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 : 0.6E14
This test patch is fully compatible with version 0.6E
It now uses DirectX 9 instead of DirectX 8.1 (no graphical changes yet but some people report better frame rates)
The Oculus Rift and many 3D TVs and monitors are now supported (see "How to enable stereoscopic 3D" below)
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 0.6E13 to 0.6E14 :
Graphics :
Cars and drivers in menu screens are now antialiased
New Graphics Option : Mirror antialiasing
Oculus Rift :
New option : Antialiasing - NOTE : this reduces frame rate a lot...
Fixes :
FIX : Setup could (rarely) be corrupted when joining. Now detected and spectated with message.
FIX : NumConns was set to an invalid value of zero after disconnecting from an online host.
FIX : Arrow keys were re-enabled in the input dialog by using the code page selector.
Changes from 0.6E12 to 0.6E13 :
DirectX 9 fixes :
FIX : LFS did not get past the entry screen if Haze effect was disabled
FIX : Anisotropic filtering (Texture filtering / AF slider > 1) did not work
Other fixes :
FIX : Starting LFS in full screen set mouse cursor to top left - now centre
FIX : FOV in helicopter view is now back to the same as it was before
FIX : Credits screen had a black background
Changes from 0.6E11 to 0.6E12 :
DirectX 9 :
LFS now uses DirectX 9 instead of DirectX 8.1 (no visual changes)
Fixes :
FIX : Mirror texture is now 32-bit (as it was until recently)
FIX : Suspension view in garage did not work in 3D modes
Changes from 0.6E10 to 0.6E11 :
Oculus Rift :
Aspect ratio correction option - helps in some cases when using 1920x1080
Fixes for new bugs :
FIX : Black background in pits screen when in game
FIX : Driver was invisible in driver options screen
FIX : Distance measurement tool in SHIFT+U mode was invisible
Fixes for old bugs :
FIX : MAX ALPHA (unsorted) message after adding 900 chalk objects
FIX : LFS would crash if more than 8 game controllers were connected
FIX : Alt+F4 / X button from SHIFT+U mode after editing got stuck in game
Changes from 0.6E8 to 0.6E10 :
3D Support :
Simple HUD aspect ratio option for 3D modes in view options screen
SHIFT+U mode mouse view control now works in stereoscopic 3D modes
Oculus Rift :
Oculus Rift vertical FOV is now calculated (manual option also available)
Realistic eye positions and simple neck model moves eyes with head tracking
Fixes :
FIX : Some glitches in the movement of vertical sliders
FIX : Sliders moved twice as far as mouse in some 3D modes
FIX : Cleaner transition from track selection back to race setup screen
FIX : Rare crash that could happen when more buttons appeared on the screen
Changes from 0.6E to 0.6E8 :
Support for stereoscopic 3D monitors, projectors, TVs and headsets
Lateral and longitudinal accelerometer values now work realistically
CTRL+ and ALT+ (assign text to F keys) visible in mouse / kb mode
Improved transitions when switching between interface screens
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. There is no 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 reset - reset the orientation
/rift on - switch on 3D with Oculus Rift as the display type
/rift off - return to 2D mode
/rift toggle - switch Oculus Rift mode on or off
The /rift reset command is automatically assigned to ALT+F12
The /rift toggle command is automatically assigned to ALT+F11
You can assign ALT+F11 and ALT+F12 to wheel buttons under the ALT+ tab in the controls options screen.
5) Screen resolutions for your Oculus Rift.
Now that LFS adjusts the render target texture size to suit the output screen size, you may benefit from downsampling if you select a higher screen resolution than the native resolution of the Rift. This may produce some helpful antialiasing. Try to select a 16:10 resolution (e.g. 1920x1200) because that has the same aspect ratio as the Dev Kit's native resolution (1280x800). If you select a 16:9 resolution (e.g. 1920x1080) you should check carefully that the output image has the correct aspect ratio. This seems to vary between computers. Some have reported that the image looks the same in 1920x1200 and 1920x1080 but others report that 1920x1080 causes the image to be slightly stretched vertically. You need to make sure the dimensions appear the same as when you choose the native resolution of 1280x800. If you find the image is stretched vertically when you use 1920x1080, you can try the Aspect ratio correction option, or look at the GPU scaling setting (in your graphics card driver software).
There is a device selector in LFS which may allow you to put LFS on the Rift without it appearing on your monitor, and to do this without touching any Windows desktop settings. This is probably available when your desktop is set to extended mode. Using the device selector may make more modes available to you than when you use cloned mode.
At the bottom of the Graphics Options screen, just above the Z-buffer depth option, there is a button which has the name of your graphics card. If you click that button you may be able to select the Oculus Rift device which will be used the next time you start LFS.
