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pedrodfa
S2 licensed
if your VR headset is not 100hz you are going to see a mismatch of physics/fps, thats why the "stuters" or whatever one calls it.
im on a index and the best is to use 144hz, but hard to maintain the proper fps.
LFS needs a revamp to properly work in VR because of the hz.
At the moment its impossible to run it like assetto corsa. And everyone that doesnt feel the "stutters" is just not paying proper attention. Look to the sides when driving, its better to see it that way.
pedrodfa
S2 licensed
@loopingz Sorry but I dont understand the difficulty in running the Index at 80/90/120 or 144. You just go into the steam vr settings and select the prefered refresh rate.

In my experience, after long tests: The only acceptable refresh rate in LFS is 144hz, everything else has the annoying mismatch between physics/fps.
Having said that, good luck trying to run LFS at 144hz because the cpuframetime is hardly bellow 6.6ms which is the maximum time to render a frame at 144hz. GPU is practically idle. 1070/i7 6700k here.
A real shame, LFS could really show what 144hz VR is.

On a side note: curious that Richard Burns Rally also suffers from this problem in VR (vr mod made by kegetys) - everything bellow 144 is not smooth.
pedrodfa
S2 licensed
hello all, I just bought s2 license today mainly because everyone says how good VR implementation is in LFS. Unfortunately looking to the side you can see an interruption in the movement of things like trees or whatever is not at the same speed of the car. Read somewhere it was related to the response frequency of the physics being 100hz and the oculus rift being 90hz. Is there a possible solution for this from the developers? or is it a lost case? thanks
pedrodfa
S2 licensed
Yep, can confirm it too. Just bought S2 license because I thought VR implementation was perfect but then I realized there was this judder (or whatever the name is) problem. A real shame vr is plagued by so many issues...
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