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(6 results)
Severe Lack of Smoothness in VR
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Fri, 13 Oct 2023 12:36
jammy1
S3 licensed
Did I miss the fix? Has this happened? Are we at 1000hz now?
Severe Lack of Smoothness in VR
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Thu, 20 Jul 2023 20:05
jammy1
S3 licensed
Even though I'm in between steering wheels at the moment, I was just wondering if this is still the thread to keep up to date with this?
Severe Lack of Smoothness in VR
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Mon, 28 Nov 2022 11:35
jammy1
S3 licensed
Genuinely excited!
Severe Lack of Smoothness in VR
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Sun, 27 Nov 2022 19:35
jammy1
S3 licensed
I'm still interested if there is a beta for this to test!
Any news?
Severe Lack of Smoothness in VR
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Sun, 11 Sep 2022 10:30
jammy1
S3 licensed
Quote from Lucas McFly
:
Work in progress:
"The current public version of LFS runs the physics at 100 steps per second. When displayed at 60 frames per second (typical on a monitor) or at 90 fps (typical on a VR headset) the number of physics steps per graphical frame is not constant. Some graphical frames show a single physics step while others show two physics steps. For example at 60 fps there is a 2,2,1 pattern of physics steps per graphical frame. This mismatch produces a visible stutter that is particularly noticeable when objects are moving sideways across the screen. For example when looking to the side or when turning a tight corner at lower speeds. The stutter effect is especially noticeable in VR. We are experimenting with a new physics update rate of 1000Hz. The number of physics steps is a lot closer between subsequent graphical frames, so things look smoother. For example at 60 fps there is a 17,17,16 pattern of physics steps per graphical frame.
The 1000Hz physics update also allows lap times to be recorded to an accuracy of 1/1000 of a second and slow motion replays can appear smooth too. This change is also a possible route to a multithreaded version of LFS in which the graphics and physics code run on separate CPU cores, simultaneously, instead of having to share a single core. The physics could theoretically run in real time at steps of 0.001s, while the graphics code does all its tasks that have become a lot more complicated in the new graphics system, most notably because of the shadow maps that were required for real time lighting. We are currently in an early stage of some restructuring to allow the physics and graphics to run on separate threads. It's certainly experimental at this point but multithreading has important advantages and should be explored and evaluated. The best outcome would be constant physics rate as described above and a graphical frame rate that remains at the refresh rate of the display device."
https://www.lfs.net/20th-anniversary
Do you know when that statement was made? I'd love to be part of any beta testing for this new build.
Severe Lack of Smoothness in VR
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Fri, 9 Sep 2022 16:25
jammy1
S3 licensed
Did this ever get resolved?
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