OMG!!! New rift user

Made everything look closer (or bigger depending on how you look at it) for me. Didn't get any sense of the field of view being restricted though. I was having an issue with how small the gap between the info and comms panel was on some ships in VR. Setting FOV to minimum helped a lot.

In VR??? I know changing fov when playing on the monitor can radically alter where the Ui elements appear, but in VR? Surely the UI elements all sit at their fixed positions within the 3D world? I'm going to go out on a limb here and state that the fov setting has zero effect in VR. Tell me I'm wrong and I'll go and try it tho.
 
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In VR??? I know changing fov when playing on the monitor can radically alter where the Ui elements appear, but in VR? Surely the UI elements all sit at their fixed positions within the 3D world? I'm going to go out on a limb here and state that the fov setting has zero effect in VR. Tell me I'm wrong and I'll go and try it tho.

I just changed the POV to minimum and it gave me an odd parallax effect when turning my head. Anyway I put it back to the original setting as all is fine now. So it does something but not quite sure what.
 
I heard about SC just after ED, but otherwise don't know much about it. But I'm sure it's designed in a 3D environment. Why can't you just lock first person view and play in 3D? Sure, in the demos they always switch to the lousy 3rd person view, but sitting in ships or turrets in SC doesn't seem much different than sitting in ships and buggies in ED. Anyway, have they actually ruled it out? If so, I'll ignore any further reading about SC.

Btw, I love ETS2 and ATS in VR, and I don't think they were designed for VR either and are just beta patches. Sure, it could be better, but VR still blows the doors off of a monitor, with or w/o head tracking.

Without in game native support for VR, just forget it. I've tried lots of titles that don't have native VR support by using 3rd party drivers but it never works well.
 
I actually looked at those cables last night and there is a thin, very translucent covering over the cables in question.
Well for the python at least.

But yeah it seems Falcon de'Lacy shipyards doesn't take cable management very seriously.

Have you seen the Conda? It's got wires hanging out everywhere? I know those Python ones are a trip-hazard and the Conda ones are mostly on the panels in front above you - but it looks like the finishing dept in the factory simply ran out of money!
 
I heard about SC just after ED, but otherwise don't know much about it. But I'm sure it's designed in a 3D environment. Why can't you just lock first person view and play in 3D? Sure, in the demos they always switch to the lousy 3rd person view, but sitting in ships or turrets in SC doesn't seem much different than sitting in ships and buggies in ED. Anyway, have they actually ruled it out? If so, I'll ignore any further reading about SC.

there is a SC thread so i will make this my last post on it so as not to derail... but no, it is not officially off the cards, however it is officially on the back burner to possibly be looked at again in the future.

the problem with SC and VR are many. The frame rate is low..... even on high end machines, so it would need to be optimised a lot, or have a (visually) stripped down mode to get frames up.

but the big one is the cut scenes like the helmet toss, as well as features like the head bob etc. all of this would have to be able to be disabled for vr. of course its all doable, but the vibe i was getting is that there is not the will to do it any more.

a shame really, CR products have always pushed the envelope and made use of the cool toys.
 
I heard about SC just after ED, but otherwise don't know much about it. But I'm sure it's designed in a 3D environment. Why can't you just lock first person view and play in 3D? Sure, in the demos they always switch to the lousy 3rd person view, but sitting in ships or turrets in SC doesn't seem much different than sitting in ships and buggies in ED. Anyway, have they actually ruled it out? If so, I'll ignore any further reading about SC.

Btw, I love ETS2 and ATS in VR, and I don't think they were designed for VR either and are just beta patches. Sure, it could be better, but VR still blows the doors off of a monitor, with or w/o head tracking.

3D and VR are very different animals.

There are certain design elements, especially how the UI operates, that need to be taken into account with VR that you don't with just 3D. Elite: Dangerous made the decision to include those elements from day one. It's why mouse players have this "The galaxy map doesn't work!" moment when they star to play VR, but HOTAS players, who bound their galaxy map controls to work with HOTAS, don't. From hooks for controls, to HUD layout, to the design of the cockpits themselves, Frontier Developments designed this game from day one with VR in mind, and it shows, because this game is brilliant in VR.

Cloud Imperium Games seem to think this sort of thing be patched in at a later date, but they've already made way too many design decisions that a lot of people believe will make a poor VR experience. From HUD layout, to cockpit design, to some controls, and especially the way the game seizes control over your avatar's movements, it's not really designed with VR in mind.

