The online racing simulator
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just2fast
S2 licensed
Quote from Matrixi :I'm not too fond of replacing mouse with look aiming personally...

Making it an option?
just2fast
S2 licensed
Hey Scawen the famous DK1 Demo "Titans of Space" has now been released for DK2!

If you haven´t tried, I really suggest you should, because
this demo is a good example for a VR userinterface which replaces the mouse with the Rift
just2fast
S2 licensed
Quote from adrianstealth :monitors gone, VR all the way from now on!

( one monitor going on wall for windows desktop )

This is what I was predicting a year before

Quote from just2fast :
When the high res prototyp or at least the consumer version comes out, all 3 monitor setups can be thrown away.

Oculus Rift is not a gimmick, it seems to be the future for games! Pls devs spent 300 bucks for a Rift and implement native support!

just2fast
S2 licensed
Quote from AntonieB :I already find lfs really nice to use in VR.

Yes indeed it is, compared with other games.
But it still can be a lot better with less development effort (in my opinion) !
just2fast
S2 licensed
Quote from Lucas McFly :Hi

Watching videos of Oculus Rift on YouTube I noticed that the problem is how he wants to use the keyboard on your computer. Perhaps a good solution was to oversell display the virtual keyboard on the screen after pressing the shortcut key, which would have been to handle the mouse. What do you think?

Regards

I made a similar suggestion in the early rift days in December regarding the mouse handling in VR:

Quote from just2fast :
Can you couple the mouse pointer with the rifts view. So that the mouse pointer is like attached to the nose, but on HUD level? And the possibility to assign a wheel button as left mouse button? That would be really great.
In this way there would be no need to lift the Rift always up and search for the mouse. Instead the whole navigation through the menus can be done with the Rift!

For example I am sitting in a racing seat which stays 1m away from my desk.
A wirelwss keyboard is next to me, but the mouse is on the desk. So it´s a bit annoying when switching some settings in lfs. Always lift the Rift up, leave the chair, make settings, go back to the seat, put rift on again...

This implementation might be also a good basis for future improvements. For example in this way the whole buttons (lights, horn...) in the virtual cockpit can be pressed!

Scawen seems to be of aware of this also, but with with low priority so far. Hopefully when the most important stuff like low persistance, chromatic abberation correction, timewarp(?) and 3D mirrors are done, the chances are good that the input system gets a fine-tuning, too
Last edited by just2fast, .
just2fast
S2 licensed
Cool, I wish I had my DK2 already
just2fast
S2 licensed
Quote from Scawen :So I might try (in a later test patch, not today) a thing where the view axes are more loosely locked to the car, so you can see medium frequency bumps affecting the car but not your view so much.

I think that´s a realistic approach.
In fact what´s connecting your eyes (=view) with the car is your own body and the seat. Body and seat work like a spring/damper system.
just2fast
S2 licensed
Quote from Amynue :I've heard that if you set the eye relief so that the screen is further away from the lenses makes FOV a bit better in DK2 as oposed to DK1 where closer = more FOV. You should try that, if you haven't yet.

I doubt that.
I think when eye relief is further away from the lenses it only means that FOV is limited by the lense holder, instead limited by the screen size (black vertical border to the left and right).
The first limitation may just feel more natural because the border (from the lense holder) is round.

I have no DK2, but experienced this behaviour with DK1.
just2fast
S2 licensed
Quote from Scawen :Hoping for a test patch on Monday or Tuesday.

I'll do the positional tracking today but can't tie up all the loose ends on my list. Yesterday was a long session...

Awesome work. One question regarding the debug blue background.
I´m sure you did this to check the max possible FOV and that nothing of the blue is visible when setting the eye to lense distance to minimum?
just2fast
S2 licensed
Quote from Scawen :Thanks for the tip!

You´re welcome!
Maybe the crash has something to do with our old gfx cards, which aren´t properly treated in the oculus code... who knows.
At least I have hope that lfs will run smooth, as long you have a similar hardware.
Don´t really want to buy a new rig atm just for the DK2.

P.s. Watch out for the white shark attacking you in the deeper water! It can be quite intense if you don´t expect him
just2fast
S2 licensed
Quote from just2fast :I don´t have my DK2 yet, but I heard this was helpful:
Updated firmware? Switched to extended desktop? Both done through the config utility.

... or try with a 3rd party demo.
this for example runs on my GeForce 9800 GT (without Rift) while the Oculus World demo crashes, too.
just2fast
S2 licensed
Quote from Scawen :Pretty much total fail so far!

Just like all the people on this thread, DK2 doesn't work with the demos provide by Oculus.
The demos and eye measurement thing just crash immediately!
https://developer.oculusvr.com ... 0968&p=153482#p153482

Not much to do with that then. Will see if I can get any results trying to use the SDK.

I don´t have my DK2 yet, but I heard this was helpful:
Updated firmware? Switched to extended desktop? Both done through the config utility.
just2fast
S2 licensed
Quote from Scawen :I feel DX8 to DX9 was the biggest and most important step, because of the introduction of HLSL with DX9

I think at least now with DK2 shaders are really needed, because the chromatic aberration is much worse and has to be corrected.

Quote from Scawen :Now to try the Rift...

Have fun
just2fast
S2 licensed
Quote from Scawen :Yep, got my Rift

Awesome!
just2fast
S2 licensed
Framrate increased around 10% with 6F2 on my old rig.

Quote from Nilex : Thanks so MUCH! I am eying an Oculus from now

It´s funny how ppl react only to the 3D mode
I don´t want to push the hype, but as a Rift owner I ´m dare to say following awesomeness factor can be expected in VR:
just2fast
S2 licensed
Quote from CarlLefrancois :weird i thought the rift was built using standard lcd panels. almost the entire industry uses 60fps hardware at least for desktop monitors but i guess smartphone/tablet tech is better? does anyone know if the rift itself can do say 144 hz?

