The online racing simulator

Live for Speed, 20th Anniversary

Hello Racers,

It is the 20th anniversary of Live for Speed becoming well known! According to various sources, it was on 18th August 2002 that Demo Test 0.04k first became known to more than a few people. It was very exciting to see the reaction to this new racing simulator that seemed to have appeared from nowhere and was quite different to what was available at the time. It had a focus on multiplayer racing. Despite synchronisation issues, it was already a lot of fun to race around Blackwood, with up to 8 drivers, in an XF GTI, XR GT, or XR GT TURBO.

If you'd like to try 0.04k it is available on our downloads archive page. It does not connect to the master server but it is possible to connect to a host directly by IP address.

LFS has come a long way since 2002, with 9 track areas now available and a huge variety of cars created by racers using the new mods system. Of course, there is more to come, notably a new graphics system and new tyre physics. The new graphics system includes dynamic lighting and day to night transitions. The tyre physics update is more realistic and accurate for a better driving experience.

We decided to show a few pictures of some track updates that Eric has been working on. At the time of our last graphics report, South City had been extensively updated but there were still a lot of holes around and temporary buildings to update and replace. Here are some pictures including recently updated areas.

  • 16307077 -1812912 1317557 4574 2413 0.0 83.3
  • 27939975 -18091584 407129 -21984 -2128 0.0 83.3
  • -29143447 -540109 860593 -27043 -1624 0.0 83.3
  • -30732970 21819295 374507 -25328 -1083 0.0 83.3
  • -124711065 61885117 77812672 10227 6191 0.0 65.3
  • -5832064 -14736750 805829 -27753 414 0.0 65.3
  • 1497455 374880 2967674 560 4287 0.0 87.3
  • 1944684 -15978275 3237915 28964 4292 0.0 87.3
  • -4402863 -5426571 3495255 13607 4965 0.0 83.3
  • 4623591 -10735111 1382237 -31775 3398 0.0 83.3
  • -4865450 36484962 95737 -24448 -1160 0.0 83.3
  • 5475429 13407703 656799 -25274 1556 0.0 65.3
  • 6445393 -6793600 652181 -16002 -1383 0.0 83.3
  • -7026979 29092331 2120947 -25981 3578 0.0 89.7
  • -8617150 19941366 143047 -6601 25 0.0 65.3
  • 10898120 8743413 101397 -23572 -1442 0.0 60.0
  • -11046563 37740084 102282 -23463 -1408 0.0 83.3
  • 14969891 9491500 213666 29004 136 0.0 89.7
  • -12635783 36725809 130046 30459 -159 0.0 83.3
  • -16519192 29688296 1213200 29213 1127 0.0 83.3
  • 11608866 22593768 277471 6877 -246 0.0 89.7
  • 11608154 22491708 277685 6877 -246 0.0 89.7
  • 11617979 22430470 277775 6877 -246 0.0 89.7
  • 11620476 22398127 277775 6757 -232 0.0 89.7
  • -23140629 -13208909 812597 -29612 1139 0.0 65.3
  • -24406437 23745864 284346 -8725 -939 0.0 83.3
  • -26253506 34205737 2445880 -12589 3864 0.0 83.3
  • -27101203 -6238548 591565 -27003 438 0.0 83.3
  • -28776661 21853441 1980793 -22419 3284 0.0 83.3
  • -30440268 31316599 687317 -9664 1786 0.0 87.3
  • -30529654 34199471 1544063 -1088 2363 0.0 83.3
  • -30640790 21889981 442767 -26614 -315 0.0 83.3
  • -32004933 24393444 406186 5024 -30 0.0 83.3
  • -37453600 16289977 932830 16139 -726 0.0 89.7
  • 37594517 -29442755 300994 347 118 0.0 83.3
  • -41706248 21757256 812811 26644 310 0.0 87.3

All our existing tracks have needed an update for the new graphics. Eric also took a break from South City to update some of the unreleased tracks we have in development.