Its kind of the way a certain online Mechwarrior game made an early decision that it should be a First Person Shooter with 'mechs, and not a battlemech simulator. You can try to set up your HOTAS to emulate a mouse, but it will always be a subpar experience, simply because a joystick is not a mouse. It may still be a good experience, especially in a single player game against AI, but you would get better results with the controller the game was designed to use.
 
3D and VR are very different animals.

There are certain design elements, especially how the UI operates, that need to be taken into account with VR that you don't with just 3D. Elite: Dangerous made the decision to include those elements from day one. It's why mouse players have this "The galaxy map doesn't work!" moment when they star to play VR, but HOTAS players, who bound their galaxy map controls to work with HOTAS, don't. From hooks for controls, to HUD layout, to the design of the cockpits themselves, Frontier Developments designed this game from day one with VR in mind, and it shows, because this game is brilliant in VR.

Cloud Imperium Games seem to think this sort of thing be patched in at a later date, but they've already made way too many design decisions that a lot of people believe will make a poor VR experience. From HUD layout, to cockpit design, to some controls, and especially the way the game seizes control over your avatar's movements, it's not really designed with VR in mind.

Its kind of the way a certain online Mechwarrior game made an early decision that it should be a First Person Shooter with 'mechs, and not a battlemech simulator. You can try to set up your HOTAS to emulate a mouse, but it will always be a subpar experience, simply because a joystick is not a mouse. It may still be a good experience, especially in a single player game against AI, but you would get better results with the controller the game was designed to use.

I recently tested projectcars and Dirt, quite frankly was very disapointed. The UI was utterly useless in VR, and we are not talking menu's.
In Pcars to see my speed and gear, I would have to look down and to the right to just see what speed I was going, the in game representation of the speedometer was utterly indecipherable and the top half always obscured by the wheel, lowering my seat in game enough meant I saw nothing but. And as mentioned using the UI meant taking my eyes completely off the road.

Dirt was slightly better, but only barely. And while I was playing these I found myself thinking fondly of soaring through space in Elite instead.
So I naturally parked my g920 and resumed doing just that.
I guess I also just really don't find racing games interesting at all.

Now what am I going to do with this g920.... :\
 
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I recently tested projectcars and Dirt, quite frankly was very disapointed. The UI was utterly useless in VR, and we are not talking menu's.
In Pcars to see my speed and gear, I would have to look down and to the right to just see what speed I was going, the in game representation of the speedometer was utterly indecipherable and the top half always obscured by the wheel, lowering my seat in game enough meant I saw nothing but. And as mentioned using the UI meant taking my eyes completely off the road.

Dirt was slightly better, but only barely. And while I was playing these I found myself thinking fondly of soaring through space in Elite instead.
So I naturally parked my g920 and resumed doing just that.
I guess I also just really don't find racing games interesting at all.

Now what am I going to do with this g920.... :\

I'm glad it's not just me that wasn't completely enamoured by PCars then. I did find the view out of some of the cars a little limiting, although I have to say that I do like the karts.

I think the problem that we have here is one that I experienced a few decades back. I'd gotten my first PC, a 486DX, and the first two games I bought for the system were DOOM and the Secret of Monkey Island. I thought wow! This is amazing! Look at the quality of the games you get for PCs. The amount of time it took for a game to come out that was better than either of those games was very long.

And so now, here's the same problem with VR. The first game I played, Elite, was the best I've seen so far. I'm sure it'll just be a matter of time before I see something of similar quality, and complaining that the first game I played really casts a shadow on the other games is quite a first world problem <grin>
 
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I recently tested projectcars and Dirt, quite frankly was very disapointed. The UI was utterly useless in VR, and we are not talking menu's.
In Pcars to see my speed and gear, I would have to look down and to the right to just see what speed I was going, the in game representation of the speedometer was utterly indecipherable and the top half always obscured by the wheel, lowering my seat in game enough meant I saw nothing but. And as mentioned using the UI meant taking my eyes completely off the road.

Dirt was slightly better, but only barely. And while I was playing these I found myself thinking fondly of soaring through space in Elite instead.
So I naturally parked my g920 and resumed doing just that.
I guess I also just really don't find racing games interesting at all.

Now what am I going to do with this g920.... :\

Agreed on the UI in Preject Cars, but at least they properly supported VR on the track where it counts. Not sure why you want to look at a speedometer in a racing car though where the rev counter is what you want to be most concerned with. Anyway, different car have different cockpits so I don't see how you can slat the whole thing over that.
 
