First Le Mans Ultimate Hotfix Deployed, Adds Triple Screen Settings

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Just a day after the Early Access release, a Le Mans Ultimate hotfix has been deployed. The update addresses stability issues, adds proper triple screen settings, and more.

Le Mans Ultimate has launched with its fair share of issues surrounding a very promising core. The official WEC game was released as an Early Access title rather than a full game, which is reflected in the WIP nature of the sim.

Just over a day after release, the first hotfix for LMU has been pushed. It adresses some of the issues found by sim racers on day one, including stability fixes for certain situations, such as entering a multiplayer event after having raced in an offline session beforehand.

Furthermore, a proper triple screen setup tool is now available. The multi-view tool lets sim racers adjust their settings for multiple screens and can be accessed via CTRL+Shift+=. Furthemore, adjustments to graphics settings, controller properties – including certain wheels – and inverted Force Feedback for wheelbases of multiple manufacturers that had cause dissues are part of the Le Mans Ultimate hotfix.

Click on the images below for the full changelog – or see the list!

Le Mans Ultimate Hotfix: Patch Notes​

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  • Adressed intermittent crash when driving a rumble strip
  • Added the multi-view tool – this can be triggered by pressing “ctrl” “shift” “=” to configure multiple monitors
  • Improved a crash for some users when entering Multiplayer session after a Race Weekend session
  • Fixed an issue where the overlay initialises too early and causes hang at startup
  • Fixed an issue where the UI has input lag when in focus for some users
  • Added protection for invalid characters in controller files causing errors reading the file
  • Thrustmaster TX Racing Wheel: Enabled constant steering force
  • Fanatec CSL Elite: Fixed incorrect torque capability
    Note – if you have modified your controller settings you will need to delete your current controls.json and direct input.json found in \LeMansUltimate\UserData\player\
  • Updated Gamepad and Keyboard default profiles
    Note – if you have modified your controller settings you will need to delete your current controls.json and direct input.json found in \LeMansUltimate\UserData\player\
  • Fixed incorrect Force Feedback orientation on SimSteering, Simucube, SimXperience and VRS Directforce wheelbases
  • Fanatec CSL DD – Fixed incorrect steering sensitivity and look left/right assginments
  • Reduced default head physics to 10% for first time users
  • Made some adjustments to default settings
    – Set default Post Effects to low for improved fps performance
    – Set default rear view mirror settings to enable virtual mirror by default
    – Set default time scale to 1.0
  • Prevented online Special Events being updated with Daily Race registrations
  • Fixed being able to register with the wrong rank for online

Screenshot Your Controls Settings​

Unfortunately, the Le Mans Ultimate hotfix also comes with an inconvenience. Two tweaks to steering-related properties mean that anyone who has adjusted their controls settings needs to delete two files (see changelog). This also means that controls have to be reassigned – so grab a screenshot before updating the game if you can!

What do you make of the first Le Mans Ultimate hotfix? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

The fact that the graphics in-game look AWFUL and runs at 25fps on recommended hardware on low settings should be their top priority of fixes. I logged 30 minutes then refunded. This isn't early access, they just released a broken, unoptimized dev build.
Exactly why i refund it.Same problems out of the box.Stutter frames drops at every setting i tryed.No problems with RF2.So i wonder when a Dev team wich should know their software well and it is nothing else than a RF2 mod, isn't able to solve this before any kind of release.
And i when i deeply remember,i had that problem with RF2 too years ago.Now solved but it was not a GFX card problem,was something else,but have forgotten it.I don't play it anymore anyway

My Hardware:
Intel Core i7-7700K, 4x 4,2 GHz (bis zu 4,5 GHz, 8 MB Cache)
Asus GeForce ZTurbo GTX 1080 TI 11G
HDD: 240 GB SSD - Kingston SSDNow, 1 TB HDD
16 GB DDR4-RAM, 2400 MHz, Crucial, Windows 10 64-bit Home
Mainboard: MSI H110M Pro-VD, Sockel 1151, Intel® H110 Chipsatz, 4× SATA III (6 GBit/s)
Thrustmaster TS - PC - Racer
 
Premium
The problem is that it's all a bit random. I just ended up on a full grid at Le Mans with rolling start 61 cars all visible (I'm trying to work out if there is any way of setting the amount of AI there doesn't appear to be).

