Thanks for the overview of the current direction. It's commendable that such an old game still receives updates (and has VR support in the first place) in the first place. After all, it's not unplayable but mildly irritating at best and the game still is best-in-class for quality VR mirrors. iRacing and pCars 2 have something to LFS's effect, but are still trailing behind.
I was thinking about getting back into LFS for VR racing (and to experience that awesome mirrors again!), but then remembered the 90/100hz jitter-problem.
Has this ever been addressed? The devs wanted to eventually separate physics and graphics into two independent threads. Is there any update or new information on this?
It's the same problem with the Rift CV1. I'm a bit bummed out about this, because I bought the S3 version of LFS based upon the phenomenal mirror implementation in VR and because the driving physics along with the force feedback implementation felt great. Unfortunately, I only did time trials in the demo version, but once I fired up AI races in the full version, the 90fps/100Hz problem became apparent immediately. The driving of one's own car is fine, but the other cars are not animated smoothly. Only after noticing this did I stumble across several forum postings (on the oculus boards and here) discussing the issue, unfortunately I didn't see those when I googled for known problems before buying.
Until this is fixed, if it can be fixed (it sounds as if the 100Hz simulation cycle has been the backbone of LFS for a long time), it seems LFS will be reduced to only a time trialing racing game for me in VR, sadly.