This is not a skin though, just an image. It looks like nothing on the car. Can you stop spamming useless 'skins' and post only skin you worked on for more than 30 seconds?
You can set the texture resolution to low on the graphics settings, it does the same as having every texture in low resolution.
Unless your GPU is being limited by its memory bandwidth (which might be the case considering the big framebuffer required for VR), it will not change much to your framerate.
If you see a big FPS gain, you can also reduce texture filtering and if enabled, disable MSAA completely, both are really bandwidth intensive.
That means you're CPU limited. But that's not a problem, having over 100 FPS in LFS is useless, it just generate duplicate frames, since physics are refreshed at 100 Hz and there is no interpolation.
LFS also run on one thread only, so that's normal, it's easier to saturate a single thread than it is to saturate a good GPU.
I suggest you enable LFS's framecap at 100 FPS, so you don't waste CPU and GPU ressources and generate more heat and load than necessary.
Depth-based effect on ReShade require to disable MSAA and quit LFSLazy. So you need to disable MSAA in the graphics settings (full scene anti-aliasing to None), and disable LFS's post process in the Misc settings. If you used AMD Settings or NVIDIA Inspector to force MSAA, disable it too.
Sorry for the confusion! If you want to use the ReShade preset, you must disable LFS post process and LFS's anti-aliasing.
If you have my shaders pack (for LFS, not the ReShade preset), then the image should be good when ReShade starts. If you don't, disable the LinearToGamma effect on ReShade, to get the image right again.
Hope it's clear enough this time
EDIT: Indeed, it seems that ReShade saved the absolute path of my LFS directory on the d3d9.ini, and not just the relative path of the shaders. I modified it, and I created a pack with my LFS shaders so that I know everyone who installs the pack will get the same result as I do. I'll also upload it on the first post
I have some new stuff I've been experimenting. I finally managed to get ReShade running and get the depth buffer, so I've been playing with shaders and (re)created a preset.
Since LFS's post-process can't be enabled with ReShade (because it forces 4xMSAA, and MSAA must be disabled for ReShade to work properly), I had to port the GammaToLinear and S-Curve to a ReShade shader. It has the advantage to be easier to tweak the S-Curve values, so it helped me get the contrast more like what I wanted (still not perfect though). And since post process is now applied on the whole screen, it also fixes the virtual mirror being too dark.
I also added Bloom and Marty McFly's MXAO, which is by far the best SSAO solution that I know in terms of quality/performance ratio.
Download is in attached files below. Extract it in the root of your LFS install folder.
Notes:
- To install it, simply extract it in the root of your LFS install folder.
- Make sure to disable full-scene MSAA and LFS's post-process.
- All the effects can be enabled or not on the reshade panel (SHIFT + F2 to open/close it)
- For thoses who don't use Keiichi's linear color space shader (or any of mine, which includes it), simply disable the LinearToGamma effect
- ReShade and LFSLazy conflicts with each other. If you see SSAO flicker, disable LFS Lazy dashboard (I know it's sad, maybe DANIEL-CRO can fix it).
The best way I know to do it is to overclock the graphics card beyond its limits. It will not crash directly, but when LFS gets the focus, the GPU will try to go at full speed and will crash. I know that when using MSI Afterburner, the driver will recover and the GPU will get back at stock speed, so it might be enough to test.
Since you're looking to get a better looking game, consider using custom shaders to improve the look of your game
I might aswell do a small ad for my own work : https://www.lfs.net/forum/thread/86193-The-custom-shaders-thread
The shader pack on the first post is based on Keiichi_Tsuchiya's work on linear color space rendering, and also improves fog and adds a bit of post-processing. Don't forget to enable post processing in the Misc options after installing the pack, or you'll get a really dark image
For me the first memory that I have of LFS was the day I downloaded it along other racing game demos around 2005/6. It was on 0.5Q or somewhere around, and 10 year old me did stupid XFG setups and doing barrel rolls on BL2. Then, a year or two later, I downloaded LFS again and I started drifting on XRT/BL1R (back when demo users had reverse blackwood and XRT), and stayed a long time on 0.5X because I didn't liked 0.5Z (no more XRT).
Indeed that's misleading. But I think it's caused by that, even Microsoft calls MSAA 'full scene anti-aliasing', even if it's not full super-sampling.
I don't get why you would want more than 100 FPS... LFS's physics runs at 100Hz with no interpolation, so any refresh above 100Hz just generates duplicate frames (maybe the timer on screen will be refreshed, at best). You'd be better with the LFS 100 FPS cap + G-Sync/Freesync (if you have a compatible monitor and graphics card).
Erm, I'm 99.9% sure that LFS already uses MSAA. It's forced to 4x when post process is enabled. And an internal resolution scaler would be nice to have some supersamping or upsampling for low end devices, while keeping UI at native resolution.
Temporal anti-aliasing is much more complex to implement, as it needs a velocity buffer to find pixels from previous frame. Not really needed for LFS as the image is already really stable spatially and temporally with MSAA 4x or 2xSSAA (NVIDIA DSR or AMD VSR)
Or simply use a open config (by clicking the X or Y button next to a track configuration) and drive outside the track (it's easier for new tracks like Blackwood or Westhill)