Search

Game DatabaseRSC contains a database of developers, software, cars, bikes, tracks and more...
Footwork FA12

This FootworkArrows car had a disastrious 1991 season. Firstly it couldn’t fit its engine, the Porsche 3512 3.5 V12, but even when it did it was heavy, slow, and unreliable. By mid-season the team redesigned the chassis to fit a Hart-prepared Cosworth-Ford DFR V8 engine, but that only led to a season high 10th-place finish in the Japanese Grand Prix.

First seen in sim racing with F1GP (1992).

RSC Podcast RSC Podcast Episode 7 – Management Simulations, F1 Managers, Always Used To Be Better?

Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.

Sim racing historic databaseRSC contains a database of news items. Our #OnThisDay page shows current day and current week of years past...
Sim racing video databaseRSC contains a database of videos back to the 1980s catalogued as intros, laps, trailers, unboxings and more...

Laps + More

1985

Ralt RT3-84 + More

Revs

More Playable

Featured Browser Playable

Play retro racing games in your browser and on mobileRSC contains a database of emulated software you can play in your browser...

Share This

Facebook Twitter Reddit
Please support us by not blocking ads on our domain. We have disabled Google Ads to increase page speed and would appreciate your support instead via PayPal, Patreon, YouTube Membership, Facebook subscription or by using any of the affiliate links below. Have any other ideas of how to support? E-mail us.
MOZA RacingSim-LabFanatecTrakRacerAsetekInternet Privacy From NordVPNDreamhostCapital One Credit Card Application
FanaticalCDKeysAmazonAmazon UKiRacingGet your racing gloves, boots and more from Demon Tweeks.Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42

Follow

Facebook Threads Bluesky Twitter Mastodon YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard RSS Feed eBay

About

Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners. Some links on this Web site pay RSC a commission or credit. Advertising does not equal endorsement.
You can email Tim Wheatley directly at tim@racesimcentral.net or send a message on social media (response times on socials will vary).
Same Author

Tim Wheatley

In their last report the LFS devs showed some images of the updated South City, demonstrated day to night transitions and night driving. Since then the devs have continued to work on South City and Scawen has continued to develop the graphics system. You can read the report on their Web site, or see it quoted below:








A live echo render has been implemented. This replaces the old system that was pregenerated and stored in the path (an invisible structure used to track your car’s location as you drive around). A special image for each ear is drawn, containing depth and angle information. The image is analysed by a compute shader on the graphics card creating a histogram for each ear. The histogram is read back by the CPU and used to update the reverberators.

For people who don’t know all about graphics cards, a compute shader is a special program that runs on the GPU. The modern GPU is really a special computer that can do some things very quickly by doing the same calculation on hundreds or thousands of different pixels simultaneously. These days it is not only about drawing triangles. The automatic exposure histogram is now also calculated by a compute shader, saving CPU time.

A new system has been developed for occlusion culling. This is the process of not drawing (in each frame) objects that are ‘occluded’ because they are hidden by nearer objects. The frame rate must stay high even in an environment full of detailed objects. For example you may be near a building so there is no point drawing thousands of objects that are behind it. This is especially important for driving views as we must first draw mirror views then the main view. In VR it’s even worse as these views are drawn twice each, slightly offset for each eye. Also we can avoid drawing some objects into the shadow maps, as there is no point casting shadows onto objects we cannot see.

The difficulty is in knowing which objects are hidden. Until now, the visible objects were stored in the path. For open configurations we needed to add paths for side roads, car parks and open areas to keep the frame rate high. The paths were also used for lighting and echo information

With the multi-storey car parks at South City it was hard to see how to make a path to cover all driveable areas. So we now have an octree system that analyses the driveable surfaces and creates cuboids to cover all places you might be in your car. The octree is subdivided where necessary to deal with multiple ground heights, such as bridges, tunnels and car parks. The occlusion data is computed and stored in the octree, then used to switch off areas that cannot be seen from your location.


The shadow system has been optimised to allow sunset and sunrise with good frame rates. Realtime shadows are very important for realistic graphics and allow lighting to change with time. The shadow maps are a series of special images of the world, drawn from the direction of the sun, containing depth information so the GPU can calculate whether each pixel in your view is in the sun or shade. One notable problem for performance is when the sun is low in the sky and you are on the far side of the track area, away from the sun. In this case so many of the world’s objects are between the sun and your view, and any of these objects might contribute to the shadows you can see. By taking a more detailed look at which objects are visible from your location, LFS can now reduce the area drawn into the shadow maps.




Finally we’d like to show you a few more work-in-progress screenshots of the updated South City. Extra areas and scenery are being added and roads are being opened increasing the possibilities of extra configurations.












We hope you like the pictures and videos.

Please check out our earlier reports which show the changes on the other tracks.

– LFS Developers

Related Software

Live for Speed

LFS is a racing simulation developed by a three man indie team and is considered to be one of the most realistic sims of all time despite it’s age.

 
 
Cache | Cookie Policy | Race Sim Central © 1999 - 2025