The online racing simulator
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nacim
S3 licensed
Quote from SparrowHawk2 :Spiderman Skin XRG_Spider-Man
https://i.hizliresim.com/pGVyvL.jpg

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?
nacim
S3 licensed
Quote from Marc Low :Please dont post your skin here. pay for it. upload as a private one.

wat?
nacim
S3 licensed
You can set the texture resolution to low on the graphics settings, it does the same as having every texture in low resolution. Wink

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.
nacim
S3 licensed
Quote from bdog922 :I just find it odd that having "MAX" settings or the Lowest settings makes no difference to the fps, roughly 350-400.
Specs
GPU> EVGA 1060 6G
CPU> Ryzen 5 1600 @ 3.2
Ram> 16 gigs @ 3066
Mobo> Asrock A320M-HDV

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. Wink

EDIT: Nice build BTW Thumbs up
nacim
S3 licensed
Quote from asyed :S-Curve (helps recreate keiichi's linear color space)

I'm being nitpicky, but S-Curve is used to tweak contrast and color saturation Wink
nacim
S3 licensed
Quote from Mate2169 :is there a way to fix flickering in multiplayer ? (50% the MXAO is off and on)

Sadly no, I didn't found a solution for that.
nacim
S3 licensed
Quote from asyed :Isn't it FSAA in LFS, not MSAA? I got different results with ingame aa and inspector msaa

No, LFS uses MSAA, but it's called "full scene anti aliasing", probably because even Microsoft called it FSAA: https://msdn.microsoft.com/fr-fr/library/windows/desktop/bb173422(v=vs.85).aspx

I think it's pretty misleading, even if MSAA is technically 'optimised' FSAA.

I don't know where the difference in result between LFS and NVIDIA inspector might come from though. Shrug
nacim
S3 licensed
Quote from Mate2169 :shame that the MXAO is not working for me for some reson (when i switch it on and off no affect and when i do the debug of MXAO it makes the screen white) i will try to look for solution Smile

edit: i have windows 8.1

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.
nacim
S3 licensed
Quote from asyed :Confused, do I keep PPS on or off? You mentioned the linear space shader but then said to keep it off... Also, you have to change the location of LFS on the ini's manually otherwise preset and shaders won't load

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. Wink

Hope it's clear enough this time Schwitz


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
Last edited by nacim, .
nacim
S3 licensed
Fixed link: https://www.lfs.net/forum/thread/86193-The-custom-shaders-thread

And if you have a powerful computer, you can also add the ReShade preset on the last page. Wink

EDIT: Actually, I think he asked about a new link for the mod pack, which is dead.
nacim
S3 licensed
Yeah. MXAO 3.1 Wink
nacim
S3 licensed
Pretty proud of these ones. Smile



Last edited by nacim, .
nacim
S3 licensed
Hello everyone! Wave

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.


Screenshots:
COMPARAISON






Here you can see MXAO in action:



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).
Last edited by nacim, .
nacim
S3 licensed
Quote from Scawen :I don't know a way to create a real driver crash (or restart the Nvidia driver)

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.
nacim
S3 licensed
Quote from Niehenn :Hi

Thanks!
I will try out your shaderpack for sure when im home. Smile
In which folder should the shaders be for them to work?

Put the shader folder in the 'data' folder located in your LFS install folder (C:/LFS/ by default)
Replace the files when asked. Wink
nacim
S3 licensed
Quote from jam_1989 :Hoonigan S**t car.

Nice work! Thumbs up
nacim
S3 licensed
Hi, and welcome to LFS! Smile

Since you're looking to get a better looking game, consider using custom shaders to improve the look of your game Wink

I might aswell do a small ad for my own work Big grin: 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
nacim
S3 licensed
Quote from TechEdison :Twitter sounds like an interesting idea though...

Yeah but there is already an official Twitter account: https://twitter.com/LFSracing
nacim
S3 licensed
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). Big grin
Last edited by nacim, .
nacim
S3 licensed
Quote from asyed :I'm pretty sure it uses FSAA/SSAA, as that is what it says in game.

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. Shrug

Quote from asyed :with LFS I would like at least 120fps, preferably 180fps (because physics hz and nvidia fast sync)

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). Wink
nacim
S3 licensed
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)
nacim
S3 licensed
Quote from GreyBull [CHA] :S1. Press Shift+U and put a start point outside of the track.

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)
nacim
S3 licensed
Any screenshot for us? Smile

Why haven't you used linear color space? LFS looks so wrong in gamma space when you're used to the corrected version. Big grin
nacim
S3 licensed
Quote from Scawen :Recently I have been working on graphical updates, in the form of some more shaders that Eric can make good use of. There was quite a bit of restructuring to make it more consistent between the different types of objects and easier to add more in future.

So, looking at the list you quoted in the post above, that means number 2 has moved in front of number 1. This is to allow Eric to make some use of the new shaders in the updated Rockingham, Blackwood and Westhill tracks before they are released.

Seems nice and fair enough. Any more detail about these new shaders? Still working on the glossiness texture support or there are new effects added? Smile
FGED GREDG RDFGDR GSFDG