Yes it does, LFS has a slow developpement process, but its updates are released with almost perfect stability each time. Maybe stop trying to compare LFS to other sims, because you'll only get frustrated. As Scawen said, nobody is stoping you from playing other sims and coming back when an update is released.
It will blink because ReShade disable the depth buffer each time it detects network activity, so at each packet LFS sends/receive. We can't do anything about it, except not using MXAO and Depth of Field in multiplayer.
That's exactly what I had in mind, only sky lighting and constant ambient color is a bit of a downgrade compared to full global illumination, but that's the price to pay for real-time lighting. What I think works well in this case is to have an ambient from a gradient of 2/3 color (sky (/ equator) / ground), as Keiichi said. Works well enough.
What exactly is "light from nearby objects" here? Things like spot lights and stuff, or more light global illumination bounce (which is dependent on weather)?
BTW, on your last screenshot, shadow mapping looks nice
EDIT: Small request bump, if you got time for it, because it can be really frustrating for me sometimes:
I guess I was right on it, thanks Scawen, I'm sure it adds a lot!
Nice! I'm looking forward to see what I could do with it!
That's very nice, now that I'm used to see LFS with linear color space rendering, I can't go back.
Did you converted all the textures to sRGB or do you convert to linear on the pixel shader?
Nice, I was waiting for this one for a long time! Will you still use vertex color to bake indirect lighting/ambient occlusion? I simply hope we don't loose indirect lighting, it would downgrade a lot the sense of depth on tracks.
Anyway, I have so much questions and suggestions for rendering that I could do a complete thread for it, but I think I'll wait to see what you've done first. Keep us updated!
Just download the game and install it in a other location, copy the dds folder from your new install, delete the older one (yes, delete it to remove any unused dds files added by some mods), and paste the new in place.
I just received my need 1440p monitor, and I tried fiddling with it a bit. I tried LFS multi screen with my (now secondary) 1080p screen, but since LFS locks itself to the lowest refresh rate of both screen and doesn't have something for screen with multiple sizes, it wasn't gonna cut it.
So I used my second screen as a spectator view, so that my siblings can watch me play with a better view while I can play at 100Hz on the main screen. To do that, I had to launch a second instance of LFS, set it in windowed mode, and create and connect to a local server (since you can connect multiple times with the same account in local mode). It's really cool but as it's a local server, you can't go play online, and the camera is only focused on one player.
What do you think of it? And like me, would you like to see something integrated inside LFS? If so, would you use it on your second display?
I think it would be cool for SimulatorRental.com too, a proper spectator view and using the same LFS instance.
It's a false positive, because LFSLazy inject things in LFS's memory I guess. Disable your anti virus or add it to your ignore list if there is such option.
That's a nice build, finally someone thinks of AMD Ryzen. It's the best choice for performance/price and upgrade path actually, since AMD with keep using the AM4 plateform until at least 2020. It will say 3 Zen generations, compared to the Intel's 7th series CPU which are the only options for the 2xx chipsets.
As truckloader said, the build would benefit from dual channel, especially with Ryzen. There is 4 DIMM slots, so it's doable without locking future updates.
Why are you using LFS 0.6R7 ? It's a custom build done only to try to fix a specific issue SimulatorRental.com had. As said in the disclaimer of the build:
Also, if shadows are still bugged in 0.6R official, it's probably your drivers, but if you installed the latest version of it, there is not much you can do.
Well except the fact that you use a cracked LFS (or at least someone else's license), I'd say it's the depth of field that's enabled. Use SHIFT+F2 and Uncheck Depth-of-Field.
I also uploaded a ReShade preset without the Depth-of-Field, download shader-pack_NoDOF.zip.