EDIT : New test patch 0.6E8 is now available...
https://www.lfsforum.net/showthread.php?t=84776
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 : 0.6E7
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 0.6E6 to 0.6E7 :
Oculus Rift :
Added resolution and IPD to info display in view options screen
Head tracking now works in helicopter / follow / SHIFT+U modes
Fixes :
FIX : LFS crashed when changing track in Oculus Rift mode
Changes from 0.6E5 to 0.6E6 :
- External views (TV, helicopter and SHIFT+U) are now available in 3D modes. Note that the mouse control in SHIFT+U mode is not exactly correct in all modes and the autocross editor is not yet available.
- New text commands /rift [on/off/reset] e.g. /rift reset will reset the orientation. This can be assigned to a function key or a wheel button in the controls screen.
- A small amount of status information about the Oculus Rift is displayed on the right of the view options screen including head tracking values if they are available.
- FIX : Selecting 2D or 3D mode did not disable or enable the Oculus Rift if it was the selected 3D device.
- FIX : Oculus Rift now takes priority over TrackIR so there should be no problem with having a TrackIR installed on your computer.
Changes from 0.6E to 0.6E5 :
Support for stereoscopic 3D monitors, projectors, TVs and headsets
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
HOW TO ENABLE STEREOSCOPIC 3D :
1) In the View options screen, select 3D mode on the second line.
2) Select your Display type - three options 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 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 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.
3) In TV / monitor / projector or Conventional 3D headset modes, select your Format for 3D output - four options are available :
- side by side (half)
- top and bottom (half)
- side by side (full)
- top and bottom (full)
Choose the setting that works with your device. Many devices can accept different input formats.
- side by side (half) is a commonly used format that causes some loss of resolution in the horizontal direction.
- top and bottom (half) causes loss of resolution in the vertical direction. This is the best choice for passive displays with alternating polarisation horizontal scan lines. This type of display discards half of the lines if supplied with a full height image. When supplied with half height images, no further information needs to be discarded.
- side by side (full) and top and bottom (full) can output 3D at full HD resolution to a device that supports this. However, most devices do not support this output (even if they can accept full HD 3D from a Blu-ray player). In Windows XP it was possible to set your desktop across two screens and then LFS could go full screen on two screens. Then side by side (full) could be used, for example, to send output to a twin projector 3D setup. Unfortunately this possibility seems to have been removed from recent versions of Windows.
4) For Oculus Rift mode some text functions have been included.
/rift on - switch on 3D with Oculus Rift as the display type
/rift off - return to 2D mode
/rift reset - reset the orientation
You may wish to assign the command /rift reset to a CTRL + or ALT + F key (and steering wheel button) in the Controls options screen.
NOT YET DONE (some of these will be done) :
- enable predictive tracking
- position hud and menus in 3d space to allow head tracking to look around them
- move eye position depending on the orientation (simple neck model)
- include object selection buttons in SHIFT+U mode
- correct mouse dragging in SHIFT+U mode
- render mirrors in 3d
INSTALLATION INSTRUCTIONS :
A full version of LFS 0.6E must already be installed - www.lfs.net
- Download the test patch (below). It contains an LFS exe and a DLL for the Oculus Rift.
- Open the zip file and drag the specially named LFS exe file into your LFS folder.
- For Oculus Rift support copy LFSOVRDLL.dll (new version) 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 : 0.6E7
DOWNLOAD :
EDIT : New test patch 0.6E8 is now available...
https://www.lfsforum.net/showthread.php?t=84776
https://www.lfsforum.net/showthread.php?t=84776
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 : 0.6E7
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 0.6E6 to 0.6E7 :
Oculus Rift :
Added resolution and IPD to info display in view options screen
Head tracking now works in helicopter / follow / SHIFT+U modes
Fixes :
FIX : LFS crashed when changing track in Oculus Rift mode
Changes from 0.6E5 to 0.6E6 :
- External views (TV, helicopter and SHIFT+U) are now available in 3D modes. Note that the mouse control in SHIFT+U mode is not exactly correct in all modes and the autocross editor is not yet available.
- New text commands /rift [on/off/reset] e.g. /rift reset will reset the orientation. This can be assigned to a function key or a wheel button in the controls screen.
- A small amount of status information about the Oculus Rift is displayed on the right of the view options screen including head tracking values if they are available.
- FIX : Selecting 2D or 3D mode did not disable or enable the Oculus Rift if it was the selected 3D device.
- FIX : Oculus Rift now takes priority over TrackIR so there should be no problem with having a TrackIR installed on your computer.
Changes from 0.6E to 0.6E5 :
Support for stereoscopic 3D monitors, projectors, TVs and headsets
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
HOW TO ENABLE STEREOSCOPIC 3D :
1) In the View options screen, select 3D mode on the second line.
2) Select your Display type - three options 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 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 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.
3) In TV / monitor / projector or Conventional 3D headset modes, select your Format for 3D output - four options are available :
- side by side (half)
- top and bottom (half)
- side by side (full)
- top and bottom (full)
Choose the setting that works with your device. Many devices can accept different input formats.
- side by side (half) is a commonly used format that causes some loss of resolution in the horizontal direction.
- top and bottom (half) causes loss of resolution in the vertical direction. This is the best choice for passive displays with alternating polarisation horizontal scan lines. This type of display discards half of the lines if supplied with a full height image. When supplied with half height images, no further information needs to be discarded.
- side by side (full) and top and bottom (full) can output 3D at full HD resolution to a device that supports this. However, most devices do not support this output (even if they can accept full HD 3D from a Blu-ray player). In Windows XP it was possible to set your desktop across two screens and then LFS could go full screen on two screens. Then side by side (full) could be used, for example, to send output to a twin projector 3D setup. Unfortunately this possibility seems to have been removed from recent versions of Windows.
4) For Oculus Rift mode some text functions have been included.
/rift on - switch on 3D with Oculus Rift as the display type
/rift off - return to 2D mode
/rift reset - reset the orientation
You may wish to assign the command /rift reset to a CTRL + or ALT + F key (and steering wheel button) in the Controls options screen.
NOT YET DONE (some of these will be done) :
- enable predictive tracking
- position hud and menus in 3d space to allow head tracking to look around them
- move eye position depending on the orientation (simple neck model)
- include object selection buttons in SHIFT+U mode
- correct mouse dragging in SHIFT+U mode
- render mirrors in 3d
INSTALLATION INSTRUCTIONS :
A full version of LFS 0.6E must already be installed - www.lfs.net
- Download the test patch (below). It contains an LFS exe and a DLL for the Oculus Rift.
- Open the zip file and drag the specially named LFS exe file into your LFS folder.
- For Oculus Rift support copy LFSOVRDLL.dll (new version) 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 : 0.6E7
DOWNLOAD :
EDIT : New test patch 0.6E8 is now available...
https://www.lfsforum.net/showthread.php?t=84776