Did you set the correct Interpupillary distance (IPD), lense type and eye relief in the driver software?
It´s VERY important that these values matches reality. I myself for example let measure the IPD from an optician.
Anyway you are right, the screen of the DK2 is far from beeing perfect. It can only get better.
I bought a DK1 and one year later a DK2. Both of them almost only for lfs, because thats one of the few full games that run smoothly on my old machines in VR.
Seriously: Everybody who is playing racing games should buy a VR Headset when they will come to market!
Personally I´m so much spoiled that I can´t imagine to play lfs on a monitor again.
I am honest, I haven´t read this thread.
But regarding to AI I think the only working solution would be to implement a deep neural network and let the AI learn itself how to drive.
In this way there can be achieved astonishing results!
I´ve seen you have posted the dll code in the Oculus forum and I can imagine there are only 1-3 lines of code which have to be modified.
So I could try to compile a personal hacked dll myself where x,y,z always is set to 0 and to comment out the capability of the headset being able to do positional tracking.
Am I right or is it necessary to modify code in lfs too?
I guess you can do it with the DLL. I don't know how hard or easy that is, but it seems possible as LFS has no other knowledge of the Rift other than what it receives through the DLL.
even the current Patch is about the new Westhill I have one little off-topic question regarding the current Oculus integration.
My camera of the DK2 is broken! I am in contact with Oculus to fix this and/or replace it if it´s a hardware issues (what I suspect).
Until that I want to use the DK2 like the DK1 (only rotation, no positional tracking)
Unfortunatly the rift reset in lfs doesn´t work when there is no camera found. Is there a chance to implement this quickly?
I´ve seen you have posted the dll code in the Oculus forum and I can imagine there are only 1-3 lines of code which have to be modified.
So I could try to compile a personal hacked dll myself where x,y,z always is set to 0 and to comment out the capability of the headset being able to do positional tracking.
Am I right or is it necessary to modify code in lfs too?
This is longstanding stuff which can be fixed by using "custom view" set to 0 0 0 position instead of stock "in-car view". I am not aware if it works in rift mode though.
Now that the shadow system is in work, can the shadow under the own car please be rendered, too? At least in Rift mode, because when leaning outside of a single seater something feels missing.
No because iRacing, Asseto Corsa etc. already have Rift support. iRacing even before lfs had it.
This alone was a reason to implement VR, just to stay competive against the other sims!
The good thing is that the VR implementation of lfs so far is considered as one of the best.
But also this can change very fast.
Okay lets do the opposite statement then.. What if it actually makes you slower? Which I think it does.
I´ver never been a good driver, but as someone who first played lfs with the Rift (DK1 last year and helping Scawen to implement it correctly / now DK2) I can hardly imagine that an already good driver will be slower!
Anyway I for myself primary play for fun. For example I have seldom played lfs in the past. Now with the Rift I almost play every day, even I used to play in front of a 2 meter projector screen before!
So the only negative aspect I can tell about the Rift is, that it will spoil your desire to play on a screen again And I am not the only one, some already plan to throw their 3 monitor setups away...
Just that it deserves not that much resources.
The Rift will revolutionize the sim genre! I am sure. It just has to come out with slightly improved specifications. Higher res, a bit lighter.
But for me the Devkit it´s already good enough to play lfs.
Thinking further I think I could use, for that "vertical" reference, the up axis of whatever is your frame of reference before applying the additional rotation from the rift...
This is what I was thinking too!
Just imagine this additional frame in real live is your upper body. And the vertical reference is your backbone of the upper body which can simply interpreted as a vector.
Another point may be that you can interact with the cockpit in this way.
Let´s say you want to press the horn then you look simply down to it and with the same little corsshairs which appears in the HUD you can press it with the "universal" wheel button .
Instead when looking to light switches then with the same wheel button you can turn lights on/off
The tiny crosshair will only be rendered when looking around in the cockpit (or the HUD is shown of course)
Or it can simply be added as another input mechanism. Mousepointer AND a little Rifts crosshair can be used simultanously. The trigger for activating a menu item with the Rifts crosshair then can be assigned to a wheel button.
When there is the need to input a text somewhere it can be entered with the real keyboard OR with the Rifts crosshair typing on a virtual keyboard (floating under the input box)