The GPT-4 description isn't too wrong. It's basically an intentional delay where LFS does nothing to allow other processes to do something. Less of an issue on modern multicore systems as there's 2-32 "cores" (cores + hyperthreaded cores) available to carry out tasks.
Huh that gave me an interesting idea. Have people locally generate their own AI for a mod and then join an MP race and race their generated AI paths. It'd be interesting to see how "identical" they'd be or if there'd be differences.
I have it installed and I guess it works for AC (in the rare times I use AC). I use iRacing's native LFE as it is entirely derived from physics rather than telemetry like the ButtKicker one is.
HaptiConnect isn't something required to use ButtKicker, it's just a first party centralized app for sim integration => effects generated from telemetry => bass effects being output to the correct device.
LFS could implement its own bass effects and allow you to output it to a 2nd audio device (like iRacing does) and you still don't need HaptiConnect or SimHub to generate those effects.
No. Forever ago the training AI (which were slow) was replaced with a new AI system. We can see with the mods that it is able to quickly iterate an optimal race path in a short period (30-40 seconds)
Sorry yeah, it's 1 patch. But at this current point it seems like Scawen's more or less "done" with the day/night stuff and has transitioned his efforts to finishing the physics
The AI in the game aren't very intelligent and have little awareness of other cars. You'll have to drive considering that fact and take preventative measures from them hitting you.
Interestingly generations of the FBMW that we have does have autocut for upshifts. The one that LFS simulates just has a less technological gearbox in it.
The transmission is a sequential but doesn't have auto cut. You need to lift off the throttle to shift up. One thing you could do is basically hold the upshift paddle and then lift off the throttle to engage the next gear.
Downshifts should be easier as the gearbox will be under less load but you can't downshift too fast either.
Things have just kind of evolved with OpenXR being the standard supported by all vendors. It's a standard owned by Kronos Group (OpenGL, Vulkan) rather than an API owned by Valve.
OpenVR was first to market that could be freely implemented and practically every headset does support it (to varying degrees of performance) and Valve has done a decent job of making it freely usable, but it's ultimately an API that is proprietary to Valve and their needs.
As you know, OpenVR/SteamVR does provide a freely implementable VR API and headsets are either native "OpenVR" or vendors like Oculus/WMR have provided plugins to allow their headsets to operate with OpenVR. One downside to OpenVR is that it does require Steam as SteamVR is the defacto standard implementation of OpenVR.
SteamVR also functions as the OpenXR runtime for most OpenVR headsets (although some ship their own OpenXR runtimes).
For Oculus, they've already deprecated their own API in favour of OpenXR and have shipped an OpenXR runtime that performs very well. Using it is as simple as setting it as default in Oculus settings.
For other headset vendors (Windows MR, Varjo), they're also shipping OpenXR runtimes that allow applications targeting OpenXR to function natively with their headsets, not requiring SteamVR to run applications.
Now, because there are so many applications written to OpenVR/Oculus API, 2 projects exist to translate those to OpenXR on the fly. OpenComposite does OpenVR => OpenXR (originally OpenVR => Oculus) and ReVive does Oculus API => OpenXR (Originally Oculus => OpenVR). For many people (myself included), one benefit to OpenXR is the ability to use OpenXR toolkit to further refine things to optimize for comfort or performance.
Now I don't entirely think that targeting OpenVR/Oculus only is bad, but OpenXR is the future and in the few apps I've used that are native OpenXR, there's some valuable performance gains from the reduction of SteamVR/Oculus overhead. But using tools like OpenComposite to give LFS OpenXR support is perfectly fine.
For OPs issue, it seems like their headset doesn't support OpenXR in 32 bit applications as they aren't shipping a 32 bit runtime. For my headset (Reverb G2 running on Windows Mixed Reality), Microsoft ships both a 32 and 64 bit runtime (64 bit in \Windows\System32\MixedRealityRuntime.dll, 32 bit in \Windows\SysWOW64\MixedRealityRuntime.dll) and expectedly OpenComposite works with LFS.
OpenComposite lets you skip SteamVR and run OpenVR API games in OpenXR directly with improved performance.
OpenXR is the inevitable "stable" API for VR. Oculus has deprecated their own API in favour of it and both SteamVR and WMR offer OpenXR runtimes (great in the latter case as it skips SteamVR).
It's going to be more common on laptops where technology like nVidia Optimus (https://www.nvidia.com/en-us/geforce/technologies/optimus/technology/) or AMD Switchable Graphics where an low power GPU (AMD iGPU or Intel iGPU) are paired with a high power dGPU (nVidia or AMD) that gets dynamically enabled when needed.
Unfortunately on Windows, the dynamic switching isn't very intelligent and gets it wrong and often you have to go and tell the GPU to use the dGPU either all the time or just with a specific application via the control panel.
macOS did a much much better job at dynamically switching GPUs but now Apple doesn't even ship any multi-GPU machines.
iRacing's AI is very very good tbh. It takes a bit of time to find the right pace for yourself, but it's really good at being a competent opponent. Respects your space, makes overtaking moves, doesn't barge you off track. It's actually useful as a training tool for real races.
Yes it'd be nice to have a fixed setup option. Of course some settings would need to be open (like brake bias and some steering config) but having a mostly locked setup would be good.
Then you go and play GT7 AI and realize it's so deficient which is why the game only makes them mobile chicanes while you time trial as every event. Actual racing against them is impossible.
Honestly this is basically why iRacing "works" for me. I pick a car for a season to practice and run and only run that series. Then I can practice when I can and run a few races whenever and be guaranteed to get a race.