Additional/Different Game Features for VR

Hi folks
after starting to play ED with HMD I came across some game design issues that are specific to playing this game in VR-Mode. Then I just saw this new thread, that goes into same direction:

I'd like to start a thread just to list those things that we think should/could be made different for the VR version of this game because in VR things work "slightly" different. This is all about the user interface and how the game is played, no tech optimization discussion...

The current list
  • 2nd optional clock in the info section or wrist with OS time / because looking at RL watch doesn't work with HMD on
  • disable any random hand or body movement for pilot / because it's weird and unexpected
  • animated feet for rudder control when using pedal controllers / because while landing it's odd to see a dead body
  • animated body movement following HMD positions / because limbs will look way better that way in VR
  • corrected throttle animation for use case of full scale axis with reverse button setting / because it's weird when animation is not correct
  • add options for different 3d controller models matching most popular RL ones, add finger animations accordingly / it would help a lot when trying to get used to new HOTAs
  • make all virtual panels screens arranged curved (warehouse, galaxy map info panel) / because a big flat virtual screen is hard to read and intuitively leaning over doesn't work
  • place HUD of rovers inside cockpit / because in VR it can collide with terrain and cause clipping errors
  • have some hotkeys available for quick switch of graphic settings hi<->low / especially in VR one would like to be able to push fps when needed (Oculus ASW does the trick, is not available to all)
  • ...
  • have dog fight related information and aiming in a HUD display bound to HMD / it would ease dog fights for HMD users, but also potentially too much unbalancing for PvP
  • ...
  • (add leap motion for VR HMD support - orion style -for hand animations and virtual panel controls / surely not an easy thing but it would be a perfect match)

Fixed/Workaround
  • have a button control to activate screens where HMD looks at, otherwise keep view clear = since v1.4 cockpit screen popup can be disabled and button controlled
  • let us move the main menu background to a view with a simple dark background instead of that rover / because it's a pain to edit options with hard to read text on bright backdrop = since v1.7/v2.2 the menue uses blurred black background for text

Anything missing or do you have hints about things fixed or workarounds? I'll add them to the list and keep it updated ...
 
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The pilot animations didn't bother me before and they don't bother me in VR. However, it would be cool to have the body follow head tracking when you lean, and eventually follow your arms too when you are walking around with hand controllers. These things are pretty low priority for me. I wonder if third party vendors could make addons, but I doubt there would be many takers for custom controller graphics, and I'm sure FD has no interest in that.

My number 1 complaint with VR is the HUD in the buggy being projected way out in front and intersecting with the ground on hilly terrain. If I'm looking at the HUD when this happens, I'll go a little cross-eyed and maybe start to feel a little sick. Just bring the HUD inside the buggy or just outside the canopy. Thank you very much.
 
...My number 1 complaint with VR is the HUD in the buggy being projected way out in front and intersecting with the ground on hilly terrain....
Oh wow didn't come across that yet. Thanks for the warning :)
Added to the list.
 
I got one:

I want a vr combat HUD which follows head tracking. I want a speed/blue zone indicator, a small pips symbol/capacitor graphic and weapon groups.
 
I'd suggest the "forward pip" in the HUD typically used when flying with a mouse (I figure), needs to be set far in front of the ship, so when focusing outside the cockpit, you don't get the double image due to parallax. Current fighter planes have the target pip (and whole HUD) set to infinity focus for this reason.
 
I'd suggest the "forward pip" in the HUD typically used when flying with a mouse (I figure), needs to be set far in front of the ship, so when focusing outside the cockpit, you don't get the double image due to parallax. Current fighter planes have the target pip (and whole HUD) set to infinity focus for this reason.

First thing I disabled when I got a stick was that.
 
I got one:

I want a vr combat HUD which follows head tracking. I want a speed/blue zone indicator, a small pips symbol/capacitor graphic and weapon groups.

Yes, I've often had a similar thoughts, but if I had to pick one, it would be the speed/blue zone indicator.
 
Heh, Eve:Valkyrie has most of these implemented. Head-tracked weapons, HMD position pulls the body rig around (hands stay on controls)

I'd love to see some more animation polish in ED too.

