hi, thanks for asking. Of course, it's open source, any contribution is very welcome, feel free to hack the code.
And very good suggestions as well, if you are not in a hurry, I can add that to the code soon. I have also started coding improved handling to config file, which is important for future expanding options. But I will need find more time for it, as currently I have been working on several other projects.
Check out the Crew Chief VR overlays functionality - it might be possible to position this overlay in VR that way.And for vr player ?
thanks for help.
unfortunately, this info is not available from sharedmemory (it is not a limitation of plugin), in fact there are many data not available directly from rf2's API (however they can be indirectly obtained by calculating). The API only provide some of the basic but important raw data, which requires further process. Many of those relative/deltabest/timing widget data have to be calculated from those raw data, that's why there are a few functionalities aren't straight forward available.
(for example both relative & deltabest calculation modules took me two more weeks of time to research and code from scratch, with the help from @zxd1997 )
Class position will need an additional set of functions to calculate the data. From a quick brainstorm, the idea should be first to arrange all cars into class group(create lists), then within each class list retrieve "position place" info from API and then sort by number order and assign new class place index to each car, and finally assign those indexes onto the specific cars on relative list.
(i'm currently working on isle of man, so have to wait a bit until have time to look into this and many other ideas)
Very good overlay @svictor Thanks for you work, including the TinyCompactHud.
The only thing i don't like of this overlay is that it costs me around 20 FPS which i don't like to lose.![]()
RTX3070, Ryzen 7 5800x, 32Gb RAM 3600 mhz. I don't think is that old.Strange, because it didn't cost any fps for me. Maybe your hardware is too old.
The app costs around 5% CPU usage with all 15 widgets, which shouldn't be any issues, unless CPU is not strong enough (less than 3.0ghz). (note, most of CPU usage of the app is from GUI graphic updating)
Also RF2 has a default option that will greatly reduce game speed(to conserve power) if RF2 window is unfocused. Although TinyPedal has already implemented a code to never gain focus on itself, it may still possible that some other stuff takes window focus and cause RF2 to lose focus.
(one possible case is that by enable or disable a widget, RF2 can lose focus probably due to system tray menu gaining focus, and require to click on RF2 once to gain focus back on RF2).
So it is a good idea to manually disable auto speed reduction feature in RF2( it's in player.json file).
Other than those things, I would suggest to turn off unused widgets. at least half of the available widgets are there to aid racer for practicing and specially for making setup easier, and those widgets are best to turned off while racing, to improve performance and reduce information flooding that is not very useful for races.
But, did you notice any FPS drop? For me every single one is important cause I'm on a 240hz monitor.
Do you think running other apps at the same time like CrewChief could cause problems?
"So it is a good idea to manually disable auto speed reduction feature in RF2( it's in player.json file)."
I will try this, thank you.
So you're trying to keep 240 fps all the time? It's a good idea to limit the fps or set the gsync to a value that you know your PC can keep in the worst conditions possible, like rain plus 40 cars at night.
I should say limit to 144 fps can be a option, will help to improve the stability feeling, less tearing and stuttering.