The online racing simulator
TEST PATCH 0.6F12 (Rift DK2)
NOTE : FULL VERSION 0.6G IS NOW AVAILABLE!
www.lfs.net/forum/thread/86559


WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6F12

This test patch is fully compatible with version 0.6F

It contains :

- Support for Oculus Rift DK2
- Two new 3D modes
- Draws cars in a single pass, improving frame rate
- Loading textures with the wrong format or too few mipmaps, they are now resaved for a faster load time. Thanks DANIEL-CRO!
- Many more updates - please read the lists of changes 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 0.6F so you can easily go back if there are any problems


Changes from 0.6F11 to 0.6F12 :

Oculus Rift :

New command line options /rift=on and /rift=off
Use e.g. in a shortcut to make sure Rift mode is entered or not

LFS.exe /rift=on - try to go straight into Rift mode
LFS.exe /rift=off - do not go into Rift (ignores previous mode)

InSim :

New packet IS_HCP to add extra mass or intake restrictions
to particular cars (affects all drivers using those cars)

Misc :

Minor update to LFS_restart.exe suggesting run as administrator

Updated Translations :

Nearly all translations are now updated - Thank you!

TIPS :

1) How to get LFS running on your Rift DK2 :
- Oculus Configuration Utility - Set your Rift to extended mode
- Windows Display - use extended desktop mode (not duplicated)
- Set the DK2 to rotated mode in Windows (sometimes confusingly called portrait)
- Check that the DK2 part of the desktop has the correct orientation
- Start LFS and click 3D on the View Options Screen
- Select Oculus Rift and click OK
- You should be given the option to exit, ready to restart in Rift mode
- Start LFS again after exiting in that way

2) To reset your seating position, there is a text command /rift reset which is assigned by default to the F8 key.
- When a new driver takes over, ask them to look straight ahead then press F8
- Key assignments can be edited in Options - Game - F1 to F8

3) If, for any reason, LFS ends up on the Rift in 2D mode or with a black screen, you can get it back like this :
- Press ALT+F4 to exit LFS
- Delete the file "card_cfg.txt" in your LFS folder, so LFS starts up on the primary device (usually your monitor)
- After starting LFS again you can try to enter 3D mode again

4) Accessing your desktop while LFS is on the Rift.
- You will probably find that your mouse cursor is confined to the Rift's virtual monitor
- Press CTRL+C to free the mouse and now the mouse can go onto the desktop
- When you click on a window on your desktop, LFS will be minimised
- To go back into the Rift, click on Live for Speed in your taskbar


Changes from 0.6F10 to 0.6F11 :

Oculus Rift :

If you try to enter 3D mode when the Rift is not in extended mode,
and get the message to restart LFS with the Rift in extended mode,
it is now possible to go into a window (SHIFT+F4) and set your
Rift to extended mode then click 3D to try to enter Rift mode
again without exiting LFS, so avoiding one exit and restart.


Changes from 0.6F9 to 0.6F10 :

Graphics :

Fixed bug at Aston where nearby tree line obscured background
Fixed small lines appearing in the air above some Aston trees

Oculus Rift :

LFSORDLL.dll rebuilt using SDK 0.4.2 (requires runtime update)
Removed 3 ways to enter Rift mode on your monitor by mistake


Changes from 0.6F8 to 0.6F9 :

Graphics :

Improved edges of transparent objects like trees and railings
Re-exported all transparent textures to improve image quality
Texture names ending ATEST / ALPHA / ALP24 all now end _ALP
If you do not install new textures, old ones will be converted

Oculus Rift :

Tracking setup now allows camera to be in an offset position
Yaw reset (normally F8 key) should now work again with DK1

Misc :

Names above cars (N key) now work as expected on oval, etc.
Cars now drawn in nearest to furthest order for optimisation
CTRL+S screenshot message now stays for 2 seconds instead of 1
FIX : Misplaced accents on capital letters in names above cars


Changes from 0.6F7 to 0.6F8 :

