Nice patch! It´s crazy to see yourself in the mirror when moving the head in VR
However the new 3D mirrors makes it necessary being able to adjust the mirrors. When using a slightly different seat position it´s almost impossible to have a perfect look what happens on the track behind.
An alternative may be to calculate the best mirror setting according to the adjusted seat postition...
After some struggle to get runtime 1.3 running with my old cpu, lfs now runs with my DK2!
(I have some positional tracking issues, but that has nothing to do with lfs but rather with my hardware. I have this with other VR games too and also with the older runtimes)
One question though Scawen. The IPD slider is a great feature for the consumer version, but how did you solve the issue for yourself that it is not possible anymore to set the IPD in software for DK2?
I asked the same to the developers, but there seems no possibility with the newer Oculus SDK to turn it off.
I also found out that with the latest runtime 0.8 for some reasons I got judder too.
In the end I went back to runtime 0.7 and are now using the old dll which was compiled with SDK 0.7.
I still have some other isues, but I am not sure if it´s related to my PC or my DK2. However in some month I plan to built a new PC and upgrade to one of the consumer headsets (Vive or Rift).
It´s useless to discuss if SHIFT+S is stupid or not, some public server do have this rules for some reasons. Either you accept the rules or you better drive on a different server (if there are any).
The wheel in my special case is a G25. Maybe not a highend wheel, but still a fairly good one. And yes a G25 has more than 2 button, but NOT on the wheel directly. They´re on the shifter module instead.
The point is, that in VR you have to find the buttons blindly. So putting commands on the shifter module makes only sense if they´re not time critical. SHIFT+S is time critical.
As cool VR is, it also has drawbacks and interacting with hardware/controllers is definitely one of them. Simply this are new challenges for users and developers.
From a users perspective of course I can buy different hardware, but I also can give feedback what on software side might can be improved. Especially if this affects also other users.
Scawen, is there a way to improve the interaction possibilities with few wheel buttons?
For example my wheel has only 2 buttons directly on the wheel. With the new "look and point" feature I have assigned them now to "virtual keyboard" (left button) and "crosshair click" (right button).
Before that, one of the buttons was assigned to "SHIFT+S" during Logitech profiler.
Today I got kicked from a server, because I wasn´t able anymore to quick exit the race after a crash.
My first ideas are heading in this directions:
a) Wheel button doubleclick -> new assignment possibility
b) Wheel button combinations e.g. Button A + Button B -> new assignement possibility
or c) optional one button solution for "look and click"
Let´s assume wheel button X is assigned to virtual keyboard. Then with the same button X you can interact with the menus. Clicking in the background simply leaves the VR Keyboard mode.
I´ve tested the new point and click functionality a little longer today. At first I thought I will assign ESC to the left wheel button and OK to the right wheel button (2 buttons only on the G25), but after a while I came to the conclusion that the virtual keyboard on the left button is the better choice, because there are simply more possibilities than with ESC.
In the end the implementation in this iteration is great as it is. Maybe in future we can interact in this way with the cockpit (ignition, horn, speed limiter etc...) ?
I am more worried about the new view reset mode. I fear it might be a little motion sickness inducing for VR newbies, because the whole world is moving. In the past I closed my eyes, did a reset of the view and opened my eyes again.
What about this idea? During reset keep the world as it is and render a second model of the world in wireframe mode which is perfectly aligned/attached to the HMD. After ok the old world fades out and the wireframe world fades with colors in? But to be honest I have no idea if this could work and is better than the current solution
I had only a few minutes to test the new "look and click" feature, but WOW now lfs really is 100% VR ready!
I will continue testing tomorrow.
One first side note maybe. I think the feeling for the crosshair would be better if it wouldn´t get stuck at the edge of the virtual screen. I would still render the crosshair outside the screen, but instead of rendering to infinity when lookin at 90° I would slowly fade out the crosshair after leaving the screen area. So let´s say at around 30%-50% (measured in % of screenwidth) outside of the screen the crosshair finally is invisible. Maybe it´s hard to implement and you have better things to do at the moment .
With an VR device I find it useful to have it in the middle of the screen, because you click "with the nose".
Ok, I have installed runtime 0.8 again for testing, but same behavior as before. Both 0.8 dlls perform poorly. Between 35 to 75 fps with an avarage of around 50 fps, depending what has to be rendered.
In the starting grid for example with only 5 cars it drops down to 30 something.
Maybe it has to do with the NVIDIA driver in conjunction with 0.8?
It´s the latest driver version 361.43. Graphics card is a GeForce GTX 750 Ti.
Nope, OpenVR can´t be initialized in lfs (note: SteamVR is NOT installed).
Scawen, is it possible to disable vertical synchronisation in Rift direct mode? I bought a new dx11 graphics card, but can´t get a stable 75 fps in 0.6K. Between 50-75 fps only.
With my old GT 9800 and 0.6H (vsync off and extended mode) I got a stable 100 fps...