LFS: Latest Graphic Update Blog Post and Previews

Paul Jeffrey

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LFS Kyoto Update 2.jpg

The LFS Development Team have been showcasing the latest work on the big graphical update for the Live for Speed racing simulation.


Still very much in the throws of performing what has all the signs of becoming a significant overhaul to this classic racing sim, the latest previews of which once again feature the Kyoto circuit - specifically some of the lighting improvements that are being added to the simulation.

LFS Kyoto Update 1.jpg


Hello Racers,

Our previous progress report was about the Kyoto updates and the new lighting system. Since then, Scawen has done more work on the lighting which may be interesting for some readers. Eric continued with Kyoto for some time. He has now moved onto South City, which isn't yet ready to show but we can show you some more pictures from Kyoto.


Originally the plan was to minimally update the existing track areas to make them work well with the new lighting and shadows. But some of the tracks were very old and Eric wanted to do extensive updates to bring them up to a more modern standard. It takes a long time to update the tracks, scenery and buildings, so Scawen has had the chance to do a lot of updates on the program side. We described in our April report the new lighting system that changes in real time from day to night.

LFS Kyoto Update 3.jpg


Sometimes there is a lot of technical work do be done, which is not all that interesting to describe. Many readers may hope for a long list of cool things that we have done but the reality, most of the time, is a lot of research and experimentation for small steps forward. So for this month's report there are some technical descriptions, with random screenshots of Kyoto between paragraphs.

We mentioned in the previous report some experiments with a realtime generated sky, which is the best way to allow day to night transitions. The sky is generated by a system created by Lukas Hosek and Alexander Wilkie. The sky itself is an important part of lighting, especially in shadows where surfaces are not lit directly by the sun. The sky can produce quite different light colour and intensity depending on the direction a surface is facing. In older versions of LFS the sky light was considered to be a single colour but we now use a method called spherical harmonics, described by Ravi Ramamoorthi and Pat Hanrahan. This produces diffuse lighting that is different depending on the direction.

LFS Kyoto Update 4.jpg
LFS Kyoto Update 5.jpg


The Hosek and Wilkie sky system can also produce the sun lighting colour depending on the sun's position in the sky. When the more realistic lighting values were used, we found the solid surfaces in game appeared too dark. Researching albedo values in the real world and comparing them with LFS we were able to apply a suitable adjustment, bringing us one step closer to a physically based lighting system. We still need to work on the night system, allowing some lights to be on all the time (e.g. pit garages) while other lights come on only in the night (e.g. flood lights).

We mentioned the problem of exposure in the previous report. When lighting changes in a realistic way there can be very bright or dark scenes so the exposure sometimes needs to be adjusted, just as it does with a real camera. Also there is the issue of very bright and dark areas within a single image. Part of the solution can be to use a high dynamic range (HDR) backbuffer. It uses more memory but allows for very dark or bright pixels to be represented accurately. To present the HDR image to a monitor, which only has a limited range, some kind of tone mapping must be used. You can read a bit more on this page by John Hable. We can now select an HDR backbuffer and tone mapping options in our development version. They have not been used in these screenshots but they may become more important as the night system improves.

Planned development on lighting includes a system to produce clouds in the generated skies and better night support including the brightness of artificial lights and automatic exposure control. Other development topics include getting the new tyre physics up to a good standard for release, and hopefully a system to allow the physics and graphics to run on different threads, making use of the multiple CPU cores.


We hope that was interesting for some readers, though it was a bit technical!

LFS Kyoto Update 6.jpg


So let that be a lesson for you all - you can never write off a good sim racing title - even after all these years.

Live for Speed is available exclusively to PC.


Check out the Live for Speed sub forum here at RaceDepartment for the latest Live for Speed news and discussions.

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I hope this update attracts the attention at least from the old players (I do not ask for miracles and full servers as in its good time) But at least a streak of a few months with people on the servers to be able to continue enjoying what since 2009 is My favorite simulator. (I don't need good graphics, with your physicals and your multiplayer is more than enough. Without neglecting your spectacular online database)

PD: I still wait for Scirocco.
 
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Seeing this post reminded me, yes, I have this Sim...LOL...it's been awhile so I fired it up, adjusted some settings and got it looking better than I had it before by checking the 'Post Processing Filter' in 'Misc'...it did wonders for the visual look and the Tracks look fantastic.
My go to car to drive is the XR GTR because the cockpit view is very decent looking compared to some of the other cars...needs some Audio updates though for all cars but the physics and FFB on my TS XW racer is just superb...not bad for an old Sim:inlove::)
Screenshots at Blackwood...without this threads updates though.
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Live for Speed is still a fantastic Sim, one of the best, if not the best and more realistic.

The blue skies in this Sim are beautiful, the best I´ve ever seen in any Sim.

It´s sad that the developers are just a couple of guys. If this Sim was developed by a professional team,
it would be the best regarding physics and realistic graphics. The graphics in Live for Speed look to me
the best because they are 'photorealistic', they don´t look like most 3D games which look like they are
all polygons.
 
In my opinion one hell good sim if it is about simulation.
Very good FFB and very good physics.

Some years ago i had a go in a drift training with caterhams @Nürburgring. After that i drove them also in LFS. It was so much fun and so close to what i had in reality...it blew my mind of. And already by that time LFS was very old.

The second thing i love about it is the VR implementation. IMO it´s close to perfect and something that more well known sims could learn a lot from!!
It´s an implementation with no compromise in my oppinion.

I just don´t use it often, because there is nearly no online club racing or leagues for it. If there would be i would for sure use it more...

Isn´t there the possibility to have a race with you guys here @Racedepartement?
 
Lfs is totally out of date.. The lfs physics can't do even a fraction of what you'd expect from modern sim. .

...you do realise ACC has just moved over to its 'advanced' 3 lateral point tyre contact model......which LFS has used for over 15 years?? And much more besides....

My go to car to drive is the XR GTR because the cockpit view is very decent looking compared to some of the other cars...needs some Audio updates though for all cars

@M D Gourley I can't remember the exact keyboard shortcut, I THINK its ctrl+A...but you can manually adjust how the sounds are produced, adding more distortion/echo/pitch etc to suit your needs a bit better;)
 
I can't remember the exact keyboard shortcut, I THINK its ctrl+A...but you can manually adjust how the sounds are produced, adding more distortion/echo/pitch etc to suit your needs a bit better
Thanks for that information...will do some research and try it out:)...tried it out... 'Shift + A' ...brings up the Cars Audio adjustments:D...thanks for your help:)
LFS CAR AUDIO adjust SHIFT + A.jpg
 
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