The online racing simulator
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PeterN
S3 licensed
Wheel input/FFB feeling would be improved if it could also always be updated at 100Hz, regardless of display rate. Higher FPS reduces the seesawing problem too.
PeterN
S3 licensed
Quote from atledreier :30 degrees... Pretty big screen?

Nope, 22" 16:10 at arm's length.
PeterN
S3 licensed
I calculated my real FOV to be about 30° horizontally. Using that in-game isn't much fun.
PeterN
S3 licensed
Quote from Boris Lozac :Maybe cause i've disabled that "lock camera to horizont" and all those G-force headache effects. It just wobles all around, like the camera is floating in the air, and the car moves around it, not connected to the car

Well it's meant to simulate your head being moved around due to the forces, not be a camera wobbling on a mount. Visual cues in lieu of actual G-forces, sort of thing.
PeterN
S3 licensed
Drawing 1 mirror reduces frame rate considerably, 2 more would probably hurt quite a lot. A configurable mirror resolution would be nice though.
PeterN
S3 licensed
FFB rate is definitely affected by the frame rate in LFS. The difference between 60 fps and 120 fps is noticeable.
PeterN
S3 licensed
SoftTH does not stretch the image, it allows a larger image to be rendered and it should still be the correct aspect ratio. It looks to me as though your monitors are being used with a 4:3 resolution stretched on to 16:9.
Check the configuration of SoftTH.
PeterN
S3 licensed
Good night Nelson Mandela.
PeterN
S3 licensed
^ If I could like a post, I would like that one...
PeterN
S3 licensed
Pretty sure it would take more GPU power to render those bits at low resolution, as as far as I know it would have to be done separately, then blended with the normal resolution part.
PeterN
S3 licensed
Can you vary the strength of the blur so it only affects the edges?
PeterN
S3 licensed
Dodgy AA is common in modern games with deferred rendering engines, hence stuff such as FXAA coming along.

But then, a modern GPU can render to large buffers with no real performance penalty. May be worth an option?
PeterN
S3 licensed
Yeah, don't ride on your parents insurance if the car is primarily driven by you. The insurance will be invalid in the event of a claim.
PeterN
S3 licensed
Quote from Bmxtwins :cant wait to see how the editing of a notepad file works for online racing

Editing a "notepad file". They're called text files...

There's no reason the game can't ensure they're synchronised, or completely ignore the text file on disk over data in memory.
PeterN
S3 licensed
The Car Engineer dev app is wrong, apparently. And yeah I forgot about adding passengers in LFS :-)

When I do so, the XRT at 1628kg feels a bit bogged down. Must be my imagination.
Last edited by PeterN, .
PeterN
S3 licensed
Quote from kars19 :Just did some performance testing.

AC vs LFS (both equal as possible)
0-100km/h and 50-120km/h @ 4' gear


Hmm, in AC there's a "Car Engineer" dev app. It shows the E30 M3's total mass as 1627kg, which seems a bit high? Don't think it's possible to make the car weigh that much in LFS to do a comparison.
PeterN
S3 licensed
I also found this quote from http://stackoverflow.com/quest ... was-disabled-on-windows-8, though it's also spread elsewhere.

"The Direct3D 9 Developer Runtime (aka D3D9D.DLL) in the legacy DirectX SDK (June 2010) is not compatible with Windows 8. In fact, the entire Developer Runtime in the legacy DirectX SDK (June 2010) is not compatible with Windows 8 or with Windows 7 SP1 with KB 2370838 installed"

Only problem is KB 2370838 doesn't seem to exist except for the mention in this context, so possibly it's a typo.

EDIT: I was right, it's actually 2670838: http://support.microsoft.com/kb/2670838
EDIT 2: And I think that's a red herring because I do have this patch installed anyway. Maybe that patch breaks the x64 panel.
Last edited by PeterN, .
PeterN
S3 licensed
For me, the settings correctly stay switched on when running the 32-bit control panel located under Utilities\bin\x86\dxcpl.exe, quitting and reloading keeps settings as I left them.

Changing the Direct3D 9 settings with the 64-bit x64\dxcpl.exe has no effect and behaves as you described. Settings on the other tabs do persist though with this version.

I have just checked with regedit, and the 64-bit version does actually set the appropriate registry entries but seems to not to be able to read them. The settings are stored in HKEY_CURRENT_USER\Software\Microsoft\Direct3D. LoadDebugRuntime should be a DWORD set to 1. As before, this affects d3d9 but not d3d8.
PeterN
S3 licensed
Or go with DX9 sooner rather than later, where debugging will work in Win 7 ;-)
PeterN
S3 licensed
Quote from Scawen :I have installed that same DXSDK_Jun10.exe and the same control panel is available to me. However, selecting "Use Debug Version of Direct3D 9" has no effect. No messages appear in VC6 (that normally receives debug messages) at all. That setting doesn't "stick" either. As soon as you exit the DirectX Properties thing and start it again, you see that "Use Retail Version of Direct3D 9" has been re-selected.

Hmm, does it give you the UAC prompt when started? If not you could try running it as Administrator. Also there are two versions, I've only touched the x86 version as LFS isn't 64 bit.

I just tested the x64 version and indeed the settings don't stick there, whether run as Administrator or not!

EDIT: Further testing, seems to be that Direct3D 9 debugging works, but Direct3D 8 is not affected. I am seeing messages because I have the d3d8 to d3d9 wrapper in place for softth...
Last edited by PeterN, .
PeterN
S3 licensed
So I'm running Windows 7, and I just downloaded and installed the DirectX SDK (http://www.microsoft.com/en-us/download/details.aspx?id=6812) and enabled the debug version of Direct3D 9.

LFS fails to start with the combination of d3d8 to d3d9 wrapper and softth d3d9.dll in place, when the debug version is selected, so it seems enabling this option does have some effect in Windows 7. I don't actually have a debugger installed to see what is actually happening.

I found a reference to being unable to debug Direct3D here http://snaptip.com/xzftciqxlw/ ... ebug-version-of-directx-9 but maybe that refers only to Windows 8?

Kegetys pointed me to DebugView (http://technet.microsoft.com/e ... ysinternals/bb896647.aspx). After running this, there are Direct3D debug messages appearing.
Last edited by PeterN, .
PeterN
S3 licensed
You have to be careful with Direct3D support though. VirtualBox supports it, not sure about any others.
PeterN
S3 licensed
One factor in my case is that there are two third party DLLs involved that probably cannot be debugged by us mere mortals anyway. I'll give Kegetys a prod on that one.

I wonder, are you using this new-fangled Windows SDK or the last DirectX SDK from 2010?
PeterN
S3 licensed
Don't really see the point of this arguing. Upgrading to DX10 wouldn't magically improve LFS' graphics or performance. So DX9 seems a reasonable step as that will give access to shaders without cutting of XP users.
PeterN
S3 licensed
Is that a chart for ants?
FGED GREDG RDFGDR GSFDG