The online racing simulator
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MagicFr
S3 licensed
Hey, well, I have only VR on the rig so even my Simucube is also, the first device and like Scawen said, fasly reported as 1stperson type, I dont have this bug, as the VR headset control the camera.
We should ask granite device to fix that, should be just 1 flag to fix somewhere. when the device is registering to windows
MagicFr
S3 licensed
@scawen ( can't tag people in this forum ? trying to invoke the master Omg omg omg )
Bump :)any news about fixing this bug?
I still can't bind my buttons on the wheel Frown

Game dev here.. maybe LFS inplemented a old version of DirectInput using DIJOYSTATE

typedef struct DIJOYSTATE {
LONG lX;
LONG lY;
LONG lZ;
LONG lRx;
LONG lRy;
LONG lRz;
LONG rglSlider[2];
DWORD rgdwPOV[4];
BYTE rgbButtons[32];
} DIJOYSTATE, *LPDIJOYSTATE;

instead of DIJOYSTATE2

typedef struct DIJOYSTATE2 {
LONG lX;
LONG lY;
LONG lZ;
LONG lRx;
LONG lRy;
LONG lRz;
LONG rglSlider[2];
DWORD rgdwPOV[4];
BYTE rgbButtons[128];
LONG lVX;
LONG lVY;
LONG lVZ;
LONG lVRx;
LONG lVRy;
LONG lVRz;
LONG rglVSlider[2];
LONG lAX;
LONG lAY;
LONG lAZ;
LONG lARx;
LONG lARy;
LONG lARz;
LONG rglASlider[2];
LONG lFX;
LONG lFY;
LONG lFZ;
LONG lFRx;
LONG lFRy;
LONG lFRz;
LONG rglFSlider[2];
} DIJOYSTATE2, *LPDIJOYSTATE2;

migrating to the new one shouldn't be complicated
Last edited by MagicFr, .
MagicFr
S3 licensed
I got a new PC.
Re-install everything.
and I don't have any issue in VR anymore.
Since last time I tried several version of SteamVR occurred.
Anyway, good news Big grin
MagicFr
S3 licensed
Just seeing this now.
Sad news, I remember Fordman Frown
RIP simracer.
MagicFr
S3 licensed
Wow, Thanks a lot Scawen for your dedication, I hope I am not wasting your time but here it is :

CPU : Intel i5 9600K
MB : Asus Prime A Z390
GPU : Nvidia 2080 TI
RAM : 32 GB

For software I always keep up to date

Windows : 10 Pro 10.0.19041 Build 19041
NVidia Drivers : 461.72
Steam VR : 1.16.9 Build 6278796

edit : in openVR.log
Recommended RT size: 6320 x 3092
which seems correct from SteamVR 100% resolution per eye , I am pretty sure you already know the render resolution is higher than the headset resolution because of the cushion lenses correction that happen between the game rendering and the actual display.

Anyway thanks A LOT for your time, honnestly I wouldn't be mad at all if you wouldn't spend time for only 1 user.
MagicFr
S3 licensed
Totally understand your point of view also Smile
like I said, ping-pong ball Big grin
Well, nvm , have a good day.
MagicFr
S3 licensed
well, you know I am a game dev too Wink

So for me it's simple, the only game which I have this bug is LFS.
I play many games that are using OpenVR ( iRacing, AMS2, rF2, AC, ACC via UE4 , DCS, Elite Dangerous ,etc.. ) with absolutely no issues.

So IMHO, LFS is doing something wrong, that is not an issue with other headset but not with HP Reverb G2.

Would be nice if somebody has a G1 to test LFS with it, as it's also a WMR and with big resolution 2160x2160 per eye.

You already know what HP or Microsoft are going to say, it works on all my games except LFS, hence... it's an LFS problem.
And I don't want to play the ping-pong ball.

Don't worry also as a Game dev myself I 100% understand you cannot fix if you can't repro yourself.

It's ok, to be honest, I do like to play some rallyX in LFS, but I can live without it.
MagicFr
S3 licensed
So I try Steam VR at 100% SS,
Per Application Steam VR 100% SS,
LFS in game option ( view ? ) 100% resolution.
Didn't fix it.
The left eye is working perfectly.
The right eye actually has 2 issues :
- it's wider
- when I move my head left rigth, it doesn't follow .
MagicFr
S3 licensed
Man I feel you :/
MagicFr
S3 licensed
It's correct in the mirror but NOT in the headset.
And only LFS is doing this I have no other game doing it
- I played Alyx, Elite Dangerous, iRacing , AMS2, rFactor2, AC, ACC, etc..
I used SS an all those game from 75% to 125% with no issue, so I guess LFS doesn't use the correct one.
I will try playing with the LFS Resolution slider tomorrow.

