The online racing simulator
Searching in All forums
(8 results)
acous
S2 licensed
Ok, I did some testing, would be interested if anyone else can reproduce this.

I left my rift on my desk facing forwards and left my car idling in LFS. Came back 5 minutes later and there was no drift.

Next I drove a lap clockwise and my view had drifted maybe 30 pixels to the left... so I tried driving a lap in reverse and the view had moved 30 pixels to the right and was centred again.

This led me to try driving in circles anticlockwise for a minute or so (until i got dizzy) and my view had drifted to the right significantly... maybe 300 pixels.
acous
S2 licensed
Quote from Scawen :That looks like an extremely serious issue! I can't believe the designers of the Rift intended you to look at such a small part of the screen - resolution is low enough already without throwing away 70% of the pixels!

Oculus wanted to use a screen around 5 inches, but the only suitable screen at the time of the first dev kit was the 800p 7", which ends up wasting most of the pixels as well as being horribly low res and physically huge. The second developer kit (unavailable to the public) uses a 1080p 5.5" panel I think. Using more of the screen as well as having a higher resolution. The consumer version will be at least that quality.

To bring up an issue from the last thread... view drift. I'm not sure how it works, but I gather that the rift has a magnetometer that can be used by developers to compensate for drift. The initial versions of the oculus SDK didn't support it so a lot of earlier demos had drift problems. I'll have to test it properly, but I don't seem to get any drift in some other titles - Lunar Flight and Oculus' own Tuscany demo for example.

Apologies if you already take advantage of the magnetometer. Maybe the sensor in my rift is faulty or something... I gather other people aren't experiencing drift at all. I bound view reset to my wheel so it's not a huge deal.

Anyway, I'm off to try E8... thanks so much for putting the time into VR mode and being responsive here!
acous
S2 licensed
Is there any ETA on the next patch? Will there be a fix for view drift? Neck model? Sorry to be a pain... can't help venting my excitement
acous
S2 licensed
I take my rift off when the tv camera view comes on, lack of head tracking makes it uncomfortable for me. I think the virtual screen would be easier to deal with.
acous
S2 licensed
Quote from just2fast :Ok, I tested again. This time i completely switched to the Rift as single monitor, but the result is the same. With a resolution of 1680x1050 in lfs the output on the Rifts display differs from 1280x800 (maybe some 5-10%)!

Maybe your video card is performing underscan or overscan on the output at one of the resolutions? Could be worth looking in your graphics card control panel.

Edit: I get the same weirdness at 1680x1050. Needed to cross my eyes a bit and felt nausea as soon as the car started moving. It's fine at 1920x1200 and 1280x800.
Last edited by acous, .
acous
S2 licensed
Quote from DANIEL-CRO :can you actually see messages at that crappy resolution? *there is option to make them larger in Display submenu

I didn't know that, thanks! Couldn't make out messages at all. Yeah dev kit 1 is ridiculously big alright
acous
S2 licensed
Quote from Specht77 :also, for those who have the dev kit, could you guys post pics and videos of how it looks and feel on LFS?

I made a short video here.

LFS in the rift feels great. It plays the same as on screen, but it feels like being in the car. The 3d and head tracking definitely helps judging distances at short range... but the low resolution of the dev kit means it's difficult to judge things like corners on a track you don't know well. It's only when they're in your face that you get a real benefit of the 3d.
acous
S2 licensed
Quote from just2fast :You´re absolutely right. To be honest it´s not mentioned somewhere. There is just written "FOV". So there is still a lot of confusion left.
How do you know the 110° is the diagonal FOV?

The 110° diagonal FoV is mentioned on the Rift's kickstarter page. It mentions the horizontal FoV is 90° and according to project holodeck the vertical is 105° (which makes sense since each eye gets a 640*800 screen). I find the default of 90° in LFS a bit weird, 105° feels fine but so does 115° for whatever reason.

Does anyone else get fairly significant drift? Sometimes it barely drifts at all but sometimes I have to reset multiple times per lap. I'm wondering if LFS doesn't yet use the rift's magnetometer for compensation, or if maybe my Rift is causing trouble.

Another thing I'd like to see is the in-race GUI being in a fixed position in 3d space, i find it weird to have things stuck to my face Anyway LFS in the rift is a lot of fun, really looking forward to the neck model, prediction and other features!
FGED GREDG RDFGDR GSFDG