For those asking for space legs - what about VR / HOTAS controls?

Fallout 4 VR is excellent, still haven't tried Subnautica, need to hit that purchase button.

Is Subnautica VR compatible? I was under the impression that it wasn’t for some reason. I wanted to check it out anyway, so that would be a bonus.
 
With how the devs have mentioned most ships don't have gravity at all, this would be the ideal way to get around. Would work well with VR controls

Used to wonder why our ships have grab handles everywhere, makes complete sense after playing lone echo. They work perfectly for moving around in a zero g environment.

@rhiz - Yes, it is supposed to be one of the best VR experiences out there. Alien Isolation is also amazing (not perfect) no way would I play that game in VR, would traumatise me for life, looking to try the Nostromo Mod just to tour the ship.


I haven't watched the whole vid, don't think there is any swearing or anything dodgy for the mods in the first few mins.

[video=youtube;xjzJMaQqzGc]https://www.youtube.com/watch?v=xjzJMaQqzGc[/video]
 
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While I love walking around the Reclaimer in Star Citizen and I’m a staunch supporter of space legs, I think that due to the apparently limited design and manpower budget, Elite Dangerous needs to prioritize a lot of other things before they are implemented.

...and therefore ED should be compared to X, not SC.

X3/TC/AP - No legs - Good games

X Rebirth - Legs - Awful game

;)
 
...and therefore ED should be compared to X, not SC.

X3/TC/AP - No legs - Good games

X Rebirth - Legs - Awful game

;)

I don't think it was walking around that killed rebirth (although the implentation looked like it was done by a 5 yr old) That game was just terrible on release, it is how I ended up joining the ED beta. After X3TC I couldn't believe they screwed up so bad.
 
Used to wonder why our ships have grab handles everywhere, makes complete sense after playing lone echo. They work perfectly for moving around in a zero g environment.

@rhiz - Yes, it is supposed to be one of the best VR experiences out there. Alien Isolation is also amazing (not perfect) no way would I play that game in VR, would traumatise me for life, looking to try the Nostromo Mod just to tour the ship.

Alien Isolation was traumatic enough in 2D! [haha] It was a beautifully rendered environment though – one of the best lighting engines to date.
 
Alien Isolation was traumatic enough in 2D! [haha] It was a beautifully rendered environment though – one of the best lighting engines to date.

Yeah it's bad enough seeing a xenomorph or Face hugger on a big monitor, seeing one of those things in 1:1 scale is not something I plan on experiencing :eek:
 
I don't think it was walking around that killed rebirth (although the implentation looked like it was done by a 5 yr old) That game was just terrible on release, it is how I ended up joining the ED beta. After X3TC I couldn't believe they screwed up so bad.

I know, I know... I'm just still bitter about it. Couldn't help it.

I remember vividly the feeling of disappointment I felt when I launched the game and played if for a few hours. I came in late to the X bandwagon and had just "finished" the X3 Series a couple of weeks prior to Rebirth. I was so looking forward to a bigger and better X3. Nope...

Second biggest gaming disappointment (now in first place : Mass Effect Andromeda, refunded)
 
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I have, in the past, suggested that FDev use the Touch Controllers (or the HTC equivalent) for when you are moving your Avatar around, and, as currently, the H.O.T.A.S. for vehicular control.
 
There’s no chance of space legs- it’s not being coded at any level. Objects on the mirror are not closer than they appear.
 
Thats kinda what I'm saying to the people who are always asking when we are getting spacelegs etc. FDev need to work on the in cockpit part of the game before going down the 'walking around' route.



I think it would be bigger than ben hur TBH. I can't imagine people would be happy to keep swapping out their VR setup just to go for a walk in 2d around their ship....

I don't own a vr headset, but I do own a hotas and I can say I would find it very easy to bind an fps setup. My throttle has a 2 axis finger stick that I could use for walking, and I could just use my mouse for looking around. Or I could use my joystick. I would also have the option of using my second joystick (I had to replace it because the twist broke but I still keep it around) for walking and the first for looking around. I would imagine it would be even easier for someone with vr because they don't need a joystick to look around with a joystick since they are in vr. Just bind turn to twist, strafing to x-axis and forwards/backwards to y.
 