EDIT : I checked yesterday it's at 100% , but 75% in SteamVR so I will try to put it to 100% in both tmr and will update here
Last edited by MagicFr, .
MagicFr
S3 licensed
Did a screenshot of the mirror windows, and they are correct.
It's only in the headset that there's a problem with the right eye image

MagicFr
S3 licensed
Yeah, that's why I posted here Big grin hoping Scawen will see this
MagicFr
S3 licensed
Like I said in my post everything work correctly in ALL other sims ( iRacing , AMS2, rFactor2, AC, ACC ). So logically the problem comes from LFS not Asher , not Simucube.
Cheers.
MagicFr
S3 licensed
I have a Simucube with a wireless Asher button box, and no buttons are recognised in LFS, even the paddle that are on button 0 and 1.. ( the button box works perfectly in other sims of course )
The wheel is detected as I can assign the steering wheel, but the Simucube buttons are not, that's very annoying.
I can assign my other DSD button box ( plug on USB ), and other devices without issues.
VR with HP Reverb G2 3D image is skewed.
MagicFr
S3 licensed
Hi,

So I wanted to test the latest build, with my latest VR Headset , HP Reverb G2.

And the image is skewed only in 3D, in the windows it's ok.

By closing alternatively my left and right eye, I found out that the left Eye aspect ratio is ok, but the right eye aspect ratio is wrong, it's like 5/3, if left is 1/1. ( Objects in Right eyes appears wider than in left eyes )
The result is the image is skewed horizontally.
For example, the menu doesn't appear as if I was facing a rectangle. Even after resetting the position it appears like I am looking it from the side.
In the diagram I did, everything appears like on the right ( red ) instead of left ( green ).



The menu , the car, the track, everything.
I tried to force the FOV to other values, it didn't fix.
I tried changing the menu aspect ratio, it didn't fix.

At this point I think It's a real bug.

Before running LFS , I launch SteamVR, and close any other application.

Cheers,
Seb
MagicFr
S3 licensed
Always nice to see improvements in LFS Smile Well done.
my 2 cents for VR as a only-VR user. and having tested auto-exposure in iRacing.
It doesn't work well in VR as the whole view is taken by the game, opposite to when looking at a game on a monitor ( or triple ) that take only , maybe 25%, of your FOV.
Knowing LFS I am pretty sure the level of exposure will be tunable in the options so I don't really worry about it Smile
I hoped we could have so previous of the sound for the echo, the system looks really nice and real-time echo is a huge improvement in sound immersion and perceived quality
Cheers.
MagicFr
S3 licensed
testing this weekend Smile
MagicFr
S3 licensed
the super-sampling is a HUGE improvement in clarity, crispiness , and shimmering go from distracting to have to search for it to see it.
So great improvement overall, thanks you very much.

The filter to 1s is better, but still get nauseous after few laps in rally cross BL ,when with lock to horizon I can play 10 laps without any bad feeling. But I can stick to lock to horizon, no need to increase the filter time more.

Antialiasing x4 or x8 made now visual change for me.
MagicFr
S3 licensed
Can't wait to test tonight, you also increased the filter time, thanks a lot.

OMG, just saw on my profile pic on the left, more than 15y oO"
MagicFr
S3 licensed
Great!
MagicFr
S3 licensed
win XP

DX 9


MagicFr
S3 licensed
Ohhh yes... I forgot LFS is DX9, I should search the forum to find if the new 3D engine Scawen is doing is going to be DX11 .


oohh.. I think I misunderstood, graphics update, not 3D engine update Big grin
Last edited by MagicFr, .
MagicFr
S3 licensed
iRacing just implemented this

https://developer.nvidia.com/vrworks/graphics/singlepassstereo

Well, LFS not really need it, but maybe in your new 3D engine, will be more demanding Wink

Also, must be fun to implement Wink
MagicFr
S3 licensed
That something I LOVE in LFS, no need to restart anything, everything in the game , no stupid web site or UI stand alone app :/ Other dev that say "It's not possible", they are just lazy or don't use their own game engine Wink

That's great, it's not a "show stopper" so I can still enjoy LFS, but I'm sure it will be a great improvement for LFS-VR.

Other things I like in LFS-VR :
- our helmet is sync with the headseat, that's a great immersion when watching the mirrors, it seems a detail, but it's also help feeling more in the car and so is part of reducing nausea effect ( even I don't have any now with lock to horizon )

- the menu are just the best in VR in LFS.

Things that would improve immersion:
- Driver 3D model: obviously in VR now, the very low poly, kill the immersion a bit, especially the proportions are odd ( large legs and tiny arms Smile ).
- Better cockpit 3D model.

Yeah I know , both those things require lot of work, and they are just a consequence of LFS age Smile

The tire model also show its age with a direct drive wheel, it's nothing near iRacing or A.C. now. But seems enjoyable ( had to set the FF to 15% otherwise the game try to break my wrist, especially on some kerbs ).

I'll have to upgrade to S3 to try RockingHam this Weekend.
MagicFr
S3 licensed
Honnestly that's your choice Smile Per APPs ( so IN LFS ) is IMO a better solution, especially I think LFS can switch render target without re starting the game, opposite to A.C. :/
FGED GREDG RDFGDR GSFDG