The online racing simulator
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mrgreen72
S2 licensed
Direct mode works better as well. At least I can run Unity demos in direct mode without problems.

Hopefully Scawen will be able to implement that at some point as it reduces latency and greatly simplifies usage for less tech savvy people.
mrgreen72
S2 licensed
Quote from BobDog :Scawen, you mentioned a few times trying to contact Oculus for help and never getting much response.

Did you try and contact one of their dedicated developer relations personal that are on reddit?
For example /u/Philanthropi ?


Someone mentioned your predicament on reddit and he replied with this:

Scawen mentioned trying their forums and the Twitter account. I'm not sure he tried a more direct approach.

It pains me a little to see this. It's like mom and dad fighting.
mrgreen72
S2 licensed
No it's not problematic as far as having actual gameplay consequences but the lost brightness is pretty spectacular.

You can toggle it on and off in the LFS options. Try it and see for yourself.

I like to pretend I'm wearing shades.
mrgreen72
S2 licensed
Quote from Yonkers :I've not had that issue but maybe our expectations are different. Are you having a hard time seeing things? Or is it just darker than you'd like?

You have that "issue" just like everyone else.

I don't think Oculus has mentioned the exact numbers but low persistence works by displaying each frame about 2-3ms and then switching the pixels off until the next frame.

So effectively, this means that at 75Hz you get about 10.3-11.3ms of complete darkness every frame. Your screen is black 77-85% of the time, which explains the lost brightness. It also requires a high refresh rate and 75Hz is probably close to the minimum. At 60Hz you would see strobing.

CV1 will have a 90Hz refresh rate which will bring those numbers down a little and should help with the lost brightness. This bothers me as well but I'd still pick the smoothness of low persistence over brightness any day of the week and twice on Sundays.
mrgreen72
S2 licensed
Quote from Matrixi :Guessing $100 vs $650 might have something to do with it.

That, and not having to wear anything.
mrgreen72
S2 licensed
Quote from Scawen :
I had hoped to get the 0.6G released this weekend but while dealing with the names over cars, I tried a method that can be used to improve edges of alphatest textures, which must be used when polygon sorting isn't feasible. For example on trees, ironwork and some railings. I got into a test these last couple of days, on this work which is on my Westhill list. Delayed the 0.6G patch but that's how it goes. See these comparison FE and SO shots. This is without supersampling. I don't use supersampling, I know some people with super graphics cards do, but this is about improving the situation with ordinary multisampling AA.

Looks much better. Good work!
mrgreen72
S2 licensed
Quote from sermilan :Why would you need this for LFS? Driving without the actual wheel?

Well I guess you could do that but personally I'd love to see the in-game hands follow my own hands. Positioning the hands correctly, scaling, inverse kinematics and whatnot... Would be a pretty good challenge and that's assuming Leap's SDK gives reliable results, which isn't a given looking at their past offerings.

That was a joke though. While it makes no doubt in my mind this will be standard fare a few years from now, Scawen isn't going to spend weeks working on something all 3 of us might give a shit about.
Last edited by mrgreen72, .
mrgreen72
S2 licensed
Quote from dawesdust_12 :A couple of minutes? I don't think you understand how long it takes to implement things.

http://i.imgur.com/blIWPz8.gif
mrgreen72
S2 licensed
Hey Scawen, when you have a couple of minutes could you implement support for this?

https://developer.leapmotion.com/vr

Thanks!
mrgreen72
S2 licensed
Quote from pasibrzuch :you're going home past 30 gangstas with guns in their pants, to read dizzy-floating warning about dangers of virtual cruising - only in 'murica

lol
mrgreen72
S2 licensed
Quote from nacim :Can you add a little trick to disable it for us ? (like a little option in the .cfg)

mrgreen72
S2 licensed
Quote from Scawen :Oculus Rift Health and Safety warning.



There's been a lot of outcry on their Forums about that crap. Everybody understands the legal bullshit behind it but they've implemented it in the worst possible way.
mrgreen72
S2 licensed
Quote from Scawen :For me the best is with vertical sync on because there is no image tearing. It uses the very good and accurate head position prediction and predicted time to next display refresh provided by the SDK. Without vertical sync I guess you should use unlimited frame rate. Look for the image tearing if you nod your head up and down.

But some people find that vertical sync causes lag. I had a thought about that... if anyone has lag, make sure you don't have some ridiculous override in the drivers like "force triple buffering" or something. We don't want anything causing extra lag.

Mipmap bias is a personal preference. If you move the sliders to the right you will reduce unwanted aliasing effects on patterned textures (e.g. fences / rumble strips, etc) but some people don't like that softening, so they move them to the left to increase "sharpness".

Excellent, thanks!

Is Timewarp something you plan on looking into eventually?

