The online racing simulator
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Tresch
S2 licensed
Hey! Congrats guys! New site is both slick and unique. I'm sure there will be growing pains, but it's a good step. Cheers! *Clink*
Tresch
S2 licensed
Dunno if this has been mentioned, or if it's been configurable, but is it possible to bring in the near-clipping plane of the camera a bit, at least when using the Rift? it's pretty distracting when the cockpit of your car is clipping out, particularly with the open-wheel vehicles.
Tresch
S2 licensed
Okay, I tried F6 last night, and man. MAN.

Been a rift user since the DK1 first came out. I'm a huge proponent of VR in general, tried all kinds of stuff, iRacing with the DK1 included... and so far the DK2 has been really neat but no one has really done it 'right' yet.

Last night was the first moment where it really became obvious that another threshold has been crossed. I got into the raceabout and it just felt natural. I no longer felt like I was compensating for hardware. I put it in gear, revved it up, slipped the clutch, and pulled out of the pits... and it felt like driving a car.

Scawen, your work has paid off. This is phenomenal. After putting around on smaller courses with some of the lighter cars most of the night, then I jumped in the F1 car at Westhill. WOW. The sense of speed is ridiculous! Adrenaline rush!

Thanks so much for sticking with this. It's so completely worth it!
Oculus Rift specific server?
Tresch
S2 licensed
Hey guys! How do you guys feel about putting together a race server themed around VR driving? Just kind of a way where VR guys can get together and race.

Unless there's a server out there where a bunch of you guys are already hanging out. Would be cool to drive with some other rift users!
Tresch
S2 licensed
Quote from Scawen :Well there are two ways now, but neither of them is like the old way.

I find both ways quite complicated and confusing, compared with the old system. But I am reserving judgement. Sometimes it takes a little time and sleeping to get my head around things. Let's see if I can get one of them done today...

If I may offer my opinion on the matter, I think in the long run, probably having the Oculus SDK do as much as possible would be the better route, as it will make the implementation more resilient to changes to updates in the future.

Granted, all my Oculus dev so far has been in Unity, which is basically like cheating So I'm sure you know what's best, but if you're having a hard time deciding, that's my perspective on the matter!
Tresch
S2 licensed
Quote from PeterN :Personally I'm astonished that DK2 is incompatible with DK1, considering the whole point of the dev kits was to allow developers to get up to speed with programming for the thing.

Well, it's designed so developers can start to make content for VR, which is a much bigger deal than just implementing an SDK. It's also designed to get out to a wider test audience, for testing and iteration. A pre-release project is not the time to worry about spending a bunch of time on backward compatibility. I'd rather they be making leaps and bounds on technology, improving the quality experience, rather than spending a lot of time on money to maintain support for an outdated, alpha test rig.

I do believe they're going to need to put thought into making sure that certain things are more backward, and forward, compatible in the future though. Once it becomes a real product, they really need to find out how to make it so that their Version Two product doesn't require patching from all the game developers.
Tresch
S2 licensed
Quote from Scawen :Thanks for the tip!

Ocean Rift worked very well and turned out to be my first VR experience.

In LFS DK2 code, I have got a grip on all the tracking (in a separate test program). So now I need to work on the graphical side. The distortion is completely different from the old system, so I don't know how hard it will be.

Isn't all the distortion handled now, by the OVR SDK? Though, I suppose that doesn't necessarily make it magically easy to implement, because you still need to work that into the pipeline, but at least you shouldn't have to be writing shaders yourself.

Either way, good luck! I'm really excited to race with my DK2
Tresch
S2 licensed
Morpha: Thanks for the good news!

As to your comment, I certainly can!

if I look as far as I can to the left, without moving my shoulders, I can see a little bit to my rear right. Vice versa if I look to the right, so there's a little bit of overlap behind me. So my full field of view is really something like about 390-400degrees. Try it yourself!

Granted, much of that is peripheral vision. If you're measuring what I can actually look at directly, it's narrower than 360, probably closer to 270-300, but you need to add about 90 to that to make up for the limited peripheral vision that the monitor offers.
Tresch
S2 licensed
I would also like to make a note on this.

I just recently picked up LFS again and me and a bunch of friends are going to start doing some more sim racing. I have a TrackIR4 Pro and my roommate is looking into getting a TrackIR5.

Downloaded and installed patch Z and now I can't look behind me. Huh? Not only that, but I can't even look /slightly/ behind me. I look straight to the side and if someone is up near my rear wheel I just can't see them.

Quote from BlakjeKaas :Well, technically 360° turn was unrealistic, so they already fixed it.
They shouldn't unfix it, I mean, when you can turn your head 360° left to right, I think you're a hero.

I'd like any of you who thing 180 is "realistic" to sit in your chair facing forward, and turn your head and eyes to the side and see how far you can see.

I'm not sure about you guys but WITHOUT moving my shoulders, I can see, with peripheral vision, FARTHER around than 360. As in, if I turn my head to the left, I can see things that are behind me to the right.

The TrackIR is an awesome device which allows for some very amazing immersion and useful view control when you're in the game, but when it stops hard right at 90 degrees it really hurts. It's distracting, unintuitive, and worse, it means that I have to once again use buttons to get a full realistic field of vision, which is the whole purpose I got the trackIR in the first place.

Remember that computer screens are a poor representation of vision. In real life, we have nearly 180degrees of peripheral vision just looking straight forward. With a computer screen that's cut in half. So, if you figure that in real life you could only turn your head 90 degrees to the one side, you could STILL see directly behind you by moving your eyes and using peripheral vision.

Basically, there's no reason you shouldn't be able to glance behind you. As it is, you can't even check your blind spots! Your drivers license instructor would be very dissapointed if you never bothered looking more than 90 degrees to each side when changing lanes!
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