The online racing simulator
Going back to the physics micro-stutter, am I correct in thinking that if by chance the next rift is a 100hz screen then the micro stutter will be gone as the screen would match the physics exactly? Also, if the physics were ever updated to say 1000hz then it wouldn't matter what the screen hz was as long as it was under the 1000 it would still be perfectly smooth?
Quote from Scawen :What the... (Full-scene antialiasing)

Looks like there are AA settings for all numbers from 2x to 16x, when I stretch the buttons
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I ve not seen any micro stutters
Quote from Flame CZE :Looks like there are AA settings for all numbers from 2x to 16x, when I stretch the buttons

I guess we can at least get rid of the odd numbers...
Quote from adrianstealth :I ve not seen any micro stutters

Look 90degrees left or right while driving & you will see the scenery micro stutter. It's not something you really notice while racing unless you are literally neck & neck down an entire straight with someone & have to keep looking 90degrees to one side to check where they are!
I just noticed the view in the mirrors stay the same when you move around. Hopefully there is a way to adjust their view relative to where our head is positioned when working on 3d mirrors. Still flabbergasted every time I go `in` lfs with the rift, amazing! It still hasn't lost any wow factor yet & I'm thinking my triple screen setup has now had its day!
Quote from Alric :I just noticed the view in the mirrors stay the same when you move around. Hopefully there is a way to adjust their view relative to where our head is positioned when working on 3d mirrors. Still flabbergasted every time I go `in` lfs with the rift, amazing! It still hasn't lost any wow factor yet & I'm thinking my triple screen setup has now had its day!

It's on the pending work stack

Quote from Scawen :Thanks for the feedback.

Chromatic aberration reduction is not yet coded (along with various other things including 3D mirrors).

Quote from Scawen :No problem, that would definitely be an option if it is implemented.

The highest priority things are:

- Chromatic aberration correction
- LAG when vertical sync is enabled

The most interesting thing for me is the 3D mirrors.

Quote from Scawen :
P.S. I certainly haven't forgotten the 3D mirrors, they are the most interesting thing on my list!

Oh sorry, I took 3d mirrors to mean they have depth & display the world in 3d not just what they display in 2d relative to our 3d head position.
Quote from Scawen :I guess we can at least get rid of the odd numbers...

I think only the powers of 2 are valid. On here, 3x is the same as 4x. 5x, 6x and 7x are the same as 8x. 9x+ are the same as 16x. I assume this is just some wine-brokenness though. Incidentally, selecting any of 9x+ actually seems to enable super sampling... Pretty weird.
Quote from Alric :Oh sorry, I took 3d mirrors to mean they have depth & display the world in 3d not just what they display in 2d relative to our 3d head position.

I'm pretty sure Scawen confirmed the positional tracking for the mirrors, but I was not able to find that post. It might be me the one who is reading too much in his words though.
Quote from Alric :Oh sorry, I took 3d mirrors to mean they have depth & display the world in 3d not just what they display in 2d relative to our 3d head position.

I'm not sure if I'm helping here, but the result would be "just" 2D relative to each eye position, just like we have a 2D image per eye in the Rift itself. In other words what you are describing is actually all that is needed.
Quote from Alric :Also, if the physics were ever updated to say 1000hz then it wouldn't matter what the screen hz was as long as it was under the 1000 it would still be perfectly smooth?

nah thats not how it works
it would only completely get rid of it if the refreshrate of your screen and the physics rate would be inegral number multiplicates of each other

so with the targeted refreshrate of 90hz for the cv1 a 900hz phyiscs rate would result in a compltely smooth image but 1000 would still give you some stuttering

that said at 1000hz the time offset would probably be so small to not be noticeable
Okay, now I understand. Thanks Shotglass

Judging from the recent palmer luckey interview it now seems the cv1 will be 90hz.
90Hz is highly likely for CV1, doubt Carmack would be saying things like this otherwise.
Pretty new to using the Rift so maybe a dumb question but can't find the answer so far.

When I go to the settings - view and switch to 3d mode, I select the Rift, hit OK and it says:
"Please restart LFS after setting Rift display rotation"

I don't see this setting anywhere and don't know what to do.

I can't seem to get it to restart in Rift mode.
The rotation is probably in your driver software. For me, with nvidia, I right click on the desktop and in the nvidia control panel there is a "rotate display" section.

In there I can select the Rift and, confusingly, select "portrait" for the orientation.

At that point the job is done. As a quick test before starting LFS, drag a window off to the right of your desktop onto the rift and look with one eye into the lens - you should see the window in your rift in the expected orientation.
Thanks so much. I just wasn't thinking about changing the settings in my graphics driver. I have an nvidia card, too, so your directions worked perfectly. Now I got it to work and it looks great. Thanks again for the really quick response!
Quote from Scawen :The rotation is probably in your driver software. For me, with nvidia, I right click on the desktop and in the nvidia control panel there is a "rotate display" section.

In there I can select the Rift and, confusingly, select "portrait" for the orientation.

At that point the job is done. As a quick test before starting LFS, drag a window off to the right of your desktop onto the rift and look with one eye into the lens - you should see the window in your rift in the expected orientation.

I'm confused by this, the only way I can get the rift to work in Extend mode is with the screen orientation set to landscape - flipped.
Quote from keithrichey :I'm confused by this, the only way I can get the rift to work in Extend mode is with the screen orientation set to landscape - flipped.

DK1 or DK2?
Scawen, if you're still working on VR enhancements could you please share your plans with us?

LFS has become my favorite VR experience by far and made me spend unhealthy amounts of money for my new driving sim obsession. I just ordered an RSeat RS1 cockpit and I'm considering upgrading my Fanatec Porshe Turbo S wheel to the CSW. I'm also looking at Buttkicker and Sim Vibe...

I've always liked driving sims and even the arcadey ones but this just brought my love for them to borderline insanity.

Stuff I'd like to see implemented:
  • Direct mode with the mirror window. I'm planning on demoing VR LFS to a bunch of friends and having the mirror window on my projector would be awesome.
  • Supersampling. The Oculus best practices guide suggests implementing this as well as anti-aliasing to remedy to the low apparent resolution. If you look at their demos you'll see that they render to a much larger framebuffer. I don't recall the exact resolution but it's much higher that 1920x1080.
  • Brightness boost for low persistence. I'm not sure this is even feasible but it would be great to get some of that sunlight back.
  • Complete mouse-less UI navigation. I've mapped the ESC and Enter keys to my wheel which helps a lot but you still need to use the mouse for a few things.
Thanks and continue being awesome!
works well here
(loading time is impressive )
Loading times are indeed drastically lower now
This thread is closed

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