"VR on foot: 3D headlook / Virtual flat screen".
even better, just an undocumented option in the configuration xml. so it can look like an accident!
"VR on foot: 3D headlook / Virtual flat screen".
Well firstly wasn't it Benedetti who said on one stream that he never got the opportunity to try VR (yet)? I wouldn't give much credibility to a FDev Community Manager wrt new developments etc. I think they're kept in the dark to be honest, as their policy is "be tightlipped" and only "announce" ready made corporate PR.
I think they a) don't want to design for motion controllers - too much work, b) have huge performance problems, c) Braben's stance on VR went from enthusiastic at Kickstarter to "divisive family experience" a few years ago, so... If the CEO doesn't like it, don't expect miracles and millions of pounds in development costs.
The original VR was added to Elite in Alpha by one guy in one day, the VR headlook in the cockpit. I'd live with that same level of integration for the on foot, I don't need a full on built for VR Elite:Alyx type game.
if you heat up your ship and then tilt your head you'll see the smoke tilting along with it. this means that the smoke isn't even there, it is a rendering artifact tied not to the 3d world but to your view. your 2d view, which in a 2d monitor is not allowed to tilt.
I don't, and never have professed to be a master of any particular programming language, but I have worked with systems all my life, and have had overall engineering responsibility for multiple oil rigs, comprising numerous mechanical and electrical systems, often with computer control systems. I've had a hand in the modification of the control system for what was at the time of its construction the most biggest and most complex hydraulic system in the world. So while I have zero years games development experience, I've got a very good multidiscipline engineering mindset, and have been project management on projects of which only part of the scope was the software engineering, ergo this armchair dev is pretty confident that his industrial experience has given him a transferrable skillset that entitles him to make some reasonably well educated guestimates on this topic.
Others have - and it seems opinions are divided on whether, or not, they'd be a good addition to the game in terms of what they would offer to VR players in FPS mode (should an on-foot VR experience ever be offered).I've never mentioned hand controllers
It's not just smoke, and it doesn't just "break" in VR, on a flatscreen, headlook sometimes shows a couple of gotchas like the smoke, IIRC the sprite based rendering fo the elements in hyperspace transits also show up as 2D when you look out of the side of the cockpit using headtrack or mouselook. But, these were things developed 7 years ago, 3 generations of GPU's ago, I can understand them taking certain shrotcuts for performance issues back then, but nowadays gaming PC's have so much grunt available it seems nonsensical to expose yourself to getting caught for such shortcuts. Espescially as those sprites look to have been flattened renders of a volumetric smoke, as do most of the other gotcha's I've detected. I'd also like to point out that there is a lot of equisite details in the game that cannot be seen without VR, like the iridescent opalescent nature of the chitin on the surface protrusions on the outsides of the thargoid structures, this simply doesn't show up as clearly on even a 4k monitor at ultra ++ settings maxxed out with Dr.Kaii's app as it does on VR high on a gen 1 oculus rift.if you heat up your ship and then tilt your head you'll see the smoke tilting along with it. this means that the smoke isn't even there, it is a rendering artifact tied not to the 3d world but to your view. your 2d view, which in a 2d monitor is not allowed to tilt.
if you simply reproduce that in stereo the effect becomes apparent. maybe you don't even notice it because you can't move from your single point of view and tilting your head is an uncommon move. it is fake, but it does the job.
now, these assumptions don't necessarily hold true if you can freely move your point of view and are throwing objects around. then all kinds of screw ups of reality are possible ... and that's even assuming that all major elements of the world are actually rendered 3d objects where computing stereoscopy is possible, and not some kind of shader trick intended solely for 2d projection.
i'm still in favor of having the option of just raw rendering of whatever it is in vr and letting the user decide, though.
I was just responding to your aspersion that I was yet another armchair dev, by stamping out some credentials as I wanted to put some distance between me and the stereotypical armchair dev, that being someone who has read three issues of pc gamer, and thinks they know more than even the best, most experienced, and legendary developers. I freely admit I'm not a games developer, but I have had software engineering project and systems management experience, and we have all seen the video clip where David Braben explains how the VR integration I'm asking for on foot was originally added to the game by one guy in one day...You profess to have a good understanding of processes which scream "don't oversimplify and don't make assumptions about other peoples projects" (and I`m sure you do) and then you go ahead and just do it anyway.