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I'm glad it's not just me that wasn't completely enamoured by PCars then. I did find the view out of some of the cars a little limiting, although I have to say that I do like the karts.

I think the problem that we have here is one that I experienced a few decades back. I'd gotten my first PC, a 486DX, and the first two games I bought for the system were DOOM and the Secret of Monkey Island. I thought wow! This is amazing! Look at the quality of the games you get for PCs. The amount of time it took for a game to come out that was better than either of those games was very long.

And so now, here's the same problem with VR. The first game I played, Elite, was the best I've seen so far. I'm sure it'll just be a matter of time before I see something of similar quality, and complaining that the first game I played really casts a shadow on the other games is quite a first world problem <grin>

The view out of some real cars is bad, therefore it's bad in an accurate VR representation of the same car. As for other quality titles, have a look at Digital Combat Simulator.
 
I recently tested projectcars and Dirt, quite frankly was very disapointed. The UI was utterly useless in VR, and we are not talking menu's.
In Pcars to see my speed and gear, I would have to look down and to the right to just see what speed I was going, the in game representation of the speedometer was utterly indecipherable and the top half always obscured by the wheel, lowering my seat in game enough meant I saw nothing but. And as mentioned using the UI meant taking my eyes completely off the road.

Dirt was slightly better, but only barely. And while I was playing these I found myself thinking fondly of soaring through space in Elite instead.
So I naturally parked my g920 and resumed doing just that.
I guess I also just really don't find racing games interesting at all.

Now what am I going to do with this g920.... :\

that is interesting about the speedo etc in pCARs. its not something i have noticed... but here is the thing.

given the cockpits of the cars are accurately modelled, to be fair to SMS on this one, changing the seating postiion or the dials is not something they can do. presumably you are at such a height that you would have a problem if you were drivnig the car in real life?

i personally find racing games in cars is the 1 exception where VR CAN be shoehorned in and work quite well.

in Dirt rally have you tried looking behind you? its rather interesting ;)
 
The view out of some real cars is bad, therefore it's bad in an accurate VR representation of the same car. As for other quality titles, have a look at Digital Combat Simulator.

Is anyone working on a motorbike racing game? The view when karting in PCars is great. I would image a TT simulator would look quite spectacular.
 
I recently tested projectcars and Dirt, quite frankly was very disapointed. The UI was utterly useless in VR, and we are not talking menu's.

Hmm, I've been playing a lot of Dirt Rally recently, VR only. I've never even thought about enabling the HUD. Never missed it. There's no HUD in RL rally cars either. The normal instruments are perfectly readable but are seldom needed anyways.

I think with Dirt Rally Codemasters did a pretty good job in adding a VR mode to a previously non-VR game. Sure, you'll find some flaws if you're looking closely but not really significant ones.
 
Hmm, I've been playing a lot of Dirt Rally recently, VR only. I've never even thought about enabling the HUD. Never missed it. There's no HUD in RL rally cars either. The normal instruments are perfectly readable but are seldom needed anyways.

I think with Dirt Rally Codemasters did a pretty good job in adding a VR mode to a previously non-VR game. Sure, you'll find some flaws if you're looking closely but not really significant ones.

I agree. Rally is more about hearing and seeing than instruments. I tried Dirt Rally before they added VR. As one who drove a rally car for 10 years in RL, I felt is was poor compared to the venerable Richard Burns Rally. With VR added, it has become one of my favorite titles. Seeing the undulations of the track and being able to properly judge distance to a corner made all the difference. I can't speak to every car, but the 70's cars handle exactly the way my Toyota Celica GT did and the track physics are fracking amazing once you can see it properly.
 
I agree. Rally is more about hearing and seeing than instruments. I tried Dirt Rally before they added VR. As one who drove a rally car for 10 years in RL, I felt is was poor compared to the venerable Richard Burns Rally. With VR added, it has become one of my favorite titles. Seeing the undulations of the track and being able to properly judge distance to a corner made all the difference. I can't speak to every car, but the 70's cars handle exactly the way my Toyota Celica GT did and the track physics are fracking amazing once you can see it properly.

Planning on getting dirt rally quite soon. What FFB wheel would you recommend?
 
I have an older Logitech Momo that has served me well. I can't speak to the newer (better) wheels, but I am sure others will chime in about those.
 
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