Implemented Oculus Rift health & safety warning at startup
Option to store driving position (avoids setting it every time)


Changes from 0.6F6 to 0.6F7 :

Graphical :

Removed / reduced some texture related graphical issues
Textures are automatically resaved (if needed) for faster load
Low res textures now load just as quickly as high res textures
FIX : Graphics options sometimes showed too many FSAA options

Misc :

Anisotropic filtering (AF) now default 4x
Mip bias sliders saved differently in cfg.txt
- You must set your mip bias and AF values again
Increased maximum value of multiplayer draw distance

Oculus Rift :

Mip bias sliders are available in Rift mode again (separate)
LFS starts up in windowed mode on desktop if unable to open Rift
Steer look and mouse look options are now disabled in Rift mode
Windows error message is displayed if the DLL cannot be loaded
Recompiled Oculus DLL now depends on fewer external libraries
FIX : Arcade view and helicopter view now work as expected
FIX : Button look and Pitch / Rotate view now work in Rift mode
FIX : Names above cars (N key) now stay still when view rolls


Changes from 0.6F5 to 0.6F6 :

Replay TV camera view is now displayed on a virtual monitor
3D level of the replay cameras adjustable from 0% to 100%


Changes from 0.6F4 to 0.6F5 :

Misc :

Frame rate limit now disabled if vertical sync is active

Oculus Rift :

Implemented chromatic aberration correction (pixel shader)
Simplified head yaw is transmitted in multiplayer packets
FIX : Low persistence setting could be out of sync with Rift


Changes from 0.6F3 to 0.6F4 :

Misc :

Driver's body is now enabled by default
Reduced input lag when vertical sync is enabled

Oculus Rift :

Predicted head position is used with vertical sync
Enabled low persistence display mode (on by default)
More helpful and better looking multiple selection dialog
LFS will now start up on default device if Rift is not found
Helpful message if detected Rift has wrong screen orientation
Position is retained if headset moves out of tracking range
Single mip bias slider when in Rift mode


Changes from 0.6F2 to 0.6F3 :

First version with Oculus Rift DK2 support
FIX : Sometimes the wrong mip bias setting was used e.g. on text
FIX : LFS crashed if an out of bounds entry was typed in 3D dialog


Changes from 0.6F to 0.6F2 :

Two new 3D formats in TV / monitor /projector mode :

- red-cyan anaglyph
cheap red-cyan glasses are required
more expensive glasses can correct red (left) eye focus
colour perception is reduced and different in each eye
do not use this mode for a long time

- cross-eyed view
no equipment needed
the 3D world appears small
right eye looks at left image / left eye looks at right image
this is difficult for some people (with normal vision)
stop immediately if you feel any discomfort
do not use this mode for a long time

Skin downloading when watching a replay :

If a car or helmet skin in a replay is not available at LFS World
when you start the replay (with low or high res skins selected)
but you already have the skin in the other resolution then that
skin in the other resolution will be used instead of a plain car

Fixes :

Crash when using a wheel button assigned to /rift toggle command
Crash when pressing e.g. F8 when /press F8 was assigned to F8 key

Graphics :

New car shaders give higher frame rate when many cars on screen
FIX : Car lighting momentarily vertical as car entered a shadow

Misc :

Updated Estonian and Serbian translations


INSTALLATION INSTRUCTIONS :

A full version of LFS 0.6F must already be installed - www.lfs.net


To install the PATCH using the SELF EXTRACTING ARCHIVE :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE : You can see if the patch is correctly installed when you run
the program. At the bottom of the entry screen : 0.6F12


DOWNLOAD : VERSION 0.6F MUST ALREADY BE INSTALLED


NOTE : FULL VERSION 0.6G IS NOW AVAILABLE!
www.lfs.net/forum/thread/86559


IF YOU HAVE NOT INSTALLED CUSTOM TEXTURES

TEST PATCH 0.6F12 WITH NEW TEXTURES (SELF EXTRACTING ARCHIVE) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6F_TO_6F12_TEX.exe (15 MB)

