LFS S2 is a serious racing simulator. No arcade modes, no steering aids - YOU have to do the driving. It is therefore highly recommended to drive the sim with a steering wheel, because even though you can use keyboard and/or mouse, a wheel is what you use in a real car, so a wheel should be used in a serious racing simulator. Especially when going online, where fast reactions are required.
In S2 you can race alone or against the AI, but the real fun is to be found online, in multiplayer mode. Racing against real people is simply the best thing and LFS makes it easy for you to do so. There are also several online racing leagues you can take part in, if you are looking for something with a more competitive edge.
A serious simulator obviously requires a very good physics simulation to provide the thrill and fun of real racing. This is done by simulating all aspects that are important to racing. LFS S2 is the second step towards our vision of what the sim must become and already does a very good job in simulating real racing. Many racing aspects are covered - comprehensive setup possibilities, fuel usage, tyre wear, a lot of different surface types, intriguing racing environments, different car classes, etc. All these aspects make sure you have enough to practise with and spend time on learning the flow of the tracks. Additionally, don't forget to plan your pitstops - find out how much fuel your car uses on a track and how are your tyres behaving on any track, with your driving style. All aspects you will have to think about in real racing and as such you need to think about them in S2 as well.
Everyone loves good graphics.
But how about old and brilliant racing sim called LFS? Ugh, this thing is old,But it's going to have new engine "this year"
So, i am not waiting, i am releasing my "Final" version in ReShade.
There is a looong list of changes since the 3.5 version
First difference is ReShade PostFX base. There was recreated lighting simulation from 3.5 version, than it has been overhauled to the DAGI version (Double Accuracy Global Illumination) and performance was better than it was on ENB base
After tweaking some DAGI, screen space reflections were added and after working on pipelines the PDAGI was born (Projected Double Accurateness Global Illumination) which is my way for Screen Space Ray-Tracing You can read some about it's revenue
At first stage i had problems with color- dependant lighting because of predefined LFS lighting system. I have recreated HDR white point balancer and after that i have recreated white point balancer for color balancing.
After that Color Bleeding was in ReShade control - I could watch any scene with a proper final looks... And it was today
So new features: HDR, PDAGI, Depth Based "Volumetric" Ambient Lighting, Mouse Controlled DoF, Dynamic white point balancer, multipass AA and some other weird stuff... And a bit of ReShade experience... And have a good day:D
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