it's very very unlikely but I did say Redbull is the only organisation that I think would ever do something like that. If Redbull sponsored Felix can fly a balloon into outer space & jump out with a speed of 833mph then driving an F1 car upside down isn't too ridiculous is it?! Ha.
WOW! Amazing upside down tunnel. I've always wondered if that was possible & kind of surprised redbull hasn't done something like that in real life. Physics say it is possible but will anyone ever try it in real life or dare?!
I'm sure Rockingham is a while away but I'm actually looking forward to this track the most because as far as I know it was laser scanned & so will hopefully be the bumpiest / most cambered track. Makes sense to hold it back for S3 along with hopefully some more racing cars & the new physics.
Sorry to be slightly off topic but I'm very excited to try the new Westhill & looking forward to an incompatible patch. I'm sure we all want improved physics but in the short to medium term content is going to be very valuable. The standard of the circuit looks fantastic in the screen shots, I hope it has some challenging bumps & cambers to test us too. Keep up the great work devs.
With the risk of sounding obnoxious, the rift DK2 is a game changer, especially in lfs. It literally is a totally different experience. The scale is 1 to 1 so it feels much more like you are sat in the car. Yes, there are limitations but CV1 should sort that out but it's not just about graphics it's about simulation.
I've been looking for a speed controlled fan for lfs for a while now to use with the rift. I've emailed a few of the sim racing hardware companies but so far none of them are willing to build me anything. I know a few people have built one though so it is possible with the right knowledge. I must agree the sense of speed from a high powered fan would be amazing in an open cockpit car and surely there would be some demand for it as the rift becomes more popular. Please someone take me money & build one.
Fantastic version of lfs. Best yet. I'm really hoping lfs gets direct to rift mode as now the oculus drivers are more stable this really improves things when showing friends. It's pretty difficult not seeing a friend try out the rift and keep asking are you stuck when they have a spin and them say I don't know yet if I can get out the gravel or need restarting etc. With direct to rift I could see what was going on, on my monitor and help.
Hopefully this can be added to the next version without messing anything up.
Thanks for the update Scawen, I love to come here and see a little bit of development info. I know you are a busy man but the one question I have regarding development is mainly pointed at Eric. With the westhill overhaul, was the track surface changed? In terms of bumps and camber. I wondered if by laser scanning Rockingham changed the way Eric developed new tracks to make them more or less bumpy.