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just2fast
S2 licensed
Quote from Maelstrom :You can use the native resolution but the image is better when you use a higher resolution. I don't know the technical explanation but it is significant.

It´s called Downsampling
just2fast
S2 licensed
Quote from PeterN :And is that vertical, horizontal or diagonal? It makes a difference...

You´re absolutely right. To be honest it´s not mentioned somewhere. There is just written "FOV". So there is still a lot of confusion left.
How do you know the 110° is the diagonal FOV?
just2fast
S2 licensed
Quote from PeterN :I'm without a Rift, but when Rift mode is enabled, LFS changes the FOV setting to vertical field of view. As the Rift's diagonal FOV is apparently around 110°, I don't think a vertical FOV of 115° is at all correct.

The Tuscany Demo which comes from Oculus direct has a FOV of 111.478°.
Maybe this info helps...
just2fast
S2 licensed
Hi Scawen, a few questions and suggestions.
1. Is is possible to set a custom resolution of 1920x1200 (because it has same ratio as 1280x800)? It´s been told that downsampling gives a better graphic experience on the lowres devkit.
2. Is there a way to show/log the current used IPD somewhere? I found following settings in the config file. What are they doing?
G3D_HMD_IPD 60.0
G3D_SCREEN_IPD 60.0
(info: my IPD setting in the OculusConfigUtility is set to 64,0mm)
3. Chromatic aberration seems not implemented. I thought it´s part of the SDK?
4. As you said before, a neck model is also missing (yet). Same here, I thougth its´s enabled per default when using the SDK?

Thanks again, for your effort
just2fast
S2 licensed
Quote from Scawen :About the menus, the current plan is to make them bigger and put them on a virtual screen in front of you and allow you to look around them by making them stay in place relative to the world while you move your head.

Maybe mouse tracking for pointing in menus can be replaced with headtracking. This is also some technique which works in VR pretty good.
just2fast
S2 licensed
Quote from Scawen :
About the menus, the current plan is to make them bigger and put them on a virtual screen in front of you and allow you to look around them by making them stay in place relative to the world while you move your head.

If possible maybe the menus (and hud) can be wraped around the driver? Several demos, for example "Titans of Space" did this and it works great. It gives the whole hud a feeling like beeing rendered on a multi monitor setup.
just2fast
S2 licensed
Did you also move your position? What i have done:
1. Set FOV to 112°
2. Ensure that driver and steering wheel are visible
3. Move the position in x,y,z directions so that my head feels right in relation to the virtual body
just2fast
S2 licensed
Short feedback, the default value of vertical field of view (shouldn´t it be called horizontal?) is way too less and feels strange.
A value of 112 degrees feels much more naturally and is also around the value of 111.478 degrees which oculus uses in their sdk demos.
Everybody should change it. Maybe it becomes a new default in the next patch?
just2fast
S2 licensed
I´m using Windows 7 64Bit and have no problem with headtracking.
just2fast
S2 licensed
All i can say after playing TEST PATCH 0.6E5 in the Rift for some minutes:

EVEN WITH MY CRAPPY XBOX CONTROLER, REALISM OF LFS HAS INCREASED ANOTHER 100%!!!

Thanks Scawen, great work!
Last edited by just2fast, . Reason : forgot to say thank you
just2fast
S2 licensed
The values from the OculusConfigUtility seems to be read also correctly (tested with the IPD value)
just2fast
S2 licensed
I can confirm, the DLLWrapper does work.
just2fast
S2 licensed
Quote from Scawen :I set 90 degrees FOV because I don't yet know what it should be.

Hi,
the Rift should have a FOV of around 110 degrees. The Tuscany demo which is part of the SDK renders per default at some 111,xx degrees if i remember correctly. It did some test with my living room, which i modeled and imported to unity. Between 110-116 degrees the size of the room feels right with the real one. (Lifted the Rift up-down-up-down from the nose to see alternately real and virtual room)
just2fast
S2 licensed
Quote from Scawen :But on a TV, I'm concerned that the far distant objects will look like they are at screen distance, because they are displayed in the same place.

That´s true. If you overlapp both pictures on TV and objects in large distance (sun, hills) are drawn on the same position on TV, then they will indeed appear as the would be on screen distance. Instead all other geometry will appear in front of the screen, so the cockpit seems to be in the living room.

3D on a monitor/TV is more tricky than that. The depth experience also depends how near you sit before the screen. The whole scene can appear distorted into depth. Either shrunken (kind of billboard effect) oder enlarged in depth.

Luckily on a headset these problems are not existing. The distance from the screen is always fix, and you focus you eyes (thanks to the lenses) to infinity. And... you have a screen that can display live sized objects
just2fast
S2 licensed
Quote from Scawen :Thank you for your kind offer. I don't think I will take you up on it, but I'll remember this in case it turns out to be a good idea.

Scawen, I´m really glad, you don´t completely ignore the Rift thing.
Just from curiosity, have you ever got the chance to check out a Rift?

I would lend you mine, but i love it too much to give it away (yes in spite of low res and screendoor effect!)
just2fast
S2 licensed
I´m pretty sure Oculus (maybe it was Palmer Luckey himself) stated somewhere that the current display of the devkit was just a less-than-ideal solution. At first the they planned to use a 6" display instead of a 7" one. But the manufacturer couldn´t deliver as much units as they needed.
And technically it all has to do with resolution and pixel density.
If you make the display smaller you just have to magnify it more by the lenses, but the drawback is that a small display with same resolution may not exists or is just too expensive.


[edit] ... and of course one more drawback of a small display is the increasing screendoor effect, which everybody knows very well who owns a Rift.
Last edited by just2fast, .
just2fast
S2 licensed
iRacing has now official Rift support!

see Thread
just2fast
S2 licensed
Does it need more words? Pls devs add native Oculus Rift support for lfs :bowdown:

http://www.youtube.com/watch?v ... bec0&feature=youtu.be
just2fast
S2 licensed
So here are the first initial impressions from iRacing with Rift support

Despite the low res of the devkit (hey it´s a devkit!) it seems to be an awsome experience

And this is just the beginning...
just2fast
S2 licensed
Ah, found the link regarding rFactor
just2fast
S2 licensed
Oculus plans to keep the price as low as possible. There are even rumors it might be for free, but i don´t think this will happen. I expect a price around the devkit, which is 300$.

This is the offical statement from their FAQs:
"We haven’t announced the price of the consumer product, but our goal is to deliver the highest quality virtual reality experience at a price that everyone can afford."
iRacing with offical Oculus Rift support?
just2fast
S2 licensed
Just saw this post on reddit.

https://pay.reddit.com/r/oculu ... cial_oculus_rift_support/

Can somebody confirm this?
If this is true, i think it should be clear for everybody how important this device is.
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!


Thank you.

P.S.: There are rumors that the rFactor devs ordered a Rift too (sorry can´t find the link)
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