WARNING : THIS IS A TEST
NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM
PLEASE TEST BEFORE YOU POST
NO OFF-TOPIC FEATURE REQUESTS
NO UNRELATED COMMENTS
Hello Racers, here is a new TEST PATCH : 0.6E5
You can read about LFS development in the main forum :
https://www.lfsforum.net/showt ... php?p=1823294#post1823294
This test patch is fully compatible with version 0.6E
You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.
Please keep a backup of your LFS.exe from 0.6E so you can easily go back if there are any problems.
Changes from 0.6E4 to 0.6E5 :
Improved stereoscopic 3D support, including experimental Oculus Rift support.
Three 3D modes are available :
- TV / monitor / projector
- Conventional 3D headset
- Oculus Rift
Each mode has different characteristics.
- TV / monitor / projector mode - it is important to set your horizontal screen width, measured in mm. Not the diagonal, just the horizontal measurement from one side to the other. This, in conjunction with the interpupillary distance, should set the image up properly if you set the FOV to match the true horizontal view angle between your eyes and the TV edges. The virtual eye positions are affected and the centres of the two images displayed on the screen are offset by the same distance so the horizon appears to be in the distance.
- Conventional 3D headset - also has an interpupillary distance slider but in this case it only affects the virtual eye positions. I still have not coded compensation for the use of wider FOV angles than actually available. So if you use wider FOV than the true horizontal FOV of the device, you will still see exaggerated depth.
- Oculus Rift - this will try to load a DLL and connect to your Oculus Rift and from there it will get the interpupillary distance and other values, and head tracking should work. It's not supposed to be finished but should basically work. I'd be interested in your comments about the experience and how it compares with other games.
Changes from 0.6E to 0.6E4 :
Stereoscopic 3D support :
In the View Options screen you can select 3D mode on the second line.
Various options will then be available to you :
SBS / TAB - left and right eye images are displayed side by side or top and bottom
half / full - the image is compressed to half width or not compressed
HUD adjustment : Brings the 2D elements closer - this is good for a headset because you can bring the interface as near to you as the steering wheel.
3D adjustment : Makes 3D elements further away - this is good for a TV because the sky and distant objects will appear to be behind your screen.
Notes :
TEST PATCH : THERE ARE NO EXTERNAL VIEWS OR 3D OBJECTS IN THE MENUS WHEN IN 3D MODE
SBS half is a commonly used format and should be available on many 3D TV sets. Horizontal resolution is reduced. Most active shutter displays need to use this option or TAB half. I am interested to know which looks better.
TAB half should be the best option for passive displays which use alternate lines for left and right eye. Vertical resolution is reduced compared with 2D mode but there is no additional loss of resolution on a passive display (which must reduce vertical resolution of a full height image in 3D mode).
SBS full is the closest thing to what is required for an Oculus Rift, but the necessary distortion has not been applied. There is no Oculus Rift tracking support either. You may be able to use intermediate software to use this mode on an Oculus Rift, in which case you should probably use interface scaling to reduce the height of the HUD (Options... Display... Interface).
Other changes :
Lateral and longitudinal accelerometer values now work realistically
FIX : High frequency changes in acceleration were filtered in OutSim
FIX : Helmet stayed the same after changing driver in MP replays
INSTALLATION INSTRUCTIONS :
A FULL version of LFS 0.6E must already be installed
Open the zip file and drag the specially named LFS exe file into your LFS folder.
NOTE : You can see if the patch is correctly installed when you run
the program. At the bottom of the entry screen : 0.6E5
DOWNLOAD :
TEST PATCH 0.6E5 (ZIP FILE) (if you already have 0.6E) :
www.lfs.net/file_lfs.php?name=LFS_6E5.zip (1.0 MB)
OCULUS RIFT DLL (in zip file) (save LFSOVRDLL.dll in your LFS folder) :
www.lfs.net/file_lfs.php?name=LFSORDLL_ORIGINAL.zip
NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM
PLEASE TEST BEFORE YOU POST
NO OFF-TOPIC FEATURE REQUESTS
NO UNRELATED COMMENTS
Hello Racers, here is a new TEST PATCH : 0.6E5
You can read about LFS development in the main forum :
https://www.lfsforum.net/showt ... php?p=1823294#post1823294
This test patch is fully compatible with version 0.6E
You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.