I'm in a GTE and it put me about 50th. First time over the start line, 25-35 FPS. Did a restart 55-60 over the start line mid 70s at the Dunlop bridge and at my 90 FPS limit when you hit the Mulsanne. Restarted again same performance, next restart I'm back down in the mid 30s on the start line, mid 40s at the bridge. Admittedly this is 4K with everything maxed out (5800x3d and 4080 Super), but the performance isn't consistent, it wasn't like the low performing starts had kicked up a bunch more random smoke and dust or had spinning cars on screen.

I'm going to park this until the next patch as at the moment it's just a bit too frustrating for me as a single player experience. Car settings don't always save, making adjustments with the menu lag is painful and how much control over the race settings you have seems to be pot luck. I wanted to do a 20 minute sprint race wouldn't let me go under an 1hr and 6 minutes, tried a different combo I could have any time I liked, it drops me into a race on wets when it's bone dry and all the other cars are on softs, sometimes it won't let you unlock the settings on the first setup screen..... This is very early access and mid week after a day at work my tolerance for beta testing is a bit limited, should probably leave it until the weekend :)

The actual car driving bit is pretty good (it's RF2) but the limitations of the "game" around it are a bit too annoying for me at the moment.
 
Exactly why i refund it.Same problems out of the box.Stutter frames drops at every setting i tryed.No problems with RF2.So i wonder when a Dev team wich should know their software well and it is nothing else than a RF2 mod, isn't able to solve this before any kind of release.
And i when i deeply remember,i had that problem with RF2 too years ago.Now solved but it was not a GFX card problem,was something else,but have forgotten it.I don't play it anymore anyway

My Hardware:
Intel Core i7-7700K, 4x 4,2 GHz (bis zu 4,5 GHz, 8 MB Cache)
Asus GeForce ZTurbo GTX 1080 TI 11G
HDD: 240 GB SSD - Kingston SSDNow, 1 TB HDD
16 GB DDR4-RAM, 2400 MHz, Crucial, Windows 10 64-bit Home
Mainboard: MSI H110M Pro-VD, Sockel 1151, Intel® H110 Chipsatz, 4× SATA III (6 GBit/s)
Thrustmaster TS - PC - Racer
I think you should inform yourself a bit better before calling it an rF2 mod and you might see it a bit different if you would be able to dive more into the product. There is lot's of new technology under the hood and everyone who isn't ignorant to simply whipe it away will notice that alot of details have been reworked - so it's not all well know to them. I think the whole material and particle system is new and they render the sky completely different. I can understand the frustrations of some people to some extend who have performance issues but with an Early Access release it's to be expected. I guess it should be a good sign for anyone questioning the team behind this project after the day 1 hotfix that they have nothing but good intentions to get this sim working for everyone. I guess alot of people here would feel offended if we just called AMS an rF1 mod or AMS2 a Project Cars mod. I hope it's obvious that those dev teams to their best in this niche.

Anyway, it's just day 2 and there are more patches to come. No need to get angry or anything at this point. For the people who have performance issues at Le Mans with 61 visible cars ... simply use the respective setting in the UI. I don't get why adjusting some settings is that hard.
 
Premium
“For the people who have performance issues at Le Mans with 61 visible cars ... simply use the respective setting in the UI. I don't get why adjusting some settings is that hard.’

If you had read the post correctly you will have seen the point being discussed was ”inconsistent performance“ not “performance“. I don’t think they have anything in the menu that automatically adjusts the settings because the game is having a bit of a moment.
 
I just tested "my version" of the sim. Looks good, feels great, sounds nice. No lag with menus and so on. Did run smooth on the track day/night, no race yet or rain. And i went in by default only with tiny tweaks. And fixes starting to roll right away. I have quite ok feeling about this to be something great. We will see.
 
