Updated answer to this...Maybe 'Greg' left the company and didn't write any documentation![]()
I think I've found his notes ;-)
API Documentation
OpenVR SDK. Contribute to ValveSoftware/openvr development by creating an account on GitHub.
Updated answer to this...Maybe 'Greg' left the company and didn't write any documentation![]()
Not arguing against, but currently it's "No VR" where as I, and I guess a few other in this thread, would prefer there to at least be "Some VR" even if it isn't "the bestest, most industry standardest and most completest VR" but I could be wrong, it's been know to happen...Yes there are ways, and you are arguing against some of the most standard ones being deployed. (Because you think FDev should MVP it and only support existing control schemes).
I'm just going to annoy you and say: The balance of probability suggests FDev will follow industry norms, and go for as many nausea reduction techniques as they can accommodate. (While also accommodating the most popular character control systems featured in the top selling games. Which happen to be the same things, and feature motion controllers)
I mean, they could go for HMD-relative with a console controller. But it would be super clunky and antiquated. And get panned![]()
All Hail Golgot!Hey, if worst comes to the worst, I'm totally up for modding in VR support in the interim. (Even asked the CMs if they'd support solo mode modding where possible).
I don't get nausea myself any more, and it'd be better than nowt
(It's just for an official release that I'm saying a ton more sugar is required)
It's ok someone agreed with me that it was patched for a short time.you remember wrong
they where never patched because they are not a bug. That effect it is a common problem in every VR game.
Not arguing against, but currently it's "No VR" where as I, and I guess a few other in this thread, would prefer there to at least be "Some VR" even if it isn't "the bestest, most industry standardest and most completest VR" but I could be wrong, it's been know to happen...
All Hail Golgot!
Thats the sort of app I'd actually buy.
Being slightly more sensibubble for a minute, I wonder if FDev would take you up on that offer semi officially... Subject to the signing of suitable contract between FDev and yourself, and most likely not giving you access to their source code, but giving you a focal point within the dev team who you could liaise with, if you'd be willing to build the mod and give FDev the code perhaps they could use your mod as the basis for a VR update? This could literally mean you would be the father/saviour of Odyssey VR, which brings us back to...
All Hail Golgot!
All Hail Golgot!
All Hail Golgot!
See GREG.Yep. I think Sony will want to avoid the situation where the PS5 costs £400, the XSX costs £400, but the 'full PS5' costs £700 as you need to add PSVR2. So it feels like a 2022+ release might be correct? But, maybe FDev would beta a VR upgrade on PC ahead of the PSVR2 launch? /shrug
Yes. AFAIK it is 'relatively' easy to create a VR tech demo with skeletal animation in UE3D/unreal. However that's probably not the same as trying to integrate such a feature into an already-built title that uses a custom engine /shrug.
Dammit I've gotta work on my phrasing. I meant if someone else modded it, not me
(I tap out at Minecraft command blocks)
At a guess someone could do an 'Alien Isolation' job, given Cobra has native VR support built it. (And presuming Odyssey hasn't stripped it).
Think it's worth pursuing with FDev generally, as they can give the .dlls the nod, or they can not. They could save a fair bit of bad blood with the VR community by giving them tacit approval![]()
You're very welcome.Thanks Doog for introducing me to this thread.
There are far more psvrs in the wild than any other VR unit. If it's purely fiscal, it would seem like the natural move. As a bonus they could even get Sony is to pay for the development.I'm going to say earlier. After all they did sell over 5 million headsets. £$£$£$
Yes why not. If the PS5 is as powerful as the rumours suggest and the existing headsets work. It would be mutually beneficial.There are far more psvrs in the wild than any other VR unit. If it's purely fiscal, it would seem like the natural move. As a bonus they could even get Sony is to pay for the development.
Don't worry yourself, I've enough macOS games to keep me going for the foreseeable futureMac users are "excluded" from just about every game .
I don't mind the VR ship controls. The trick is to anchor the bottom of the VR controllers into your armrest as though it was a HOTAS.
Hmm, I wonder if they added HOTAS support if there's a mod out there in the wild for it. Anyone know?
Your 360 controller works in NMS VR? That’s way better than virtual sticks. I need to try that.I hated using the motion controls to grab the flight stick or steering wheels in NMS, but for whatever reason my plugged in 360 controller would work in NMS VR and I could use it to move around like normal. That really helped me enjoy the flying and driving sections, and it would even work on land but I liked the motion controllers a lot more for that movement.
But I'd mention this on the NMS Reddit, hoping to help others out, but it didn't seem like a very repeatable experience and most (or maybe even everyone else?) couldn't use a 360 controller when in VR... it simply didn't work. I have no idea why mine simply worked like normal, it was great. I didn't do any trick to make it work, and I would hope there's a way by now to use other controller inputs (the flight model being so weak in NMS, I figure my hotas would be overkill though).
(I have the GOG version of NMS, I play on a Rift CV1, no clue if any of that makes a difference. Basic wired 360 controller. Tried again after the most recent update since it's been a while since I played, and the 360 controller still worked in VR... I recommend giving it a try at least, to anyone like me who didn't like the lack of feedback for using motion controls to fly ships)
It might not be easy to do this. :/Hey, if worst comes to the worst, I'm totally up for [EDIT] someone modding in VR support in the interim. (Even asked the CMs if they'd support solo mode modding where possible).
I don't get nausea myself any more, and it'd be better than nowt
(It's just for an official release that I'm saying a ton more sugar is required)
Can't comment on his programming skills but I do enjoy his pasties and sausage rollsYou can never find a Greg when you need one!
It might not be easy to do this. :/
I wonder if FD started developing ED:O around the time DBOBE made his 'gentle' no-VR statement? If that's the case, it might be because they made the decision to use lots of 2D effects to save peformance. I am not talking about 2D effects like billboards, which are 2D but at depth, I am talking about 2D without any depth info. In pancake there is no way to tell the difference but in 3D they are rendered at screen depth and are jarring beyond belief.
Unfortunately I am reasonably sure that there is no mod in the world that will be able to add 3D information to 2D effects. Maybe you could hack the shader to borrow 3D information from an object near it with 3D information but I imagine this would still look odd, like current billboards? I think even FD's devs would struggle with this.
The only solution would be to disable these baked in 2D effects and hope it doesn't affect the image too greatly.
This is something that 3DMigoto could defo do, it could also fix some borked shaders e.g. the shaders look spilt between eyes or only render in one eye, in both cases the 3D information is there so it should be fixable.