Please keep a backup of your LFS.exe from 0.6E so you can easily go back if there are any problems.
Changes from 0.6E4 to 0.6E5 :
Improved stereoscopic 3D support, including experimental Oculus Rift support.
Three 3D modes are available :
- TV / monitor / projector
- Conventional 3D headset
- Oculus Rift
Each mode has different characteristics.
- TV / monitor / projector mode - it is important to set your horizontal screen width, measured in mm. Not the diagonal, just the horizontal measurement from one side to the other. This, in conjunction with the interpupillary distance, should set the image up properly if you set the FOV to match the true horizontal view angle between your eyes and the TV edges. The virtual eye positions are affected and the centres of the two images displayed on the screen are offset by the same distance so the horizon appears to be in the distance.
- Conventional 3D headset - also has an interpupillary distance slider but in this case it only affects the virtual eye positions. I still have not coded compensation for the use of wider FOV angles than actually available. So if you use wider FOV than the true horizontal FOV of the device, you will still see exaggerated depth.
- Oculus Rift - this will try to load a DLL and connect to your Oculus Rift and from there it will get the interpupillary distance and other values, and head tracking should work. It's not supposed to be finished but should basically work. I'd be interested in your comments about the experience and how it compares with other games.
Changes from 0.6E to 0.6E4 :
Stereoscopic 3D support :
In the View Options screen you can select 3D mode on the second line.
Various options will then be available to you :
SBS / TAB - left and right eye images are displayed side by side or top and bottom
half / full - the image is compressed to half width or not compressed
HUD adjustment : Brings the 2D elements closer - this is good for a headset because you can bring the interface as near to you as the steering wheel.
3D adjustment : Makes 3D elements further away - this is good for a TV because the sky and distant objects will appear to be behind your screen.
Notes :
TEST PATCH : THERE ARE NO EXTERNAL VIEWS OR 3D OBJECTS IN THE MENUS WHEN IN 3D MODE
SBS half is a commonly used format and should be available on many 3D TV sets. Horizontal resolution is reduced. Most active shutter displays need to use this option or TAB half. I am interested to know which looks better.
TAB half should be the best option for passive displays which use alternate lines for left and right eye. Vertical resolution is reduced compared with 2D mode but there is no additional loss of resolution on a passive display (which must reduce vertical resolution of a full height image in 3D mode).
SBS full is the closest thing to what is required for an Oculus Rift, but the necessary distortion has not been applied. There is no Oculus Rift tracking support either. You may be able to use intermediate software to use this mode on an Oculus Rift, in which case you should probably use interface scaling to reduce the height of the HUD (Options... Display... Interface).
Other changes :
Lateral and longitudinal accelerometer values now work realistically
FIX : High frequency changes in acceleration were filtered in OutSim
FIX : Helmet stayed the same after changing driver in MP replays
INSTALLATION INSTRUCTIONS :
A FULL version of LFS 0.6E must already be installed
Open the zip file and drag the specially named LFS exe file into your LFS folder.
NOTE : You can see if the patch is correctly installed when you run
the program. At the bottom of the entry screen : 0.6E5
DOWNLOAD :
TEST PATCH 0.6E5 (ZIP FILE) (if you already have 0.6E) :
www.lfs.net/file_lfs.php?name=LFS_6E5.zip (1.0 MB)
OCULUS RIFT DLL (in zip file) (save LFSOVRDLL.dll in your LFS folder) :
www.lfs.net/file_lfs.php?name=LFSORDLL_ORIGINAL.zip