I think you should inform yourself a bit better before calling it an rF2 mod and you might see it a bit different if you would be able to dive more into the product. There is lot's of new technology under the hood and everyone who isn't ignorant to simply whipe it away will notice that alot of details have been reworked - so it's not all well know to them. I think the whole material and particle system is new and they render the sky completely different. I can understand the frustrations of some people to some extend who have performance issues but with an Early Access release it's to be expected. I guess it should be a good sign for anyone questioning the team behind this project after the day 1 hotfix that they have nothing but good intentions to get this sim working for everyone. I guess alot of people here would feel offended if we just called AMS an rF1 mod or AMS2 a Project Cars mod. I hope it's obvious that those dev teams to their best in this niche.

Anyway, it's just day 2 and there are more patches to come. No need to get angry or anything at this point. For the people who have performance issues at Le Mans with 61 visible cars ... simply use the respective setting in the UI. I don't get why adjusting some settings is that hard.
Even if you take it as "a mod for RF2" - it's a great package and very reasonably priced. Not many mods with 3 classes of car and 6 tracks for £25 at the physics and modelling quality here.

Fix the obvious issues and it's a great product. Whether it's a mod for RF2 or not.
 
I think you should inform yourself a bit better before calling it an rF2 mod and you might see it a bit different if you would be able to dive more into the product. There is lot's of new technology under the hood and everyone who isn't ignorant to simply whipe it away will notice that alot of details have been reworked - so it's not all well know to them. I think the whole material and particle system is new and they render the sky completely different. I can understand the frustrations of some people to some extend who have performance issues but with an Early Access release it's to be expected. I guess it should be a good sign for anyone questioning the team behind this project after the day 1 hotfix that they have nothing but good intentions to get this sim working for everyone. I guess alot of people here would feel offended if we just called AMS an rF1 mod or AMS2 a Project Cars mod. I hope it's obvious that those dev teams to their best in this niche.

Anyway, it's just day 2 and there are more patches to come. No need to get angry or anything at this point. For the people who have performance issues at Le Mans with 61 visible cars ... simply use the respective setting in the UI. I don't get why adjusting some settings is that hard.
Yeah,you'r right.Still it is a RF2 MODification to the better.Like it is with AMS2.I have no problems with this as both are based on a ISI engine, but all the RF2 worshipers called it a Madness engine Mod.
So this is my revenge.:roflmao:
Edit:You sound like me in the early days of AMS2:)
 
Last edited:
“For the people who have performance issues at Le Mans with 61 visible cars ... simply use the respective setting in the UI. I don't get why adjusting some settings is that hard.’

If you had read the post correctly you will have seen the point being discussed was ”inconsistent performance“ not “performance“. I don’t think they have anything in the menu that automatically adjusts the settings because the game is having a bit of a moment.
Trust me, I read your comment carefully and I am sorry if my comment came across a bit harsh. What I wanted to tell you is that you put a very critical setting to the max and expect it to run consistent all the time. Or am I understanding this wrong? If you set something to the limit there is a good chance that it will crack at the limit. Wich means it can work with 61 cars visible but it doesn't have to even if conditions seem similar. The calculations for the physics of the AI for example aren't allways the same. Same goes for your own car. If cars collide at the start, CPU load is higher. If you stress your tires more, CPU load get's higher aswell. All of this isn't a linear thing. Maybe a car just locked up and there is more smoke than in the test before ... again CPU is load is higher. So how would you want to control all of this with 61 AI cars having their own mind? :D

And I am not trying to be a smartass here, but there is a reason why a sim like AMS2 with general good performance implemented a feature to limit visible opponents with a hardcoded limit of 30 cars. And trust me, I did all of this how-far-can-I get-testing myself in rF2 allready with 104 cars at Nords. The more you stress your system, the less consistent the results get.
 
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Is it VR compatible?

Can you give us a bit more details? If "+VR" is added in the properties string, is the VR enabled?

Apparently. Just saw it in a YouTube video. But you need to use steam VR and your controllers to reset the view and you can't supersample it yet. So it's barebones and not official.

Any AA will not work, makes it worse, SS seems to work thru SteamVR settings as any other game. Do support canted display like the Pimax (edit in json as for rF2).

Add re-center in direct input.json, just assign any random function and edit after exit:
},
"VR : Re-Center head position":{
"device":"OSH PB Controller (DTM)-CEB04E5ED5E2EF68",
"id":38
}

Could work for keyboard but I did not get it to work.

Some cars brake lights do not work, newer tried on monitor so might be VR issue or not. Not tried night or rain yet. The menus do not work in VR, only driving.