TEST PATCH 0.6F12 WITH NEW TEXTURES (ALTERNATIVE ZIP) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6F_TO_6F12_TEX.zip (19 MB)

IF YOU HAVE INSTALLED CUSTOM TEXTURES

TEST PATCH 0.6F12 WITHOUT NEW TEXTURES (SELF EXTRACTING ARCHIVE) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6F_TO_6F12_NOTEX.exe (1.5 MB)

TEST PATCH 0.6F12 WITHOUT NEW TEXTURES (ALTERNATIVE ZIP) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6F_TO_6F12_NOTEX.zip (1.8 MB)

FOR HOSTING ONLY

DEDICATED HOST 0.6F12 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S2_DCON_6F12.zip (1.5 MB)
Cool, I wish I had my DK2 already
Gave it a quick try on my gamepad, DK2 works and the UI is very user friendly as expected! Implementation feels very good, the VR experience is great as long as vsync is turned off and ingame limiter is set to 76 FPS. Using vsync on @75Hz caused the head tracking to be quite laggy and made me feel dizzy.

I did notice a few things:
  • Chromatic aberration at the far edges of the vision seems much stronger than in other DK2 demos I've tried so far, not sure if this is just me?
  • Low persistence might not be completely working, turning my head around quickly made the environment blur quite a bit, could just be me again...
Also, creating a custom 2560x1440x75 resolution for supersampling in Nvidia drivers seemed to make the dashboard gauges easier to read, didn't notice any effect on performance.

Tested on Windows 7 x64, now to do some wheel driving.
Thanks for the feedback.

Chromatic aberration reduction is not yet coded (along with various other things including 3D mirrors).
Ran in to a bit of an issue. After doing my first test and turning off my Rift, I started LFS to check something and it now starts on my secondary monitor in full screen at 1024x768. Trying to change it back to windowed mode gives an "Can't go to window - not using the primary adapter" error message. Trying to click the UI buttons also minimizes LFS.

Deleting/editing cfg.txt is a quick fix for this, but might be something to look in to. Edit: Temporarily disabling secondary monitor and running LFS again works aswell.

I also noticed that LFS automatically disables Windows Aero while running now, I think it would be preferrable to have a toggle for that in the options if possible. Edit: Didn't happen anymore after deleting cfg.txt
selecting wrong display
Hi, great news for LFS + DK2!

I'm just having a problem getting it going. It's either rendering to my monitor (when it is set as main display) and looks great when it does!

So I set the Rift as main display but then it's rendering only one half?

I have all the settings as instructed...

Video card is a 290X and I have triple monitors. I've disabled the outside monitors for now.

This config works fine with Elite: Dangerous btw.

Any ideas?

Thought I'd best add that I wasn't prompted to exit when first selecting Rift mode.

Scratch all that!

Started again from scratch and this time it prompted and worked.

It's brilliant! Cheers

More testing tomorrow!
I have Given up on these Test Patches because after reading the " THIS IS A TEST
NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT" for the past couple of Months...shit years, I have lost the drive to even Bother to Leave this Test Patch on The Gameverse website to even inform them of the News. I am not giving up on LFS although I thought of it but id rather not talk about it. So instead I will just say what I Normally say about LFS Test Patches: Its a Great Patch! It ran Better than usually on my PC. Really nice work Scawen! my PC Specs are as Follows
_____________________________
Intel Core i7-4700MQ 2.4 GHz Processor
16 GB DDR3 RAM
1 TB 5400 rpm Hard Drive
17.3-Inch Screen
Windows 8
_____________________________
Well I didnt mean to bash the Test Batch/Progress Newport Name...hehe
But As for now thats all I have to day

If you have any Complaints go to
Twitter: @WorldofJodel/@GameverseJ/@Scawen1
what the hell is gameverse?
Drove a bit more with my wheel, had to stop as my Rift was turning in to an aquarium... bloody heat wave.