No, the devkit´s panel is limited to 60Hz or something. What the consumer version on the other hand will be able to do is still unknown.
just2fast
S2 licensed
Quote from CarlLefrancois :can you get > 100fps? instant buy if so.

Yes almost, when there is nobody on the track I have some constant 100fps with a resolutution of 1920x1200
(1920x1200 is only for downsampling reasons, the rift devkit itself has a resolution of 1280x800)

My rig is also quite old -> Intel Core 2 Duo + Geforce 9800 GT
I still think something is limiting my max fps to 100. Don´t know what it is, lfs or the graphics card
just2fast
S2 licensed
Hi all,

No_Quarter has sayed almost everything about the rift yet. Anyway here is my opinion in two words what lfs feels with the Rift:

FU%#*&$ AWESOME!

Ok now calm down myself
Really, for every sim racer the consumer version of the Rift is a MUST BUY. No joke.
Forget all your 3 monitor setups or projector setups (like me i used to play in front of a 2.5m projector screen)

It´s nothing in compare with the Rift. I even can´t imagine to play old school wise with with monitor/projector again. The rift spoiled almost all classical games for me
Yesterday for example I drove 7 hours just because it´s so much fun and feels so real (only miss some G-Forces). And this is still the devkit which can make you sick in the beginning, has a low resolution, an ugly screendoor effect and some kind of motion blur.

I´m more than happy to have a devkit, but my advice for all sim racers is to save your money and grab the Rift consumer model as soon it comes out.
just2fast
S2 licensed
Some quick notes:

Bug: suspension view in the box is totally corrupt in the rift.

Future improvement suggestion:
It´s seems that the headtracking isn´t recorded when watching the replay. It would be nice to see the real headmovements there.
Especially when racing online (havent´t tested yet), so it would be possible to see where a driver is looking at.
In this way it would also be possible to communicate with each other in a non verbal way -> e.g. head gestures "yes" or "Nooooooooooooo"

Quote from Rift_Racing_1 :Kudos, the game just got even more immersive.

I second this!
just2fast
S2 licensed
Quote from Rift_Racing_1 :
In terms of Rift Drivers, I use the configuration utility in the SDK. I always assumed that was the driver. I don't recall ever having to install anything (like you would expect to for a graphics card or whatever). I downloaded the SDK when I got the Rift, possibly 5-6 weeks ago. I'll check if there is an updated SDK version when I get home. I didn't get the Rift from Oculus directly, it's via eBay and didn't come with the original registration letter or instructions (if these even existed). It's worked well enough to date so I figured the Config utility was the driver.

Hi Rift_Racing, have you done the MAG calibaration (in the config utility) yet? If this doesn´t help, you might want to do an firmware update. This can be started from the config utility, too!

Btw, I have none of your issues. My rift is from July, but I did a firmware update some weeks ago, just to go sure I have everything up do date what Carmack is hacking together
just2fast
S2 licensed
just2fast
S2 licensed
Exciting news. If it´s true, then oculus seems to make good progress

http://www.theverge.com/2013/1 ... -virtual-reality-business
just2fast
S2 licensed
Quote from Scawen :Thanks for this, it seems reasonable. Though even with the current HUD only half a metre away, some parts of it are already further away than parts of the car that they are visible in front of (as Dick described).

That´s true! Well, when navigating in the menus I don´t care that much about it and ingame I also have less problems, because mostly I drive open seaters.

For closed cars I think this is a bigger problem. Honestly, I wouldn´t care that much as long the Rift is still a devkit. Despite this, lfs is already very playable in VR.

If someone would ask me for my personal lfs enhancement list, I would answer:

1. Menu navigation with Rift
2. Simple neck model
3. Chromatic aberration correction
4. New Tyre Physics ...

And yes I didn´t mentioned the 3D-mirrors.
Mabye others think different about that. I can also understand that 3D-mirrors wants to be done, to make the VR experience near-complete.
just2fast
S2 licensed
Quote from Scawen :Your suggestion is on my notes. I understand that it can be difficult to always have the mouse nearby and that is worse when you can't see it. I agree it doesn't sound too hard to have head point and assignable mouse click to wheel button but I never know what might come up when I try to use an existing system in a new way. It is at lower priority than the neck model, for example, and probably the 3D mirrors.

So there´s still hope for this

Quote from Scawen :What do you think about the default value for HUD distance and HUD scale?

I prefer the HUD with the current Rifts resolution to be as big as possible. So with the E8Patch I would go for a scale of 0.80 and a distance of 0.50

Quote from Scawen :I have now been implementing the calculation for the vertical FOV and apparently the answer is 115 degrees with the E8 view (and it would be about 99 degrees for the E9 view). This is using the EyeToScreenDistance of 41mm that is said to be the value returned by the SDK for Dev Kit 1 (regardless of the true eye distance).

Yeah, that sounds better than before...
Last edited by just2fast, .
just2fast
S2 licensed
Scawen, now that you make finetuning for the Rift experience, to you see a chance to implement my proposal for navigating in the menu?

Maybe instead of moving the mouse pointer with the rift it might be even better to render a very little crosshair in the middle of the view as soon the HUD is shown. The mouse cursor instead is by default invisible and only shown when somebody moves the mouse. so naigating with the rift or with mouse is both possible and independend.

From my simple programming know how I could can even imagine this is not that much work to do:

Render a tiny crosshair in HUD distance but always parallel to view (Like atttached to Rift). Then when the assigned (wheel) button is pressed, shoot ray into scene from view and calculate where it hits the virtual monitor. On the hitpoint just emulated a mouseclick with the algorithms so far...

What do u think?
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