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Drifteris
S3 licensed
Quote from Scawen :It's hard to believe that big supersamping value doesn't affect performance in some way, on a Valve Index that already has a high resolution. The render targets pre-distortion are so huge it's a bit of a painful thought (for a programmer) that you are increasing that surface by 225%. Schwitz

I'd be interested to see the contents of your openvr.log file. It's a plain text file in your LFS folder.

There should be a "size: A x B" line after LFSVR_AcceptSharedTexture and I think you may be surprised at the size of those A x B numbers, which describe the size of the image being rendered every frame.

Index have 1440×1600 resolution per eye but in steamVR the closest i can set it to is 50%. Default value was 100% that is already supersampling because the lens distorts the image a bit so it has to account for it. But other games works fine with 100% as default.

I had 100% set on LFS and 50% steamVR it looks very pixely and doesn't eliminate the lag/stutter problem. Like i can't tell difference between 50% and 100% SteamVR setting in LFS. If there's any it's really tiny. Even 225% on LFS and 100% steamVR isn't as bad compared to previous settings, except that it looks much better/sharper.


This VRlog when using 50% on steamVR:
Spoiler - click to revealLFSOpenVR Mar 20 2019
ProductName: Index
Manufacturer: Valve
LFSVR_QueryHMD
RT size: 2848 x 1584
Left eye:
GetProjectionRaw___: Left -1.541 Right 1.050 Top -1.403 Bottom 1.415
GetProjectionMatrix: Left -1.541 Right 1.050 Top -1.403 Bottom 1.415
GetEyeToHeadTransform:
1.000 0.000 0.000 -0.035
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
Right eye:
GetProjectionRaw___: Left -1.052 Right 1.541 Top -1.409 Bottom 1.412
GetProjectionMatrix: Left -1.052 Right 1.541 Top -1.409 Bottom 1.412
GetEyeToHeadTransform:
1.000 0.000 0.000 0.035
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
IPD: 0.070
LFSVR_AcceptSharedTexture
size: 2848 x 1584
LFSVR_Close



And this VRlog is when using 100% on steamVR
Spoiler - click to revealLFSOpenVR Mar 20 2019
ProductName: Index
Manufacturer: Valve
LFSVR_QueryHMD
RT size: 4032 x 2240
Left eye:
GetProjectionRaw___: Left -1.541 Right 1.050 Top -1.403 Bottom 1.415
GetProjectionMatrix: Left -1.541 Right 1.050 Top -1.403 Bottom 1.415
GetEyeToHeadTransform:
1.000 0.000 0.000 -0.035
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
Right eye:
GetProjectionRaw___: Left -1.052 Right 1.541 Top -1.409 Bottom 1.412
GetProjectionMatrix: Left -1.052 Right 1.541 Top -1.409 Bottom 1.412
GetEyeToHeadTransform:
1.000 0.000 0.000 0.035
0.000 1.000 0.000 0.000
0.000 0.000 1.000 0.000
IPD: 0.070
LFSVR_AcceptSharedTexture
size: 4032 x 2240
LFSVR_Close
Drifteris
S3 licensed
It runs great on my 144hz freesync monitor though.

I've tried assetto corsa running 80Hz mode and it runs so smooth even with many cars. While in LFS even when fps counter is showing 80fps it doesn't even feel like 80fps and then gets worse when it drops and stutters.
Drifteris
S3 licensed
Quote from mbutcher :There are a number of possible reasons that you only get stability at 80Hz. Your super sampling value is too high. Set it to 115% at the very most for best results in LFS. You're right that the LFS physics engine is out of sync with your headset so you will get some noticeable stutter when cornering. The halving of your perceived frame-rate is an effect called asynchronous time-warp (Oculus term), where frames are being interpolated every other frame to try and reduce any effects of cyber sickness.

Drop your super-sampling value and try again.

I tried that and even 50% supersampling (on LFS) and it doesn't change much. Getting huge frame drops near other cars especially. dynamic reflections off and x4 and no difference. Dropping from 80fps to 65-45 causing huge stuttering. If only driving on 80fps wasn't bad enough. And my PC is capable of running VR games.