NOT YET DONE (some of these will be done) :
- render mirrors in 3d
- chromatic aberration correction
- allow head tracking and wheel button instead of mouse
- replay cameras (TV view) may be put on a virtual monitor
- include object selection buttons in SHIFT+U mode
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 : 0.6E14
DOWNLOAD :
TEST PATCH 0.6E14 (if you already have 0.6E) :
www.lfs.net/file_lfs.php?name=LFS_6E14.zip (1.0 MB)
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 : 0.6E14
This test patch is fully compatible with version 0.6E
It now uses DirectX 9 instead of DirectX 8.1 (no graphical changes yet but some people report better frame rates)
The Oculus Rift and many 3D TVs and monitors are now supported (see "How to enable stereoscopic 3D" below)
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 0.6E13 to 0.6E14 :
Graphics :
Cars and drivers in menu screens are now antialiased
New Graphics Option : Mirror antialiasing
Oculus Rift :
New option : Antialiasing - NOTE : this reduces frame rate a lot...
Fixes :
FIX : Setup could (rarely) be corrupted when joining. Now detected and spectated with message.
FIX : NumConns was set to an invalid value of zero after disconnecting from an online host.
FIX : Arrow keys were re-enabled in the input dialog by using the code page selector.
Changes from 0.6E12 to 0.6E13 :
DirectX 9 fixes :
FIX : LFS did not get past the entry screen if Haze effect was disabled
FIX : Anisotropic filtering (Texture filtering / AF slider > 1) did not work
Other fixes :
FIX : Starting LFS in full screen set mouse cursor to top left - now centre
FIX : FOV in helicopter view is now back to the same as it was before
FIX : Credits screen had a black background
Changes from 0.6E11 to 0.6E12 :
DirectX 9 :
LFS now uses DirectX 9 instead of DirectX 8.1 (no visual changes)
Fixes :
FIX : Mirror texture is now 32-bit (as it was until recently)
FIX : Suspension view in garage did not work in 3D modes
Changes from 0.6E10 to 0.6E11 :
Oculus Rift :
Aspect ratio correction option - helps in some cases when using 1920x1080
Fixes for new bugs :
FIX : Black background in pits screen when in game
FIX : Driver was invisible in driver options screen
FIX : Distance measurement tool in SHIFT+U mode was invisible
Fixes for old bugs :
FIX : MAX ALPHA (unsorted) message after adding 900 chalk objects
FIX : LFS would crash if more than 8 game controllers were connected
FIX : Alt+F4 / X button from SHIFT+U mode after editing got stuck in game
Changes from 0.6E8 to 0.6E10 :
3D Support :
Simple HUD aspect ratio option for 3D modes in view options screen
SHIFT+U mode mouse view control now works in stereoscopic 3D modes
Oculus Rift :
Oculus Rift vertical FOV is now calculated (manual option also available)
Realistic eye positions and simple neck model moves eyes with head tracking
Fixes :
FIX : Some glitches in the movement of vertical sliders
FIX : Sliders moved twice as far as mouse in some 3D modes
FIX : Cleaner transition from track selection back to race setup screen
FIX : Rare crash that could happen when more buttons appeared on the screen
Changes from 0.6E to 0.6E8 :
Support for stereoscopic 3D monitors, projectors, TVs and headsets
Lateral and longitudinal accelerometer values now work realistically
CTRL+ and ALT+ (assign text to F keys) visible in mouse / kb mode
Improved transitions when switching between interface screens
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. There is no 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 reset - reset the orientation
/rift on - switch on 3D with Oculus Rift as the display type
/rift off - return to 2D mode
/rift toggle - switch Oculus Rift mode on or off
The /rift reset command is automatically assigned to ALT+F12
The /rift toggle command is automatically assigned to ALT+F11
You can assign ALT+F11 and ALT+F12 to wheel buttons under the ALT+ tab in the controls options screen.
5) Screen resolutions for your Oculus Rift.
Now that LFS adjusts the render target texture size to suit the output screen size, you may benefit from downsampling if you select a higher screen resolution than the native resolution of the Rift. This may produce some helpful antialiasing. Try to select a 16:10 resolution (e.g. 1920x1200) because that has the same aspect ratio as the Dev Kit's native resolution (1280x800). If you select a 16:9 resolution (e.g. 1920x1080) you should check carefully that the output image has the correct aspect ratio. This seems to vary between computers. Some have reported that the image looks the same in 1920x1200 and 1920x1080 but others report that 1920x1080 causes the image to be slightly stretched vertically. You need to make sure the dimensions appear the same as when you choose the native resolution of 1280x800. If you find the image is stretched vertically when you use 1920x1080, you can try the Aspect ratio correction option, or look at the GPU scaling setting (in your graphics card driver software).
There is a device selector in LFS which may allow you to put LFS on the Rift without it appearing on your monitor, and to do this without touching any Windows desktop settings. This is probably available when your desktop is set to extended mode. Using the device selector may make more modes available to you than when you use cloned mode.
At the bottom of the Graphics Options screen, just above the Z-buffer depth option, there is a button which has the name of your graphics card. If you click that button you may be able to select the Oculus Rift device which will be used the next time you start LFS.
NOT YET DONE (some of these will be done) :
- render mirrors in 3d
- chromatic aberration correction
- allow head tracking and wheel button instead of mouse
- replay cameras (TV view) may be put on a virtual monitor
- include object selection buttons in SHIFT+U mode
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 : 0.6E14
DOWNLOAD :
TEST PATCH 0.6E14 (if you already have 0.6E) :
www.lfs.net/file_lfs.php?name=LFS_6E14.zip (1.0 MB)