The Star Citizen Thread v5

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VR support is in the latest CryEngine. However, due to the outdated version they run, and the heavy mods they have to do, they apparantly cant upgrade to that anymore. So they'll have to do it themselves. According to Chris it is easy, regardless of whether that is true or not it will be a lot of work. It will not come this year, if ever.
To be fair, rendering two cameras in your 3D world is not that hard. Issue is basically everything else :) Gameplay, performance, game flow - everything is more complex with VR. I can already see some of CR ideas how walking around should work aren't compatible with VR - in fact they are vomit inducing with regular monitor. I believe VR would be much much worse.

I don't think SC will ever get proper VR support. With chaos in their development it would take too much resources to redesign lot of things to make it work. Chris will sign it off as VR not being ready for awesomeness SC is.
 
Hi

I do not post on the SC forums so largely rely on 3rd hand info for my SC update....... So sorry if this is a obvious question

however in the coming big update for SC, has their been any more talk on how VR support is coming on?

thanks
Its coming with baby-PU update is latest from chris
We're definitely not committing to one VR platform, that'd be like saying we're only allowing one controller or joystick setup, the idea of SC is to embrace all the variety of peripherals that you can get on a PC, that's part of the reason we're ON the PC. We'll be supporting TrackIR, we'll be supporting Oculus Rift, we'll probably be supporting Valve's Vive and if they ever get Morpheus onto a PC maybe we'd support that too, some other versions of stuff, like Magic Leap etc. There's definitely work that's going on to support some of these features, not in the current builds but we'll be including them later on. We have 3 or 4 builds going at once, so the team that's working with the FPS module is using a slightly more advanced version of the engine than what you have with AC, then the social module guys are on an even more advanced version, and finally the SQ42 and multicrew ship combat are using the "main" version which is the most advanced one. We do this so that the modules that are released now and in the near future stay stable, so we don't introduce any game breaking issues as they get to you. The new VR stuff will come in down the road, I'm thinking that it'll come with some of the Multicrew stuff later this year, but it's all about prioritising what we have to get out. So we're finishing off the large world, which we're nearly finished now, we're just on the 3D rendering/camera relative stuff now. Some base engine streaming stuff that we're working on to bring in the massive amounts of data this game needs at any one time. These are all back-end things that are needed pretty much across all parts of the game, and that obviously trumps supporting individual hardware (As cool as it is). But know that we will support everything and anything we can get our hands on, we're not gong to go exclusive to any peripherals.
and from update from brian chambers "nope" filmed during june.
 
Chris will sign it off as VR not being ready for awesomeness SC is.

He already has, he was drunkenly telling people at one of those Bar Citizen things that it had to be slimmed down to sunglasses first. The visionary speaks! Of course all the forum characters parrot that ignorance, despite all the sims that somehow manage to incorporate VR support.

Not once has anyone from CIG ever addressed the challenge of FPS locomotion in VR. That they won't be honest about that is a surefire indicator that you're right, they'll NEVER have official VR support.

That he drones on about TrackIR, 3D and camera rendering but not the REALLY IMPORTANT STUFF THAT DETERMINES WHETHER OR NOT YOU CAN SELL IT AS A VR GAME is hilarious. The man is clueless about VR, absolutely clueless. But he'll say anything to dangle that carrot in front of your face, so buy an Idris...
 
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If Chris thinks VR support and solving FPS locomotion in VR is easy, he should sell his brilliant methods to the rest of the industry which hasn't figured it out other than clunky teleportation methods and the like that wouldn't work for a multiplayer game. What's that, he hasn't actually solved it nor even started thinking about it, much less designing assets and UI with VR in mind? Typical Roberts.

There's no possible way current CIG assets and tech demo gameplay is remotely suited to VR nor would anyone try unless they wanted to make a large percentage of players sick. Anybody with even the tiniest smattering of VR experience would know that!

His utter dishonesty and cluelessness on this subject is initially what made me take a second look at all his OTHER confident promises.

The way to do first person walking in VR is not to. Third person floaty cams seem to work well for Lucky's Tail and Edge Of Nowhere, so I reckon their best bet is to retrofit a drone style VR cam that follows the character without being stuck to it. I will be interested to see how VR works if either SC or ED ever get around to doing VR space legs.
 
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Its coming with baby-PU update is latest from chris

and from update from brian chambers "nope" filmed during june.

I dont think "But know that we will support everything and anything we can get our hands on, we're not gong to go exclusive to any peripherals" is a very comforting quote...

He already has, he was drunkenly telling people at one of those Bar Citizen things that it had to be slimmed down to sunglasses first. The visionary speaks! Of course all the forum characters parrot that ignorance, despite all the sims that somehow manage to incorporate VR support.