Also the "monitor view" setting if none selected then it causes lagging and frames drop aswell. so that's that.
Drifteris
S3 licensed
Using valve index it seems that only 80Hz option is stable and kinda keeps 80fps on LFS. 90Hz seems to drop to 45fps, 120hz to 60fps and 144hz to 72. Not sure why this half the frame things happen.

Also i'm not sure whether i've used 144hz monitor too much and now 80hz VR looks laggy or it's just not optimized as good. I do understand that physics run at 100fps but the game seems smoother on higher frames even if there is some sort of frames ghosting going on or not.

Super Sampling doesn't seem to change much aswell in my case so i just set it to 225%
Drifteris
S3 licensed
Entry number : 51
Entry name : Team 6Speed
Car: XRT
Entered driver (Ingame name / LFSW name / Country) : [6S]SIMOX / Drifteris / Lithuania
== SIMOX's Layouts Workshop ==
Drifteris
S3 licensed


Here you will be able to find all my finished layouts and see what's coming up.
You can download files through at the bottom of the post or through "download" links that link to same file on lfs forum.
All my layouts support 40 cars.


==================================================================================================

My first attempt at doing some crazy fun layout with asphalt blocks. Tried doing some more interesting and challenging loop de loops and i think it worked. Optimised for XRT but pretty sure would work with any other non slow car. Supports 40 people as well.
1800 Objects used.

Also added XRT set for this particular track. It may not be perfect but it works.

Enjoy Smile

Screenshots:
Picture 1
Picture 2
Picture 3
--------------------------------------
Layout: >> Download <<
Setup: >> Download <<


==================================================================================================

Have you ever wanted to drive BF1 upsidedown? Well now you can. The track is short, only over a minute long but exciting.

2 ways to stick yourself to the platform. Gentle and slow or fast and short.

I have added a setup that you will need to take the first corner without slipping out.
Added another softer setup so it's less bumpy.
Also BF1 can't have more than 10% of fuel or you won't make the first corner.

Enjoy Smile

Screenshots:
Picture 1
Picture 2
Picture 3
--------------------------------------
Layout: >> Download <<
Setup: >> Download <<
Softer Setup: >> Download <<


==================================================================================================

Inspired by famous counter-strike de_rats maps decided to create something similar in LFS.
The scale might be smaller as using the maximum 60 meters to make 2,5 meters high room. So cars appear as 1:24 scale models.

All 2100 objects used so there aren't any arrows pointing where to go though, but i tried to make it as complete as possible.
You can use any car but it's balanced around slow cars as there aren't many fast straights and it's quite bumpy.

Enjoy Smile

Screenshots:
Picture 1
Picture 2
Picture 3
--------------------------------------
Layout: >> Download <<

==================================================================================================

A demolition derby style arena made for few fun events. Many ways to push your opponents off the arena or in to the holes.
Also spawn/pitlane funzone under the arena for those unlucky ones.

Enjoy Smile

Screenshots:
Picture 1
Picture 2
Picture 3
--------------------------------------
Layout: >> Download <<

==================================================================================================

A classic derby figure 8 track. Used all the objects to make it look like a track inside a stadium.
Respawning puts you into one of the inner circles so if you are out of the race you are out of the race.

Enjoy Smile

Screenshots:
Picture 1
Picture 2
Picture 3
--------------------------------------
Layout: >> Download <<
Drifteris
S3 licensed
LFSW name: Drifteris
In-game name: [6S] SIMOX
Full team name: Team 6Speed
Nation: Lithuania
Drifteris
S3 licensed
Scawen, could ultrawide (21:9) resolution be fixed for certain cameras? Inside and outside is fine but top down, cinematic and shift+U free cameras are all in 16:9
Drifteris
S3 licensed
I uploaded it cuz it looks Awesome!
Drifteris
S3 licensed
Really liking the new drift angles. Would it be possible for GTR cars to have an increased steering lock along with a choice of Road Super tires instead of slicks? You know, for those extreme drifters.
Since you asked about GTR cars previously i thought i might refresh the idea once again since we have an incompatible patch.
Drifteris
S3 licensed
Eric is making the tracks not the Scawen though. And i'm pretty sure he is making them the way he wants. It has been said that 2 tracks are on the way already but it does take time to design, model and test it fully.

So i highly doubt that he would take ideas from here till those are done atleast.

