Hi sicotange, I have not decided to ditch this idea, but I think it will not be available in this patch. As this patch can be kept compatible, it's good to avoid the disruption of an incompatible patch. I still like those ideas though and would like to do it properly at some point.
Well I don't think it's really important at the moment, because we don't suffer from frame rate problems. I can understand that would be good to maintain high frame rates while doing some super graphics, like dynamic clouds and various effects. But it seems a long way off, I know dynamic weather would be great and reward adaptability. But the foundation for this is the tyre physics and after this patch I must focus on the tyre physics. The new version does feel better to drive, because it has a basis in physical simulation.
I'm hoping this evening. No neck model yet. About view drift, there is a way to assign view centering to a key or a wheel button :
https://www.lfsforum.net/showt ... php?p=1832368#post1832368
I can't actually eliminate view drift, only Oculus VR can do that. But you can press the key or button to centre the view occasionally.
Next test patch updates so far :
General :
Improved coordination of background and text when switching between interface screens
3D Support :
Driver in driver options screen and car in race setup screen are now visible in 3D modes
Move view with animation option is now disabled in 3D modes
Oculus Rift :
Head tracking now works for menu screens and in game HUD
Predictive tracking option now available (zero milliseconds disables prediction)
Render target texture size is automatically selected for the output screen resolution
1g head tilt option is automatically disabled when using Oculus Rift
Fixes :
FIX : Computers that failed to support Rift were prevented from selecting other 3D modes