Some tweaking in nvidiaProfileInspector might be possible, only tested a little.
 
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Premium
Trust me, I read your comment carefully and I am sorry if my comment came across a bit harsh. What I wanted to tell you is that you put a very critical setting to the max and expect it to run consistent all the time. Or am I understanding this wrong? If you set something to the limit there is a good chance that it will crack at the limit. Wich means it can work with 61 cars visible but it doesn't have to even if conditions seem similar. The calculations for the physics of the AI for example aren't allways the same. Same goes for your own car. If cars collide at the start, CPU load is higher. If you stress your tires more, CPU load get's higher aswell. All of this isn't a linear thing. Maybe a car just locked up and there is more smoke than in the test before ... again CPU is load is higher. So how would you want to control all of this with 61 AI cars having their own mind? :D

And I am not trying to be a smartass here, but there is a reason why a sim like AMS2 with general good performance implemented a feature to limit visible opponents with a hardcoded limit of 30 cars. And trust me, I did all of this how-far-can-I get-testing myself in rF2 allready with 104 cars at Nords. The more you stress your system, the less consistent the results get.
The problem is although that particular example is extreme, it’s a bug than can happen under far less of a load and it goes back to RF2.. You could be at certain tracks on the start line with 20 ish cars get 60/70+ FPS, restart and get 15. And this is could happen with the cars barely starting to race in a straight line from a rolling start. I’ve had the same behaviour with similar settings on two systems (a 3700x 3080 and 5800x3d 4080:) It is a bug.. Restart the game and it might go away for a while.. In RF2 it can even tank the framerate sitting on the monitor screen between sessions..

Most of the time I can get over 100fps in daylight with everything maxed out, I could turn down my settings and probably willl iif the problem remains, But it is a problem going back to RF2 that other people have had not running anywhere near the limits of there hardware.. At the moment you have very little control over the size of the AI field accept for car visibility and classes. You dont seem to be able to set a field of 30 GTEs or limit the cars of each type in multiclass. I would have been quite happy running with 30 cars if the game would let me.
 
I don't care about the money savings, I don't want to waste my little spare time with an unfinished product with tweaked, crappy VR. If, and I have a bad feeling about it, this Sim will ever reach it's gold status I will support the devs and buying it at full price. Hopefully it's no MSG scam...
 
Premium
Good for you but that's really far above their recommended hardware. They recommend a 1070 and an R5 3600x for 1080p on default settings. I've got a 3070 and 3600x. Ran like dogsh*t, even on low settings, on W10.

Anyway even if it did run at 60 or 120fps it still looks like a title released 10 years ago, not worth the hassle.
Software developers use "Recommended hardware" like auto makers use "Estimated MPG" Both sell more products but neither are realistic
 
Premium
Regarding performance, LMU is easy on the CPU, like rFactor 2, and it almost certainly won't be your bottleneck.

The bottleneck will be your GPU.

I'm running a 3080 at Medium + 4x MSAA and getting 165fps regularly with 80% usage.

The image looks fine, it's certainly not bad as far as sims go. If iRacing, RaceRoom, or ACC are acceptable in 2024 this is fine. It's not going to look like the 4K promotional photos and videos but who are we kidding that's photo mode stuff.
 
Im play on ultra settings, 7700x + 7900XT, 1440p and game look nice. It's funny to read reviews that the game is not optimized. I bought a new pc because of X-Plane - that's where really nothing is optimized and there is a place to complain, in this case it's even funny - people try to run sim on 5 years old hardware and are surprised to get 30 fps.

LMU is a great sim with an extremely loyal price.
 
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It's definitely fun.
But I also face some micro freezes here and there. And the strange thing that the fps can go down significantly and you have no idea why this happens is also a bit annoying on my end. What helped me here sometime is to jump in another app, running in the background like steam, jump back and I have again 100+fps instead of 40 or 50 or sometimes less before. It can also happen if I only run LMU. Don't know if drivers, apps or any program running in the background cause this issue.
Great is the ai, and I also love to jump on the online servers and fight against others humans. I see a lot potential in the title, issues at that stage are not too bad to me. It's EA and for this it's remarkable decent.
 

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