Live for Speed | New Development Progress Previews

Paul Jeffrey

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Long live Live for Speed! Another month is fast approaching, so time for a look at some of the latest impressive developments currently being worked on back at LfS HQ.

This time, the compact team of dedicated LFS developers have decided to shine the light on some work that has been undertaken around the now 15-year-old Live for Speed racing sim - dramatically updating and improving the visuals of this highly regarded title.

So, let's check out what the team have been doing during these early days of worldwide lockdown;
Dear Racers,
We hope you are keeping well in these unusual times. LFS online activity has been higher than usual due to the lockdowns so I hope most of you can find a good race!
We don't want to do a full progress report this month but I can tell you a few things that have been going on this year.
Eric has been continuing to work on South City. He has been updating a lot of the buildings to give them a more detailed three dimensional structure. Progress is good but there are still holes and unfinished objects around. For this progress report he wanted to stay focussed instead of stopping to clean things up for another big round of screenshots.
On my side the main news is that LFS has been converted to use Direct3D 11. A lot of developers have had to go through this process at some point and we are later than most. It is a quite long and meticulous process because it's not as simple as renaming a few D3D9 functions to a new D3D11 style. Some parts of the update were relatively easy like that but other areas of code needed to be done a completely different way.
After all the graphical glitches were sorted out the frame rate was notably higher than the D3D9 version. I don't know exactly why that is but I did take time to do the proper restructuring so that D3D11 would work cleanly. There are various other possibilities in D3D11, although there are no visual changes in LFS yet. For example you can request information from the graphics card without slowing things down. It could be used to read back some data about the current image to adjust the brightness (eye adaptation / auto exposure). I'd like to try a live 'audio render' to create the reverberation more accurately depending on your car's location instead of relying on pre-generated echo maps.
This change does mean that some older graphics cards will no longer be supported. At the moment LFS can still be compiled to use D3D9, but it will be hard to maintain the two versions, specially when we start to use the possibilities that D3D11 offers. For now I am using the D3D10 feature level, which means it works on D3D10 graphics cards. There is no guarantee about that at this point but that's what I'm aiming for now. I know that some people don't have a D3D10 (or later) graphics card and in that case I don't think LFS will work on their computer. But I think that's quite rare so it seems like the time has come to drop support for D3D9 graphics cards. I'm not exactly sure when Direct3D 10 support became common but it has been around since 2007 and Direct3D 11 graphics cards were available in 2009. According to the Steam Survey most gamers have a D3D11 or D3D12 GPU and a few percent have a D3D10 GPU.
Apart from all that technical stuff I did one visual update. The individual tree objects can now move with the wind. Not only the old auto-generated trees (which have been improved) but all the other individual trees and bushes too. It's a fairly subtle effect but it does make the place seem a bit more alive.



Original Source: Live for Speed.

LFS is a classic racing simulation available exclusively for PC.

15 years later and still going strong... check out the Live for Speed sub forum here at RaceDepartment to stay in touch with the community around this golden racing title.

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When I started with VR a few years back LFS was the only SIM I could use with my DK2 on the PC I was using then. I will forever be grateful to LFS developers for making that possible.
It is great news that LFS is still being developed and going strong. It still drives great by today’s standards and the graphic are very acceptable, when most other SIM from LFS era look and feel very dated.
I would drive it more often if it had more “real” content, but I understand why the developers are not going that way and wish them the best of luck in the future of this beloved racing simulator.:)

P.S. They still have the best VR mirrors in the business.:D
 
Looking forward to LFS!
The guys are brilliant, still nowadays the FFB, tyre model, VR implementation are unsurpassed.
I still remember when me and @Mal realized we could look at each others with the VR while driving side by side. It has been one of the most awkward moments in simracing :confused:
Let's just hope to see the new product before the HW tech moves on again ;)
 
This is like when you hear it's some old celebrity's birthday and you're like "they are still alive?!?". You almost don't believe it, but a quick Google search brings up their Wikipedia page and it's all written in present tense. "Wow, that's crazy!"

In all seriousness, I wonder what the economic situation is...i.e. does LFS make any money, or is this more of a "labor of love" situation?

Either way, you have to admire the persistence.
 

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