My bad English... I didn't understand if we have to open a thread for questions or he will open oneI've clipped the relevant point from the stream:
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as of now, there isn't any thread posted by staff about VR feedback or I missed it.
My bad English... I didn't understand if we have to open a thread for questions or he will open oneI've clipped the relevant point from the stream:
![]()
as of now, there isn't any thread posted by staff about VR feedback or I missed it.
I understood one of the CMs will do it, but I'm not native.My bad English... I didn't understand if we have to open a thread for questions or he will open one
My main question is if on-foot VR is implemented will it include motion controller support?Maybe we use time till Bruce post thread to discuss our questions and make good ones?
- Will you investigate interim VR Leg solutions, such as the ones in this popular Suggestion thread? (Currently the 2nd most upvoted on record)
- Can you provide us with a roadmap or other form of commitment for future VR Legs support? (And is it likely to include motion controller support?)
There was a request for cockpit cats back in the day, and people put [MEOW] in front of their names. I mentioned the lack of love for ferrets, and ferrets kind of make a "dook" sound, so I'm just representingWhat does the [DOOK] tag mean?
I’m just marshalling my thoughts here in prep for the VR thread:
*these options to be well in the future, although my hoped-for eventual outcome.
- Fixing specific bugs - “maintain vehicle horizon” (important for comfort), broken DSS, black screen in CZ
- Allow virtual flatscreen version of the FSS so we can have orbit lines & zoom transitions
- Possible tiers of VR implementation:
- Virtual flatscreen with headlook enabled (flat “headgun” mode)
- SubnauticaVR-style (VR “headgun” mode) (my preferred baseline)
- Floating-hands motion control (as per Half Life: Alyx and many others)*
- Full body & inverse-kinematic arms (like the Skyrim VRIK mod)*
- give examples of first-person VR games with regards to comfort, locomotion, gameplay, including how not to do some things (eg. SubnauticaVR needs a mod to sort various problems out)
- Wax lyrical about the on-foot vanity cam
It gives a taste of what VREDO could be!
Personally, I want fully implemented standing motion controller support - but I also want to have some form of feet-VR beyond the virtual flatscreen sometime in the near-ish future. Given the choice between a dollop of jam tomorrow or a full jar next year, I’ll be there with my slice of bread in the morningI disagree. Again, giving Fdev an out for not fully implementing seated motion controller support is asinine. Don't even mention words like "far in the future". I'll be very vocal on the eventual thread about this.
As long as you keep it civil, you probably will be read by CMs. @Arthur Tolmie made it very clear that he won't tolerate attacks etc. on the staff. Just waiting for the thread to go up, or, acknowledging presence here.I'll be very vocal on the eventual thread about this.
VR Jay le Chardon" said:
- Is the current VR implementation as ahem, "good", as it's going to get? Or are Frontier willing to improve VR in Odyssey, particularly the on foot aspects?
- Given the current issues needing addressed, and the upcoming port to console, it's entirely understandable that there will most likely be nothing to deliver any time soon, but that doesn't prohibit announcing what is planned for VR later on...
- Currently "VR Legs" are at VR level 1 - virtual flat screen rendered in the headset, but lacking head tracking, or adjustment of distance, or head tracking... Are those features / enhancement for the virtual flat screen in the pipeline?
- Given the community's apparent willingness to accept a "compromised on-foot VR experience", and aren't immediately expecting VR legs to be as polished as a dedicated VR title such as HL:Alyx, will Frontier let us get "Level 2" experience featuring VR head look with movement controlled by normal controls such as WASD / Gamepad on foot? This would be a vast improvement on the virtual flat screen we currently have, while being significantly less onerous to implement than "space hands" with motion controllers.
- If this is something that Frontier as a company is willing to do, can they put a ballpark timeline on it's delivery? IE: 3 months? 6 months? 9 months? A year? Two years?
- Although there would be significant work required to to "space hands" with motion controllers, is this something the company would like to do in the future?
- Assuming the "space hands" feature initially be planned as a "Level 3" seated with hand controllers experience, can they put a ballpark timeline on it's delivery? IE: 6 months? 9 months? A year? Two years? Three years?
- Assuming there are plans for "space hands", and building on the previous question about "hands" starting as a "Level 3" seated experience with hand controllers, would this later be developed into a "Level 4" room-scale VR experience?
- If this is something that Frontier as a company is willing to do, can they put a ballpark timeline on it's delivery? IE: A year? Two years? Three years? Four years? Five years?
Then fixing performance so VR is good framerates. Then what starlight said came from JLC (prison ship?)Fixing specific bugs - “maintain vehicle horizon” (important for comfort), broken DSS, black screen in CZ