I have oculus CV1, Ryzen 5 1400, GTX 1060 3GB, 16GB ram, 512GB NVMe SSD and it runs LFS perfectly. In assetto corsa it has some troubles to keep 90fps, but with some gfx details lowering (about medium to high) it's fine.
On the other hand, I do regret buying this oculus. I wasted a lot of money (it was about 600eur few years ago) on something that I do not even use, it gives me motion sickness within 10min. It gets quite unconfortable for longer than 20min. The lens gets fogy quite quickly if you sweat a lot. The screen resolution is bad - not for a racing sim, you only see ok near, while in distance everything is blured and pixelated. Comparison is as if you run 1280x720 on a full HD screen. The lenses are ok but still bad. It gives great 3D immersion and ability to walk out of the car and lie next to it is awesome, but it gets old quickly. If you really want to race then low field of view, chromatic and other lens aberrations are a killer for me. There are probably already much better VR headsets with 2x4k screens, I guess that would be ok, but you need a monster PC for it. This tech is still in its infancy, there is still a long long way to go. I will note that VR implementation in LFS is so far the best one I have ever seen in any game, you really do have a feeling that you are there in the car.
All in all, you are much better off with some good monitor/s, like the one from above, but that's just me.
This was asked before somewhere I guess. In settings, controllers try not to select any of the fanatec reported devices in lfs. Just move the axis and see if their movement is registered in lfs lower right corner. If yes, then just assign each axis to your liking. Note that for ffb to work you must assign your wheel axis to a steering axis in lfs.
It is a bad time. For a beginner, if you can get to about 1:36 within the first week of driving it's good.
In logi profiler set degrees to 900, overall forces to 105%, in LFS set FFB to 21%, wheel turn compensation to 1.0, wheel turn to 900 and you are good to go. You may want to visit our [AA] Blackwood GTi server and observe what race line fast guys have.
This wheel should be working perfectly since LFS and most other racing games are using Direct Input API for FFB effects developed by Microsoft in 1999.
Personally, for logitech G29 I use 900 degrees in wheel driver in windows. In LFS I set wheel turn to 880 and wheel turn compensation to 1.0, that way it was perfect while the GTi cars had 720 deg of steering. Now the animation is changed to 1080 and you are no longer able to set 1:1 your wheel with respect to ingame wheel.
But try this, 900deg in driver, in LFS wheel turn 900 and compensation 0.
Unfortunately, there is nothing you can do to remove that huge firmware steering dead zone around the center. There is an option in LFS called remove dead zone, but I am not sure if it will do anything, you may try it.
The dead zone is there because the wheel is centered back with some springy rope or something. Due to friction, it does not always go back to the exact center and this software dead zone makes sure that a large centering uncertainty gets registered as a wheel center position. This wheel is not made for games like LFS, it is more like for arcade titles, where you pretty much do not even need to steer and the car will keep going somehow.
I'm using G27leds software on my G29 and LEDs do work good. However, I do not recommend using it because it is replacing an important dll file responsible for direct input. I have noticed some funny behavior of FFB and even some weird FFB latencies which are not there if I do not use it. I was not able to make it work with Fanaled, but I admit I did not spend much time troubleshooting it.
LFS has an updated resolution of FFB that will use the full potential of direct input API. Any FFB wheel will benefit from that, especially DD.
There is just one slight downside with LFS. For some DIY wheels, LFS is only sending a one-sided FFB, but this problem should not occur with Fanatec wheels - I hope.
I was always wondering why this offset is so huge on go-carts, it really makes it hard to steer. However, in LFS FWD cars like XFG or FXO I never noticed this torque steering behavior, I guess it is a very subtle FFB effect and I just got used to it. Buy now, it is my muscle memory for cars behavior and probably I am not able to even try and imagine what driving would feel like with a shorter wheel center offset.
Another update, I tested openFFB firmware on stm32F407 microcontroller.
I could replicate the same issue by selecting only 1 FFB axis in their configurator. LFS would only send one-sided FFB. If however, I set 2 FFB axis, LFS had no problems with that and FFB was correct, with both sides. Seems quite opposite to what I have in my Arduino FFB firmware, but it does not matter. I guess that this pinpoints the issue for developers of both FFB wheels and LFS.
It does sound like a nice idea, no pun intended. But it may create a lot of unnecessary complexity in the net code, which is really not needed.
What happens if you want to download a replay? One would need to download additional stuff just for the sound parameters. During a race, one would need to constantly send and receive all this data from all connected players. I see lags, problems.. I do hope I am wrong about this.