It's implemented in the Unity SDK package and the C++ OculusWorldDemo but I honestly don't see much difference when toggling it on and off. On DK1 with the 0.3.2 SDK it was pretty noticeable but I guess that at 75Hz the latency reduction is less dramatic.
mrgreen72
S2 licensed
Scawen, considering Timewarp isn't implemented, what is currently the best way to run LFS? Vsync on or Vsync off with the frame limiter set to 75?

Also, I'm confused by the mipmap settings. What should I set these to to get the highest visual fidelity?
mrgreen72
S2 licensed
Quote from Scawen :I won't write my whole list of things to do. But my general plan is to simply finish to an acceptable standard, that is just like now but with a few issues fixed and the H&S warning added.

This is to get a decent DK2 full version on our site so new people can use DK2 without installing a test patch, and to get LFS into the DK2 section on Oculus Share.

Other improvements will come later. I have a whole list of them that I'm not doing for version G.


- Direct mode is on the list for further consideration when the SDK matures. The Oculus SDK is full of bugs and issues at the moment. I won't use myself and LFS as guinea pigs any more than I have to already.

- Supersampling is worth considering. The thing to do is to render to a buffer of 4 times greater area than we currently do. LFS uses multisampling AA to the render target. The current pre-distortion render target is the DK2 recommended size of 2364x1461. I'm not quite brave enough yet to render to a 4278x2922 render texture, distort that to a 3840x2160 render texture and finally supersample onto the 1920x1080 backbuffer.

- Brightness, you can't increase the max brightness, because it's already doing all it can with short time pixel illumination. However you may be able to boost up the lower levels (with some saturation) in a simple edit of data\shaders\Rift.psh

- Mouseless navigation and a virtual keyboard are on my list, but not for this weekend's planned first full version.

Fair enough. Thanks for the answers Scawen.
mrgreen72
S2 licensed
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!
mrgreen72
S2 licensed
Quote from Amynue :Oculus is supposedly working or something similar, so I think I will wait for that. I don't think there will be enough content developed for ControlVR to justify buying it, but I may be wrong, we'll have to wait and see.

It's my approach as well.

Not sure if it will be ready for CV1 but Oculus have said repeatedly that we need to have our hands part of the VR experience at some point. Everyone I have demoed the Rift to eventually tries to touch something. Even though we know it's not gonna work, our subconsciousness doesn't give a shit.
mrgreen72
S2 licensed
Quote from aikakana :Has someone else noticed that the positional tracking does something weird with very small movements? I feel like it could be the prediction, because it feels my viewpoint is for a very short moment moved too far. With bigger and longer motions it's perfect, but for example in the menus it's very easy to notice and makes me feel a bit ill. Edit: Didn't notice this in the Oculus demo scene with the desk.

Would time warp perhaps help if the case is the prediction "predicts too much"? Time warp would update the view just before presenting so it would be much closer to where my head really is.

Btw, awesome work Scawen! In every other way your Rift integration is near perfect!

Yes I've noticed that as well. I thought it might have been my camera placement which is at an angle but I've placed it exactly as recommended and it didn't make any difference.

Like you said, it's not really apparent in gameplay but it's a little weird in the menus.
mrgreen72
S2 licensed
Thanks for the replies guys.

Maybe I'll try tweaking the settings on both the wheel and in-game to see if I can make things better.
mrgreen72
S2 licensed
Quote from gyroboy :Hi can anyone help, when I select 3D in View tab I get a delay and the error message "unable to initialise oculas rift headset", I have downloaded the latest patch, tried both HDMI and the supplied adapter, running a Nvidia 580, full S2 licence, tried various resolutions searched through forums but lost on this, any help would be fantastic, thanks in advance.

- You need to install the Oculus runtime 0.4.1
- You need to set the Display Mode to "Extend" using the Oculus icon in the system tray.
Fanatec porsche 911 turbo s upgrade?
mrgreen72
S2 licensed
Like the title hinted at, I currently have a Fanatec porsche 911 turbo s wheel with the Clubsport pedals that I bought a while ago because it worked on both PC and Xbox 360.

Now it doesn't work on Xbox One because Microsoft, it's discontinued and after playing with it (With my Oculus DK2) for a few nights straight I think it doesn't feel all that great.

I'd like to know what you guys think would be a worthy upgrade?

The G27 is probably the most supported wheel out there and it's relatively cheap but does it really feel that much better than what I currently have?

The new Fanatec wheels cost $500 for the base and a few hundreds more for the wheel, so I think it's a little expensive, especially considering I haven't been that thrilled with my Fanatec wheel.

Thanks for your time!
mrgreen72
S2 licensed
I bought the S2 license but whenever I try to unlock the game I get an "unknown version" error. Is this because of this patch?

Edit: Yup. It's because of this patch. I uninstalled everything and reinstalled the vanilla version and was able to unlock it.

You might wanna fix this eventually.
Last edited by mrgreen72, .
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