Don't want to disappoint you just make sure you are not wasting your time with this project.
Drifteris
S3 licensed
Was this part got cut off to save space in minimap? Because it was quite a nice bit of road and now my layout fails at that part. Also it seems that concrete slabs become nonsolid once they are out of map bounds although that was in previous patches aswell.
Drifteris
S3 licensed
Quote from Flame CZE :I wonder, when you're in a close draft behind someone while upside down, do you fall down because of the loss of downforce (or should I say upforce)? Big grin

Yea you actually do Big grin. It happened for a lot of people and i've expierenced it myself. At first you feel the speed gain and then your front goes up and you fall to the ground.
TrackMania/02 - Terrors of the skies
Drifteris
S3 licensed
Have you ever wanted to drive BF1 upsidedown? Well now you can. The track is short, only over a minute long but exciting.

2 ways to stick yourself to the platform. Gentle and slow or fast and short.

I have added a setup that you will need to take the first corner without slipping out.
Also BF1 can't have more than 10% of fuel or you won't make the first corner.

Enjoy. Smile
Drifteris
S3 licensed
So that's pretty much how Nascar works. Nothing new tbh. But yea it would be nice to have something like that in LFS.
Drifteris
S3 licensed
Quote from nacim :... after all S3 content is released. Wink

Well that wouldn't happen any time soon so an alternative is always nice.
Drifteris
S3 licensed
Quote from nacim :Autocross layout editor is not a track editor, grass squares and dirt slabs are not needed.
Already existing car models disposed around tracks (ambulances, 4x4, truck, etc) would be nice and not hard to add however.

Actually slabs with grass and dirt surface wouldn't be hard to add either. We already have slabs that you can drive on thus ability to make/edit a track. Considering the amount of dirt tracks we have it wouldn't be such a bad idea. And if we also had curved slabs we could make some really proper rally cross layouts.

Car models on the other hand would probably serve more like a scenery props so why not add trees as well.
Drifteris
S3 licensed
Quote from nacim :Lol, we are in 2016 now, LFS has to do it properly now, I mean with a Bloom post-process pass. Big grin

Car reflections weren't done using the latest tech either because it gives more performance this way since Scawen likes performance over the quality. And I'm suggesting simple method than some performance costly one. But either way something like this would be useful even in day time.
Drifteris
S3 licensed
Added some examples on how it could look like in the current version of LFS.
Car Headlights/Tail Lights glare effect
Drifteris
S3 licensed
So i downloaded the old LFS 0.1W version just to remember how it looked like in the old days and was very much surprised to see that it has that light effect that i wanted for years in the LFS. Now yes it does look kinda basic but I'm pretty sure better results could be achieved considering that LFS does support this.

As it is now it's very hard to actually notice turn signals or front headlights. Tail lights are visible when braking but such glare/halo effect would increase visibility greatly.

Considering it's a realistic effect/feature I'd really love to see that implemented.

EDIT: Added few examples how it could look like in current version of LFS.
Last edited by Drifteris, . Reason : Added some example pictures.
Drifteris
S3 licensed
Easiest way to do this is to put Split 1 after the finish line and then put Split 2 somewhere before starting positions. After Split 2 add a small ramp to prevent cheating (as in going back). This will work with any kind of track layout. Just make sure you can't jump into other side using ramps. And you need to set 2 laps for one complete lap.
Drifteris
S3 licensed
I think there should be Slabs that curve upwards and downwards then other ones that curve left and right but don't curve up or down. Then walls that curve like previously mentioned slabs. Ofcourse only IF it's possible to add such objects.
Drifteris
S3 licensed
Quote from UnknownMaster21 :...I tried to make a track where you can drive upsidedown BF1 and to race a lap upsidedown.

Question is did you do it? Because i did Smile

Also ran out of Z-factor space but i'd rather have slightly curved blocks and ability to change that curvature slightly than more of Z-factor space Tbh.
TrackMania/01 - Crazy Loops Challenge
Drifteris
S3 licensed
My first attempt at doing some crazy fun layout with asphalt blocks. Tried doing some more interesting and challenging loop de loops and i think it worked. Optimised for XRT but pretty sure would work with any other non slow car. Supports 40 people as well.
1800 Objects used.

Also added XRT set for this particular track. It may not be perfect but it works.

Enjoy!


SIMOX
FGED GREDG RDFGDR GSFDG