Bancroft Autodrome is a fictional, former airfield in the U.K., where it was common to convert no longer used WW2 airfields into race tracks :

  • -24528959 75034555 18838980 2807 3909 0.0 57.3
  • 88994830 -1174809 23854007 -16315 3941 0.0 57.3
  • -31919947 -29399925 953559 6224 2986 0.0 57.3
  • -3217462 -26009351 330434 18917 1203 0.0 40.0
  • 15553161 7447784 880797 -25052 484 0.0 20.0
  • 25647590 -10960943 445802 15007 550 0.0 40.0
  • -26573011 -31353110 749049 6666 475 0.0 20.0
  • -27314529 -9667452 247014 -30620 898 0.0 40.0
  • -31163721 -17678578 262200 26028 -432 0.0 60.0
  • -32300613 -34892240 685643 13463 1000 0.0 32.0
  • 40754605 12747922 436460 -17299 723 0.0 40.0
  • 51248241 297307 473547 -23924 441 0.0 20.0

Fairfield Test Centre is a large area with different types of roads suitable for testing cars under different circumstances :

  • -27462405 24690719 2438940 29893 1495 0.0 37.0
  • 66440955 35016944 1956297 -29318 106 0.0 54.3
  • 115114284 -43820310 2977486 -22933 3595 0.0 83.3
  • 116430015 -1187185 2052612 145 -291 0.0 37.0
  • -3325996 103681858 3449421 -28451 1777 0.0 37.0
  • -10132726 111875006 1919393 -27445 484 0.0 37.0
  • -14489421 50470938 1911926 12690 1291 0.0 37.0
  • -36332560 -1050180 1786047 821 2165 0.0 26.4
  • 45208052 60039192 2319702 708 1913 0.0 37.0
  • 53998001 38689503 1422787 -627 1386 0.0 48.0
  • 64335600 39335468 1989743 2340 456 0.0 83.3
  • 71646934 31663713 2198151 -23446 833 0.0 26.8
  • 73871605 8909059 3933157 14238 1845 0.0 37.0
  • 89489295 -43463174 1631769 -30986 2422 0.0 83.3
  • 109525084 -15401042 4342034 -943 2900 0.0 37.0
  • 113804509 -7709353 2617015 -22725 1427 0.0 37.0

Since the release of 0.7D in April, Scawen has worked on the tyres and some other changes related to the physics.

Warning: Subsequent paragraphs include technical descriptions!

The current public version of LFS runs the physics at 100 steps per second. When displayed at 60 frames per second (typical on a monitor) or at 90 fps (typical on a VR headset) the number of physics steps per graphical frame is not constant. Some graphical frames show a single physics step while others show two physics steps. For example at 60 fps there is a 2,2,1 pattern of physics steps per graphical frame. This mismatch produces a visible stutter that is particularly noticeable when objects are moving sideways across the screen. For example when looking to the side or when turning a tight corner at lower speeds. The stutter effect is especially noticeable in VR. We are experimenting with a new physics update rate of 1000Hz. The number of physics steps is a lot closer between subsequent graphical frames, so things look smoother. For example at 60 fps there is a 17,17,16 pattern of physics steps per graphical frame.

The 1000Hz physics update also allows lap times to be recorded to an accuracy of 1/1000 of a second and slow motion replays can appear smooth too. This change is also a possible route to a multithreaded version of LFS in which the graphics and physics code run on separate CPU cores, simultaneously, instead of having to share a single core. The physics could theoretically run in real time at steps of 0.001s, while the graphics code does all its tasks that have become a lot more complicated in the new graphics system, most notably because of the shadow maps that were required for real time lighting. We are currently in an early stage of some restructuring to allow the physics and graphics to run on separate threads. It's certainly experimental at this point but multithreading has important advantages and should be explored and evaluated. The best outcome would be constant physics rate as described above and a graphical frame rate that remains at the refresh rate of the display device.

We hope you liked the screenshots and technical progress report.

Thank you for all the support over the last 20 years!

- LFS Developers

FGED GREDG RDFGDR GSFDG