I don't own a vr headset, but I do own a hotas and I can say I would find it very easy to bind an fps setup. My throttle has a 2 axis finger stick that I could use for walking, and I could just use my mouse for looking around. Or I could use my joystick. I would also have the option of using my second joystick (I had to replace it because the twist broke but I still keep it around) for walking and the first for looking around. I would imagine it would be even easier for someone with vr because they don't need a joystick to look around with a joystick since they are in vr. Just bind turn to twist, strafing to x-axis and forwards/backwards to y.



I don’t think it's solely a question of whether a given controller will work for FPS, but tackling the innate strengths and weakness of present tech VR. One of the most compelling qualities of VR with dedicated controllers is the presence of in-game hands that respond naturally. Obviously, with the controllers committed to operating those, this leaves the problem of how the player is to move. Lone Echo works so beautifully because the hands are also the principle means of locomotion in a way that is completely consistent with the game world (underwater environments are also ideal). Using traditional controls for first-person movement in VR just feels unnatural and disjunctive. Vehicle based games aren’t an issue because the player is stationary, and it feels perfectly natural.

While it’s conceivable that VR players could interact with in-game flight controls using virtual hands, it’s unlikely that this would yield the kind of precision and reliability necessary for expert flight in Elite. If you look at the cockpit there are a few indications that FD may have even considered this at some point (the buttons corresponding to various in game controls etc). The prototype that I’ve personally been conceiving of would be built specifically for VR and VR controllers, with a seamless transition between "free hands" anti-gravity mode and then more traditional pitch/yaw controllers once the player pulls himself/herself into the cockpit seat. The problem that FD faces is that they have to consider such a broad set of conditions (a mixture of gravity and zero gravity environments, VR and non-VR players etc). That said, much of the game seems to have been designed with future features in mind, so I’m sure that they have some semblance of a plan.
 
Is Subnautica VR compatible? I was under the impression that it wasn’t for some reason. I wanted to check it out anyway, so that would be a bonus.

The headset works great, and there is limited functionality with my Vive wands, but not what I’d expect from a VR only title. In particular, there’s no way to swap equipment using wands only. I’m kind of saving completing the game, so I can do the final running VR.
 
The headset works great, and there is limited functionality with my Vive wands, but not what I’d expect from a VR only title. In particular, there’s no way to swap equipment using wands only. I’m kind of saving completing the game, so I can do the final running VR.

Worth checking out though. I intended to try it in 2D anyway, so VR is a bonus. :) I notice that it has mixed reviews on Oculus store… a work in progress I guess.
 
Plenty of people have no problem with smooth FPS movement in VR, and the various controllers which already exist will be fine for an FPS, no need to stick to the HOTAS. And if they really don't want to let go of their HOTAS, I'm sure in pure Frontier fashion space legs will be a purely meaningless optional module anyway.

I don't see why the game should be limited because of a subset of an already tiny subset of the playerbase (motion-sick VR users and HOTAS fanatics). Frontier didn't stop developping planetary landings even though macOS users can't use that. And there's certainly a lot more mac players than VR players.

Exactly, it's a non issue.
 
VR currently just doesn't do FPS very well at all.

What???! Have you even tried Doom 3 BFG in VR? Or Onward, From other Suns, FO4VR, Arizona Sunshine, Alien Isolation or any of the other amazing VR FPS out there. I wouldn't dream of playing one in pancake ever again!

I think you are way off the mark there mate.

While I do like the idea of running around in space ships I just don't see how it would be made to be accessible to all the different control/VR setup that the current player base utilise without some serious limitations on the legs side of things that would kill it off quicker than a bullet to the brain.

Everyone using VR has access to the very same control options as 2D users. At the very least you could use K+M and at the very best your VR controllers.