Not once has anyone from CIG ever addressed the challenge of FPS locomotion in VR. That they won't be honest about that is a surefire indicator that you're right, they'll NEVER have official VR support.

Sunglasses? Heck, SC deserves nothing short of retinal implants!

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The way to do first person walking in VR is not to. Third person floaty cams seem to work well for Lucky's Tail and Edge if nowhere. I will be interested to see how VR works if either SC or ED ever get around to doing VR space legs.

At least zero-G EVA should be somewhat doable I'd assume. Its only 'real walking' thats weird.
 
drone style VR cam that follows the character

But the small maps designed in a way to minimize it and very slow camera movement works for those two games, even if it STILL makes some people sick. A camera following the player on those bigger SC maps that don't subtly funnel you in one direction is a recipe for pukesville. Especially in any kind of action scenario running around. You could put it on a virtual monitor maybe, but with the low resolution we already have to deal with-- the fidelity would take an even more massive hit if action only takes place on a tiny portion of the screen. This is where not designing any of it with VR in mind hurts when you claim you want to have VR support.

I have no idea how ED will approach it, nobody has cracked it 100% and it'll basically have to have big warning stickers plastered all over it. But they'd get such bad reviews if it made people sick... I may be impervious, but if I've learned anything the past few years working on a few VR projects it's that OTHER PEOPLE SURE AIN'T. I'd love the option for unrestricted movement for those that can handle it, but they need to figure out ways to make it more comfortable to those who can't.
 
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The way to do first person walking in VR is not to. Third person floaty cams seem to work well for Lucky's Tail and Edge Of Nowhere, so I reckon their best bet is to retrofit a drone style VR cam that follows the character without being stuck to it. I will be interested to see how VR works if either SC or ED ever get around to doing VR space legs.
Well, I am really curious about space legs in ED. In space it is very easy to write down floating around due of weightlessness. However on land and where is some sort of gravity it will be harder. No teleportation please. But I have faith in FD - if there's one to figure it out, it's FD devs.
 

dsmart

Banned
So what can only be described as "yikes, totally didn't see that coming guv!'" in today's AtV broadcast, they said that the current Evocati build - which btw is branded as 2.6 - is actually 2.5x. Which means that not only is the legendary 3.0 (Jesus Patch) not happening in 2016, but my guess is that 2.5x is going to be their patch schema to end of the year.

Yeah. It's hilarious. I cover it in my latest scoop that went live a few hours ago.

Excerpt:

What’s even more hilarious in all these recent interviews is that he keeps talking about Elite Dangerous as a competitor. This despite the fact that not only is that game (also crowd-funded prior to release) out, and making vast improvements in leaps and bounds, but is also technologically superior in every way. And even so, they aren’t modeling our galaxy at a 1:1 level of fidelity. Yet, there he is, talking up a bunch of crap about a sci-fi based universe that’s supposed to be competing at the same level.

And no doubt you guys already caught the latest Kotaku article regarding Star Marine. When I said it was canceled, and wrote a blog about it, few believed me. Even when Chris went on the record and said that it was actually in the Star Citizen game being played. So now this article has - again - confirmed that it was in fact scrapped. Completely.
 
So what can only be described as "yikes, totally didn't see that coming guv!'" in today's AtV broadcast, they said that the current Evocati build - which btw is branded as 2.6 - is actually 2.5x. Which means that not only is the legendary 3.0 (Jesus Patch) not happening in 2016, but my guess is that 2.5x is going to be their patch schema to end of the year.

Yeah. It's hilarious. I cover it in my latest scoop that went live a few hours ago.

Excerpt:



And no doubt you guys already caught the latest Kotaku article regarding Star Marine. When I said it was canceled, and wrote a blog about it, few believed me. Even when Chris went on the record and said that it was actually in the Star Citizen game being played. So now this article has - again - confirmed that it was in fact scrapped. Completely.

I like how when you post these it's essentially a broadcast across relevant forums
 
So now this article has - again - confirmed that it was in fact scrapped. Completely.

Yeah, well...

1bi9j0.jpg
 
I always wondered what it would be like to have a fan club :D

Looking forward to the 9th - maybe they'll show off some of the progress they have made! Hopefully we'll get Star Marine and VR support, the helmet flip returns, and Genuine Roberts will come up with some amazing new hand maneuvers to keep gif makers busy for the next decade.
 
If there's one thing I wish hadn't been said about this game it's the "90 days and bust" claim - made by one guy, brandished endlessly in the faces of others as if we're going to suddenly gulp choking back helpless tears as the pointlessness of our quest to destroy Star Citizen sinks in.

Or we just shake our heads sadly in amazement that anyone actually believes for a second that we're like that in any way. I suspect the faithful imagine we're much like them
 
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