I have to say the VR implementation feels so damn good when driving with a wheel and using headphones. Presence or "I'm in another world" feeling is the strongest I've felt so far with the DK2. That combined with the perfectly nailed VR friendly UI deserves a big thumbs up.

Once chromatic aberration corrections and low persistence are enabled, I suspect LFS will be the go-to demo for VR conventions. It really is that good.
Quote from Matrixi :Ran in to a bit of an issue. After doing my first test and turning off my Rift, I started LFS to check something and it now starts on my secondary monitor in full screen at 1024x768. Trying to change it back to windowed mode gives an "Can't go to window - not using the primary adapter" error message. Trying to click the UI buttons also minimizes LFS.

Deleting/editing cfg.txt is a quick fix for this, but might be something to look in to. Edit: Temporarily disabling secondary monitor and running LFS again works aswell.

It's hard to know what to do about that! There is an adapter selector near the bottom of Graphics options screen. Maybe that is the solution?

Quote from Matrixi :I also noticed that LFS automatically disables Windows Aero while running now, I think it would be preferrable to have a toggle for that in the options if possible. Edit: Didn't happen anymore after deleting cfg.txt

I wouldn't know how to disable Aero, so not sure what happened there.

Quote from freebaSe :Started again from scratch and this time it prompted and worked.

Good, thanks!

Quote from Flame CZE :Seems like the AF bug hasn't been fixed in this test patch, not sure if you know about it.

I saw that and it was planned to fix that before I got the DK2. That bug should naturally be fixed by something I plan to do, which is to rearrange the textures so that the default colour texture is in texture slot 0. At the moment the lightmap is in slot 0 and the colour in slot 1, as you can see when you write a shader error.

I think this bug has been there since we started using DX9.
Quote from Scawen :It's hard to know what to do about that! There is an adapter selector near the bottom of Graphics options screen. Maybe that is the solution?

After turning off the Rift (and enabling my second monitor) it looks like LFS keeps wanting to use the Rift even though it's not connected anymore. Maybe running some kind of check to see if the Rift is not present, in which case LFS would revert back to rendering on the primary monitor would be an idea?

Unfortunately I can't reach the adapter selector in the graphics option screen after this happens, as the mouse cursor doesn't obey its visualized location on the second monitor. I'll grab a video of this happening in the morning for you, it's kinda hard to explain.
I get an error when I try to switch to rift mode.

A Rift was identified without a suitable screen mode


I have the rift on and set as a monitor in portrait mode in windows. Extended mode selected in the rift config. Windows set to extend desktop.

I do have a second monitor connected, and my primary monitor is 2560x1440. Does that make a difference?
Awesome, I was able to get it to work with my DK2, I had best results with no vsync and no limiter (my fps was around 175-200), otherwise I would see a bit of judder while looking around. With the needed fix for chromatic aberration it will be great
Uhh, okay. Was recording a video of the dual monitor issue, but now the menus worked. I guess a PC restart fixed whatever was wrong with the resolution and mouse.

LFS still started on my secondary monitor after turning off the Rift, but now I could go in to the graphics options and choose my main monitor from the adapters to get it where it should be.

It would still be preferrable for LFS to go back to the monitor it was running on before turning on Rift support from the options, to avoid making the user take extra steps through the second monitor.

Here's a video of the what happens on my setup.
Great, first racing game with DK2 support.
Downloaded the demo and installed the patch , followed the instruction but LFS is not starting again.
Even if I click on the icon, nothing happens.
Any idea what i might do wrong or shall I reinstall ?
Thanks
Sven
Quote from AnthonyM :I get an error when I try to switch to rift mode.

A Rift was identified without a suitable screen mode


I have the rift on and set as a monitor in portrait mode in windows. Extended mode selected in the rift config. Windows set to extend desktop.

I do have a second monitor connected, and my primary monitor is 2560x1440. Does that make a difference?

