It's not .197 at least since I just tried out LFS with the 120hz mode.
I've had this issue once before, but I can't remember how I fixed it. I think I may have restarted everything including pc, but I'm not sure.
Heh, I've upgraded to a simucube 2 which has an option to beep when clipping, and tried out drifting with the XRT. I was seemingly clipping while in drift at 60%
I've settled at 18%, this doesn't clip when force transitioning with the wheel, or doing car park burnouts to cause a tank slap in the other direction. Though those are rare cases, so can increase by like 10-15% safely with little loss.
Scawen do you know at what point lfs generally clips in regards to ffb? / at what point you get the most out of it on the software side.
Ie I run ffb at 100% ingame I can feel "tire direction", going forward the wheel changes ffb heavily when going to center while slaloming.
In a drift you can very distinctly feel when you've hit the point where the car will start to straighten. Kinda like a different ffb texture.
but with for example 25% ffb you don't feel this, though the strength kinda feels similar across the whole range.
At 60% the ffb gets heavier with more steering in a drift much more gradually/smooth giving a "round" feel
U defaulted to 256 steps, and an update rate that was based on fps. So you'd have to use around there for a similar feel. I do find it interesting that scawen didn't include the original default, though there's not much point.
Most direct drives should be called "SimuCUBE" as that's the most used solution. I think the newer one would be called SimuCUBE 2, but I don't have one yet.
Well it wouldn't really be an old game if something didn't depend on framerate
That would be nice, I'm in VR so forced 90fps cap, so I guess that limits the updates to 50hz?
I would guess 500 steps would be enough, my friend with a TSPC said he can't notice any ticking with his lfs, though he is also on a monitor with uncapped fps. Belt and gears do have some inherent slip+delay in ffb delivery, compared to a direct drive.
Yeah 10000 works quite well, it's quite a bit smoother, less reconstruction filter means the signal input is less smoothened and has less "processing" delay. Most other sims like assetto etc 1-2 is usually all that's needed and it's pretty similar now with LFS.
On the same note, I did think a bit and went to 3d/monitor view and uncapped fps. This also produced smoother wheel feel, even at 256 steps. There was a decent difference at 90fps cap or unlimited (900fps).
I remembered something about the engine either running 50hz or 100hz and tried 100/110fps cap, but it still produced different result from uncapped.
i did some more messing around. I found the value with cheat engine, it wasn't too hard as the setting doesn't move around.
Even better is that it is editable while the game is running.
With some of my resarch I found some people using 65535 for some similar settings in rfactor.
What a difference, with 0 recon filter I can barely feel the steps, there's a very fine grain now. Recon 1-2 is plenty compared to the 8 I was using before.
LFS is very notchy on an OSW wheel, like a ticking or feeling of steps in forces.
iRacing ffb is 60hz update rate but it doesn't feel as bad as lfs does.
I've managed to track down the FF Step setting, if I lower this for example to 64 there's a lot less ticking, but they are of course of greater strengths.
I can't seem to go above 256 for this setting though.
Right now I'm using the reconstruction filter we have to filter out the peaks in ffb so it feels more rubbery like it did with my t300.
Interestingly, not sure if placebo or not it also feels like there's a difference in ffb between 720 degrees and 900? the 900 feels like you can feel more but it is also a lighter ffb.
Yeah I started testing it with PP and it seems fine. (Also I didn't notice it when I played with PP prior to the patches, only now so that would seem to further confirm)
Such small things, yet play with your head hah.
Trees working fine now. Pretty good.
Could this have affected overhead names in any way? It feels like they're different now weirdly, like wrong depth or something to that affect.
Actually nevermind I jumped back and forth a few times, and I finally noticed it on U. Is there a depth setting or something alike? My IPD is set to the one my prescription says.
Yeah I made a small whoopsie on the video, shadowplay doesn't really indicate upload status. I've re-uploaded it, should be up in about 10 mins on the link above.
Your description sounds pretty spot on. I do think I saw some black flicker in the distance at certain parts as well, probably not related, and at this point I can't remember if it happened with PP on or off.
I'm not sure if I installed a dll from this thread, I used the ingame update to update my game.
1) No I haven't actually noticed it really with anything else, I can't unfocus on the trees when driving with others on autocross though. But giving the lx a go on the sprint circuit I didn't notice anything with those trees, until I saw the orange trees in the back of one of the corners.
2) I'm hoping you can see the difference on the images, didn't really expect them to be so far away on screenshot heh. You can see the one under the pit light is more dense in one side.
I also created a video https://www.youtube.com/watch?v=bWld-KW-HRM
I'd expect the trees to work in the same manner engine wise, yeah it seems the row of trees looks very different in each eye. The single corner tree might only be a little different, it certainly moves with head motion though.
Man LFS really is astonishing, everything is so crystal clear and you can tell even more the difference between vive and pimax when interacting with the menus and so on.
I'm not sure why LFS still seems to be the only dev to implement showing current IPD ingame, and rendering resolution. Showing the render resolution really shows you just how much higher the resolution is with PP which explains the performance issues in other games.
Sorry for my lack of presence. I had some issues where my pimax would stop working, so I had to have someone help me which took a bit of time with the time differences.
I can confirm it works without PP, and IPD correctly reports in VR now. Great work, this is why LFS stays quite good after so many years.
Heh afraid I'm using the 5k+ on a 2080ti, so lfs isn't very demanding.
I'm afraid I haven't found a fix, PP doesn't resolve it as mentioned. I believe I've tried both beta and non-beta steamvr.
Can't remember if I tried with the newer firmwares for the pimax.
Hello.
I just got my pimax 5k home, and LFS is one of my fav sims for drifting.
However it seems IPD is stuck at 63, which gives me a headache. Also the resolution is is weird too.
Enabling what they call "parallel projections" seems to help a bit, though I still seem to get a headache after a few minutes.
PP is also more resource intensive, but I'm not sure how much work it is to fix that the game requires it.
My steamvr is set to 4052x1919. And IPD at 64.4
LFS OVR DEBUG LFSVR_Open ProductName: Vive MV Manufacturer: HTC LFSVR_QueryHMD RT size: 8192 x 1940 GetProjectionRaw eye L: Left -5.756 Right 0.945 Top -1.587 Bottom 1.587 GetProjectionMatrix 0.298 0.000 -0.718 0.000 0.000 0.630 0.000 0.000 0.000 0.000 -1.001 -1.001 0.000 0.000 -1.000 0.000 GetProjectionRaw eye R: Left -0.945 Right 5.756 Top -1.587 Bottom 1.587 GetProjectionMatrix 0.298 0.000 0.718 0.000 0.000 0.630 0.000 0.000 0.000 0.000 -1.001 -1.001 0.000 0.000 -1.000 0.000 IPD: 0.063 LFSVR_AcceptSharedTexture LFSVR_AcceptSharedTexture size: 8192 x 1940 LFSVR_CreateTextures size: 8192 x 1940 LFSVR_Close
from the log file in the oddysey thread. I did change ipd while ingame.