..and we have all seen the video clip where David Braben explains how the VR integration I'm asking for on foot was originally added to the game by one guy in one day...
I love how that comment - itself almost certainly completely untrue - is used to justify ANY vr related development demands.How hard can it be!!!!
I honestly thought we were way beyond the bargaining phase of the five stages.
I’ve accepted there will be disengaged trolling. Will that do?![]()
I still mind you going off on one at me months before they announced there would be no VR Odyssey when I dared to suggest that would be the case.
View attachment 208692
Pretty much what the title says, no VR in Odyssey was never acceptable, so we kicked up a stink, and Frontier met us half way with "VR in cockpit as it is just now but switching to a virtual flatscreen rendered in the headset when on foot". This decision strikes me as the company being wary about adding VR with 3d headlook on foot as it can be a nausea trigger, and I can understand them not wanting to get a rep for having a big paid DLC as being a barf-fest.
However, I cannot help but think that as the VR 3D headlook code already exists in game, and could theoretically be copied from cockpit into on foot sections of the games code, that the upcoming alpha would be a good time to test just how bad it would be? Worst case scenario is some people find it nauseating and they can switch to the virtual flatscreen as a comfort option, best case is it's not as bad a nausea trigger as they fear it might be and is warmly received by the community. It's essentially a "you'll never know unless you go" situation, and the findings will be the embodiment of "your mileage may vary" but I'd dearly love it if Frontier gave us a chance to "put on our big boy pants" and test the mettle of our VR legs, and give us the ability to select as an option in graphics settings "VR on foot: 3D headlook / Virtual flat screen".
I'd like to reiterate that this change isn't a 6-month undertaking, not even 6 days as far as I can tell given the mythos of greg, one man one day and we had VR, so it would not necessarily delay the game for the wider playerbase.
Am I the only one who would welcome this?
Putting "balancing issue" in any sentence pertaining to FDev always puts a wide smile on my face. So unless you're talking about balancing a pint of ale in a crowded bar, I think we can put that argument to rest. Alongside my other favourite one "2,8% of VR players will have unfair advantage because they will physically crouch/poke head in walls/reset view/whatever, pay 2 win!!!"balancing issue
A hard-bean-counting company like FDev will never invest in something Sony itself as much as "abandoned".If it's such a trivial matter, then I'd like to stipulate they also bring VR to the PS5 at the same time.
That one always surprises me.Alongside my other favourite one "2,8% of VR players will have unfair advantage because they will physically crouch/poke head in walls/reset view/whatever, pay 2 win!!!"
Who cares if it's trivial or not. FD have had a popular VR game for the last 7 years. They did VR day 0. If anyone can do something in VR then a large company who have been doing it for that long at such high quality is going to be it.If it's such a trivial matter, then I'd like to stipulate they also bring VR to the PS5 at the same time.
I would dearly love for them to add VR support for the playstation, but that is a bigger undertaking than extending the existing VR functionality in Odyssey. What I'm lobbying for is for them to replicate the existing cockpit VR head look in the on foot sections of the game, whereas PSVR will be a whole different set of API's, so it would literally be adding VR from scratch to that platform of the game.If it's such a trivial matter, then I'd like to stipulate they also bring VR to the PS5 at the same time.
You forgot the fourth option, they forget we are geeky gamers not actual action heroes, meaning we are unlikely to adapt to the increased exertion of actually swinging arms around rather than twiddling the thumbsticks or merely moving mice across our desks for an entire play session.That one always surprises me.
Either:
I can't even be bothered to talk about the advantage of screen and K&M for combat but I thought the Half Life Alyx commentaries did a good job there
- they're trolling or
- think people can shoot as accurately irl as people do in shooters / superhero movies so people must be able to do it in VR or
- forget one of the main roles of grenades in shooters is to flush out prone people behind cover
But yes, there is absolutely a mathematical probability that you can fire blind behind a crate and it hit someone. There's probably even a tictok showing someone doing it somewhere irl too. You can also walk through walls if you have a big enough play space.
I've been a software engineer for a very long time. And I am so, so SO sick of presumptions by the unwashed masses of what is and is not easy to do in software. I propose that, henceforth, anyone who expresses their belief that Feature X should be quick and easy to implement should have to post an accompanying screenshot of their diploma in Computer Science and a working snippet of pseudo-code to serve as proof-of-concept.