Gamma 2.00 oculus specific fixes

- Fix for occasional startup crashes caused by the Oculus message activities trying to open the dialog box movie when it is not yet loaded
- Fix Station Services menu losing focus when looking at the Comms Pannel with Oculus Rift
- When using oculus rift with supercruise the positional shift of the player's head can clip through seat fixed
- Loading screen spinning ship is missing from one eye of Oculus Rift fixed
- System map/Oculus Rift: Ensure the camera, which has a different range of distances from stars and planets when using Oculus Rift, can never get too close to them, by taking into account the maximum radius of the miniatures
- System map/Oculus Rift: When calculating the range of distances for the camera, take into account the playspace, since the user can always stand up and move forward. This takes the camera even further away by default, but makes sure we won't get any clipping with stars when using Oculus Rift
- System Map: Don't try to use the Oculus service to refine the dolly range if it is not available
- Oculus - Having the station services open blocks your view of the comms panel, so don't focus on it when looking at it
- Unable to use the UI focus button on pad or keyboard after unplugging the Oculus fixed
- Charging bar and countdown HUD elements on cockpits moved to the correct position for Oculus
- Updating Oculus SDK to version 0.4.4
- Increase the timer for "revert to settings" when enabling/disabling Rift Mode
- Prevent Side Panels disappearing when using Rift, when leaning in too close
 
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also not directly related but apparently various general game performance optimisations which cant be bad.

who knows maybe i will be able to supersample with my GTX980 on full detail one day after all? (well I can dream :D)

looking forward to check it out. currently the build for me is dog rough on direct and have to play on extended for a grade A experience. maybe this will change things up a bit?
 
Quite excited at the changes and fixes they've made, should help the overall experience in the Rift.

Just noticed this
- Optimisation, move the Bloom composite to be part of the HDR, save one full screen pass
That is good news, if you played with Bloom on already then it might give a small boost to performance and if you played with it off, you can probably enable it now without detrimental effect.
 
Thank you FD for continuing your optimisation for the Oculus community.
I realize that we are a small'ish portion of the entire player community, but your continued support illustrates to me that we are indeed a valued portion.
We are your biggest fans, for sure.
Cheers to you!
 
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DEC16 inc.
 
Cool, my wish got fulfilled because I just posted a topic earlier today asking about the coms window interrupting the station menu woohoo!
 
It would not enter Rift mode for me. Granted, I had not updated the Rift firmware or software to 0.4.4. I hope that is the cause...
 
direct to oculus still locked at 60hz which is my desktops refresh rate, needs to ignore my monitors and just drive the oculus.
Also why doexs it have to render on my monitors surely thats eating up rendering
 
Still does not play nice with crossfire. (In target practice scenario - CF (any mode): 37fps, CF disabled: 75fps on extended mode.

In direct mode can't get past 40fps and on top of that any changes to the CF settings result in a PC reboot on starting the game (I don't blame Elite on that one though. Omega drivers and Rift SDK 4.4 are probably fighting each others).
 
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