It's great, along with Solar System Explorer. If you get headtracking judder in ToS, I noticed the direct mode to be completely smooth, after only leaving my main monitor enabled... so far the only demo where extended mode has given worse performance.
By the way, as the track loading screen is very choppy in LFS with the Rift, would it be possible to make it smoother and/or replace it with a blacked out screen with a simple "loading" text? Would be a bit nicer user experience.
Those of you who have issues, is your DK2 on the left or right side of the main monitor in the windows display menu? Apparently it *HAS* to be on the left side for some things to work.
Texture mods are definitely noticeable with the DK2. A lot of the car interiors are nearly 10 years old now, so third party textures can do wonders to refresh them.
The OLED true black smearing always happens, you propably just ignored it at first.
Someone did mention that you can kind of prevent it from happening by messing around with the graphics card drivers and adjusting the Rifts RGB range so the dark pixels will always be slightly illuminated instead of completely switched off.
After the F5 CAC patch I also noticed that text looks sharper at 1920x1080, but I'll still rather take supersampled 2560x1440 to get smoother trees and other alpha layered textures.
Seems like they still need to work on the Direct Access Mode - if there's more than one monitor enabled in Windows, the Rift headtracking will stutter. With a single monitor (or Extended Mode) it's silk smooth.
I do hope Scawen will implement DAM once the SDK matures a bit more and they eliminate headtracking judder, as it does make running anything on the Rift very quick and easy.
Also, I just built my Unity demo with the 0.4.1 SDK, and it looks like DX11 finally works now, no more black screen. So atleast that has been fixed in the new version.
I have just one question, would it be possible to have a toggle for chromatic aberration correction? Just asking because non-CA corrected videos look much better for non-Rift owners on Youtube and I'm planning to upload some LFS Rift footage.
I expect it to go higher as the patches keep coming and more Rifters keep discovering the game. I've tried spreading word (praise) as much as possible in the Oculus subreddit.
Attempted to reproduce it with a fresh LFS -> F3 -> F4 install using the same procedure and it didn't happen.
Guess I was mistaken then - which is very confusing because I was wondering about the inconsistency of the vsync setting for a good while on my first F4 session and testing both settings several times and I wouldn't have written about it here otherwise.
Sorry.
*Edit: Sigh, found the culprit after more testing. One other program had switched Nvidia Inspectors global profile to adaptive vsync.
It's no rumour. It does happen if you update to F4 if the Rift was left enabled in F3.
But like I said before in the thread, doing a Rift -> monitor -> Rift cycle fixed it, I would imagine it's because LFS now suggests enabling vsync in the 2D/3D selection menu.
I personally hate any added head movement in driving sims, however the Rift is a small exception when landing a big jump in autocross. That's the only time where I feel that some minimal vertical head movement might feel better... maybe.
^ That sounds extremely strange. Have you tried reinstalling the driver/runtime on PC?
About LFS DK2 patch: Just had a nearly three hour long non-stop session in the Rift, zero nausea.
I did notice one thing while driving open top cars though... the direction where the sounds originate from don't seem to use headtracking data. So if there's a car on your side and you turn your head to look at it, the sounds stay exactly the same as if you would've never moved your head. When using headphones, it's difficult to ignore once you notice it happening.
Elite Dangerous does VR sounds by asking Rift users if they're using headphones or speakers and using positional audio accordingly. It might be worth considering doing something like 3D positional binaural audio support for LFS at some point, I would imagine it to have a noticeable effect for headphone users, especially when in VR.
Had to double check this to confirm my sanity, works as you described after doing a Rift -> monitor -> Rift cycle, there was propably something funny happening while transitioning between patches.
The best just got better, low persistence makes a huge difference as expected.
A few notes:
Input lag with vsync still feels a bit high, got a somewhat dizzy feeling in the first 5 minutes of driving and then slowly getting used to it, would Timewarp make it any better?
Since there's two locations to toggle vsync now (view and misc) how about synchronizing the setting for both locations? If I had vsync turned OFF in the misc menu and ON in the view menu, it was still turned off...
Known bug from before, but the lack of a car shadow in cockpit view while driving the MRT5 with the Rift made it feel like the car was semi-hovering
The DK2 has sold over 45K units already, over 100K when combined with the DK1. That's includes a huge amount of people willing to buy a game that has proper Rift support, as there aren't many actual games out there for them.
Also considering the DK2 only costs the same as a single high-end standard monitor, saying it's only bought by people with too much money isn't exactly accurate.
While it is indeed a development kit, Oculus knew from the start the only a fraction of the people buying it are developers, with majority of the customers being enthusiasts. That said, many non-dev users have actually started to turn in to developers after getting their devkit.
I've even begun creating a VR demo in Unity couple days ago, without any prior game development knowledge. It's been a very addictive experience to say the least, jumping in to another world that you can change and shape however you want feels incredible.
Only because they haven't tried it yet. Once the CV1 lands next year and LFS has Rift support already implemented (which is what the dev kits are meant for) then it's going to take majority of the userbase by a storm. Once you drive LFS in VR, using standard 2D monitors just feels dull after that.
Low persistence is extremely important indeed. Without it, the DK2 is basically the same as DK1 with a small resolution upgrade. I'm really surprised the F3 test patch is as great as it is without it.
By the sound of things, implementing Timewarp for low latency vsync and getting chromatic aberration correction with it is the way to. Is it a difficult task to get it working with the LFS engine?
Edit: It's interesting that Oculus hasn't mentioned much about the built-in latency tester, only found this thread about it on the dev forum. Apparently Timewarp makes use of it though.
That sounds like a pretty comfortable solution. My idea was more like making the player feel like a spectator around the track... then again once the cars would pass the camera and the view would switch to the next camera, it would propably feel uncomfortable for VR aswell.
It's interesting how developing for the Rift includes solving cases like this that don't exist on 2D monitors at all.
Suggestion: In Rift mode, since the replay "TV" cameras feel very weird as they force your view to be moved, how about leaving the TV camera positions static where they are, but letting the player control the view with head tracking? Zoom would propably have to be disabled too, but I think it would still be a much more comfortable VR experience.
I found myself creating a custom viewpoint for every car in the passengers position and watching replays from there... but that only works if the other driver has their steering wheel on the same side as I do. It does feel really immersive and awesome, just like sitting in a passenger seat in real life.
This happens in every DK2 demo out there. It's because of the single lens optics and a smaller screen than in DK1. Let's hope Facebook money will make it possible to have better quality optics in the CV1 with multiple glass lenses.
Chromatic aberration correction isn't implemented in LFS yet.
When you look over your shoulder behind the car or out the door and the tracking camera loses sight of the HMD, it seems like the view snaps back to the center of the seat and it feels quite jarring.
It would be nice to keep the tracking position in place until the camera finds the HMD again and continues tracking it again from the new location.