Honestly, I'm not really sure why you think space legs would be an issue in VR at all - LA Noire does an excellent job of transitioning from walking to driving for example.

If I could use my Vive wands when "Space Legs" is added to this game, I'd happily add holsters to my HOTAS stand for them. Just grab them and go.

Already done :) I have a holsters made from those cheap coffee cup clamps, one mounted on either side of my chair, ready for action.

20171224_084847.jpg


20171224_084857.jpg
 
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Surely a new mode reusing the bindings for SRV + Turret and or the ships flight controls with lateral / vertical thrusters would have enough axis to work for move in any axis in VR in zero G in a flight suit. Especially if you factor in Mag Boots giving us a facimilie of our feet being drawn to the floor (with magnetism rather than gravity) so initial walking around our ships would only require back forward left right, and a sort of "aim". So throttle back and forth, had switch for straffing left and right, ducking / jumping, and joystick for aim would cover it?
 
I think there are some aspects to consider when growing space legs:

- must work in both VR and non-VR (Lone Echo "grab and pull" motion is very limited to VR+touch controllers)
- teleportation to prevent motion sickness is impossible in a mutliplayer environment
- in VR, movement through cramped areas (ship interior, hallway, jeffreys tubes) is extremely prone to cause motion sickness and headache
- the transition between controllers must be rare and easy (Hotas to KBD+Mouse for non-VR, and Hotas to gamepad or touch in VR)
- touch controllers in a seated environment are not so optimal, neither are kbd+mouse in a room-scale environment

It seems that the VR/non-VR gap for space *legs* is quite large. Also, don't underestimate the impact of motion sickness: If only one new part of the game requires you to leave VR, it ruins the whole game ("Oh, wait, I have to log out, take off the goggles, and need to restart in non-VR mode. Just a minute...") - and almost everybody becomes motion sick at a certain point. Just because you can handle a cockpit based situation without headache or nausea, doesn't mean you can walk around for an hour or two.

But, there are some positive examples that come to my mind:
- Adr1ft: Thruster based zero-g movement would probably work in any environment, still prone to cause motion sickness, but a feasible control scheme at least.
- From Other Suns: 1st person / 3rd person switch works very well for walking in VR, is fair in multi-player games and tackles motion sickness. Can both be implemented non-VR as well. You can look around (stand, move etc) in 1st person, but when you use a controller to move, camera switches to 3rd person until you stop moving.
 
The problems some of you put up are just beyond silly. Just add touch etc support for VR walking. Works fine in other games like Onward. Failing that, WSAD and a trackball/mouse works fine too as does any combination of HOTAS buttons.
 
What???! Have you even tried Doom 3 BFG in VR? Or Onward, From other Suns, FO4VR, Arizona Sunshine, Alien Isolation or any of the other amazing VR FPS out there. I wouldn't dream of playing one in pancake ever again!

I think you are way off the mark there mate.


Everyone using VR has access to the very same control options as 2D users. At the very least you could use K+M and at the very best your VR controllers.

Honestly, I'm not really sure why you think space legs would be an issue in VR at all - LA Noire does an excellent job of transitioning from walking to driving for example.



Already done :) I have a holsters made from those cheap coffee cup clamps, one mounted on either side of my chair, ready for action.

https://preview.ibb.co/f8UghG/20171224_084847.jpg

https://preview.ibb.co/dbnZ2G/20171224_084857.jpg
Nice touch with the cup holders!
 
The problems some of you put up are just beyond silly. Just add touch etc support for VR walking. Works fine in other games like Onward. Failing that, WSAD and a trackball/mouse works fine too as does any combination of HOTAS buttons.

Now, that you are the highest instance here when it comes to intelligent suggestions, please explain: What about the vast majority of people who get motion sick with walking games because of their "traditional" control schemes, and that now get thrown out of a game they played for years because they cannot continue playing on the newest features? <nope> and stick to what they can handle, or tell them to continue playing without headset from now on? Or rather use a scheme that is not so simple, well thought, discussed, and tested among the community?
 
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