The second monitor shouldn't really matter, but it's possible that it does matter. Maybe you can try without that one connected? I can make that error message appear if I set the Rift screen to landscape mode, because then there is a 1080x1920 mode but no 1920x1080 mode.

Questions:

1) Does the extended desktop (without starting LFS) appear to be working correctly? For example if you partially drag a window off your main screen, can you see it entering the Rift screen, oriented correctly, not sideways?

2) In the Windows desktop settings where you set up the Rift as an extension of your desktop, can you see the correct resolution available there? 1920x1080 should be available.

Quote from svenh :Great, first racing game with DK2 support.
Downloaded the demo and installed the patch , followed the instruction but LFS is not starting again.
Even if I click on the icon, nothing happens.
Any idea what i might do wrong or shall I reinstall ?
Thanks
Sven

Hi Sven, you shouldn't need to reinstall.

In your LFS folder, there is a file card_cfg.txt which you can delete (when LFS is not running). LFS will then start up on your default monitor next time.

Then you can try again to see if it works this time round. Please let us know how you get on. I want to make sure the process of switching to Rift mode works as smoothly as possible.

EDIT: LFS doesn't restart automatically, you do have to start LFS in the normal way after clicking "Exit LFS to restart using the Rift device".

Are you sure LFS is not starting when you click the icon?
I sometimes think it isn't starting because it appears on the Rift and there is no message on the default monitor desktop.
Can you see LFS running if you run the Windows Task Manager (CTRL+ALT+DELETE) ?
I spent quite a bit of time driving with DK2 yesterday and now I only have one major issue with this. How do I buy you a beer? Do you have a tip jar?
Quote from Matrixi :After turning off the Rift (and enabling my second monitor) it looks like LFS keeps wanting to use the Rift even though it's not connected anymore. Maybe running some kind of check to see if the Rift is not present, in which case LFS would revert back to rendering on the primary monitor would be an idea?

Unfortunately I can't reach the adapter selector in the graphics option screen after this happens, as the mouse cursor doesn't obey its visualized location on the second monitor. I'll grab a video of this happening in the morning for you, it's kinda hard to explain.

A possible general fix for this. If LFS starts up on a non-default monitor (specified in card_cfg.txt) and the saved resolution (in cfg.txt) doesn't appear as a valid resolution in that monitor's list of resolutions, then it could switch to the default monitor on startup.

The assumption is that if the saved resolution is invalid on the specified adapter then the actual device on that adapter number has changed. Also LFS will need to make sure that a valid resolution is saved in cfg.txt for the adapter saved in card_cfg.txt (which it doesn't at the moment, except in the case of the new special Rift exit).

But that fix will obviously only work if the saved res doesn't appear in that device's list of resolutions. In your case, does 1920x1080 appear in your second monitor's list of resolutions? If so then this fix wouldn't work...
Yeah ! DK2 support !


Next steps :
Chromatic aberation, AA filter fix, DK2 blur fix, and then WESTHILL !

Oh, and don't forget the 3d mirrors I've been waiting for years !


Great job !
Quote from nacim :Chromatic aberation

Agree, it's on my list as high priority, along with looking at the vertical sync lag issue.

Quote from nacim :AA filter fix, DK2 blur fix

What is the AA filter fix? I haven't heard of that.

When you say "blur fix" is that the same as what I have heard named as "low persistence implementation" ? I don't know what that is. Can I switch off pixels faster?


P.S. I certainly haven't forgotten the 3D mirrors, they are the most interesting thing on my list!
Could someone explain to me how low persistence is enabled. People talk as though a developer can basically turn it on or off in their coding but I thought as long as you were above 75fps low persistence worked. Where am I going wrong? Are low persistence and motion blur two separate things? I thought judging by the oculus site that low persistence is the reducing of motion blur and judder. Also cybereality has stated a few times that vsync should always be on with the dk2.
This thread is closed

TEST PATCH 0.6F12 (Rift DK2)
(832 posts, closed, started )
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