The Star Citizen Thread V10

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Thanks for that reply jmp470. I'm heartened to hear that Star Citizen can cope with VR.
It can't. It does not support VR, nor is it built or designed for it. There are various translation layers and hacky injectors that let almost any game be played in VR, but it will never be pretty when you do that. Hell, for the longest time SC didn't even work something as trivial as head tracking — they had to remove a first abysmal failure of implementation because it just broke things — and have only recently put some semblance of its functionality back in. It's still bad, just not game-wreckingly so.

SC can cope with VR the same way Fallout 3 can. It's just not nearly as VR-friendly as Fallout 3 is.
 
People are reporting excellent results with VR headsets and the head tracking in SC.

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Weird. Backers have to find workarounds? I thought Cloud Imperium was building this from day one.

Maybe they can layer it in after, instead of relying on fans to figure it out.
 
It can't. It does not support VR, nor is it built or designed for it. There are various translation layers and hacky injectors that let almost any game be played in VR, but it will never be pretty when you do that. Hell, for the longest time SC didn't even work something as trivial as head tracking — they had to remove a first abysmal failure of implementation because it just broke things — and have only recently put some semblance of its functionality back in. It's still bad, just not game-wreckingly so.

SC can cope with VR the same way Fallout 3 can. It's just not nearly as VR-friendly as Fallout 3 is.

I've never used Vorpex, but I do have a high tolerance of games not really designed to be played with VR. The first game I ever played was that modded version of Half Life 2. The worst part about that game was when the world would freeze and lock itself to your head movements as the next part of the game loaded
 
Thanks for that reply jmp470. I'm heartened to hear that Star Citizen can cope with VR. I did hear that it would be impossible, but then it was many many years ago that I heard that, and computer technology had advanced since then
It's not technically impossible, it's the design that's in contradiction with VR.
 
To be fair, if they wanted to make SC VR-capable, they'd have to remove a lot of art assets and redesign everything else from scratch, which would probably only set them back 4 months or so… :p

…then again, it would probably take them a year or two to complete those four months of work, what with being CIG and all.
 
I've never used Vorpex, but I do have a high tolerance of games not really designed to be played with VR. The first game I ever played was that modded version of Half Life 2. The worst part about that game was when the world would freeze and lock itself to your head movements as the next part of the game loaded
If you have a VR headset, give SC via VorpX a try. But have a bucket ready ;)
 
Yep...there are reports people "using" VR in SC but that is only via VorpX or some other way where they forcing it to work.....I don't know who can claim that SC working great in VR when almost nobody can reach steady 90+FPS even in 1080p on normal monitor with the BEST GPU's out there....and anyone who ever used VR knows how important is to have steady and high FPS count.....
 
Yeah, urm, those peeps saying TrackIR or eyeball tracking is VR have never, ever, even sniffed VR in their entire lives.

I once set up my European Truck Simulator with TrackIR, worked well enough for sure but I wouldnt ve thought that would make it VR. Or maybe I simply expect too much again ^^
 
I once set up my European Truck Simulator with TrackIR, worked well enough for sure but I wouldnt ve thought that would make it VR. Or maybe I simply expect too much again ^^

The simple difference is, VR provides a sense of depth, whereas the hacks just provide effective headtracking with a headset.
 
The simple difference is, VR provides a sense of depth, whereas the hacks just provide effective headtracking with a headset.

Then corrections like this are needed to avoid suggesting a misleading situation. Thats why critics are required IMO, only listening to the fanboys will set you up for disappointment and waste of money/time. So Star Citizen = NO VR....check and thanks
 
With head/eye tracking you still look at the virtual space through a window, you just bind camera control to your head as controller. Though I admit a simple headtracking enhance lovingly the immersion.

With vr the virtual space is rendered around your field of view, each eye being given its own render, hence bringing the needed stereoscopy to generate the sense of depth . The resulting isolation brings special needs and constraints in many departments (UI, UX, rendering, performance, 6dof tracking...) to ensure comfort and accuracy.

SC is deeply flawed by its design on many points (headgear's wobbly UI, forced animations, rubber banding, to list the most obvious) to provide a true vr experience.
 
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SC is deeply flawed by its design on many points (headgear's wobbly UI, forced animations, rubber banding, to list the most obvious) to provide a true vr experience.
Also 2D menus and HUD..
One of the main differences with VR is also the hard requirement of constant minimum framerate (around 90 fps) or more accurately frame lag, so to prevent inner ear perception discrepancy with the vision. TrackIR can absolutely work perfectly with high frame lag and inconsistent frame rates as the brain will disconnect the 2D screen image from the inner ear information.
And of course SC is nowhere close to get 90fps and even less consistent frame lag...
 
what are you talking about? people here confirmed 200+ fps reliably for HOURS on end without bugs or glitches....surely thats true?

I'm not going to directly link as I feel sorry for them - but there's at least one person out there boasting about his wondrous 100fps+ mega much good godrig SC experience.

on a 4k 30hz display :D
 
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