Agree it won't be a priority for FD... to me its pretty obvious either their animator is tied up with work towards walking in ships, or not bothered/enthusiastic enough to 'fix that pilot rig' as an after-work project. Dunno, maybe its a 9-5 job for them, who knows?
 
... a vr combat HUD which follows head tracking. I want a speed/blue zone indicator, a small pips symbol/capacitor graphic and weapon groups.
so basically what i understand is you'd prefer a HUD of dogfight relevant information and aiming that is bound to the viewpoint, like it would be as displayed in a helmet visor.
That would be really cool - on the other side the game balance vs. players without HMDs would suffer badly. I put it on the list with a remark.

... to me its pretty obvious either their animator is tied up with work towards walking in ships, or not bothered/enthusiastic enough to 'fix that pilot rig'...
I'd rather guess dev chief in command pushes priorities to work where all/most of the community sees improvements and new features.
Sometimes I wonder how much of their budget is going into VR related development. For now I'd think it was game engine programmers only but no art designers or animators involved.
About exploring ship interiors: for me that is a waste of time, it looks like tryin to get some parts of StarCitizen in a me too project. But for VR - please not - the cockpit centric gameplay is just perfect, better have not to wander around, that would really kill immersion.
At some point you have to decide for a perfect immersion of cockpit based VR sim or more adventure game type elements. I'd choose perfect sim as first priority before any other game option...
 
I would like the following things (some of which may have already been suggested):

. Hotkey(s) that allow us to change the graphics settings to preset configurations without messing about in graphics settings. I'm sure VR users wouldn't be the only ones to benefit, but one way or another I'd love to be able to change settings when I'm landing and playing in my SRV.

. Turn off finger/ hand movement that doesn't match real input (like the wrist/finger flexing).

. animated feet or wrist rudder control depending on which option is selected (It would be even more odd as an X52 user if my feet started moving when my wrist doesn't).

. Remove all throttle input animation that doesn't come from the player (would stop the throttle down, throttle up animation when going to hyperspace).

. Find a solution for the HUD Reticle being projected in an impossible way that often puts it behind 3D objects. It's horribly confusing and unnatural to interpret. If it was displayed just in front or just behind any other UI objects I think it would be OK, but on ships I've seen the HUD projected past the ship even though you are looking straight through it and on the SRV it is more often projected beyond terrain than not.

' Change the way the pop up menus work. They drive me nuts! I like the idea that I look where they are and they pop up but 90% of the time they are popping up when I don't want them to. I can hold down the pinky trigger on the X52 and stop them popping up but I can't work out anyway to make them do almost the opposite, which is what I'd really like: Single button 'Pop up menus on/off' look around to where menu should be 'turn on' see menu interact then 'Pop up menus on/off' by clicking it or looking away.

. Move galaxy map and system map to virtual screen like the Star port UI.
 
I would like the following things...
. Hotkey(s) that allow us to change the graphics settings to preset configurations ..
...
' Change the way the pop up menus work. ... I can't work out anyway to make them do almost the opposite, which is what I'd really like: Single button 'Pop up menus on/off' look around ...
That bugged me too, good ideas...
 
. Find a solution for the HUD Reticle being projected in an impossible way that often puts it behind 3D objects. It's horribly confusing and unnatural to interpret. If it was displayed just in front or just behind any other UI objects I think it would be OK, but on ships I've seen the HUD projected past the ship even though you are looking straight through it and on the SRV it is more often projected beyond terrain than not.

I have to say I've never actually seen this. My SRV stays pretty much inside the cockpit as I see it. I've never noticed it clipping with terrain. Only artifact I've noticed is the strange effect of ASW warping and crinkling the orange HUD lines, usually as you turn.

' Change the way the pop up menus work. They drive me nuts! I like the idea that I look where they are and they pop up but 90% of the time they are popping up when I don't want them to. I can hold down the pinky trigger on the X52 and stop them popping up but I can't work out anyway to make them do almost the opposite, which is what I'd really like: Single button 'Pop up menus on/off' look around to where menu should be 'turn on' see menu interact then 'Pop up menus on/off' by clicking it or looking away.

I turn the auto popup feature off, and use a hat for the left and right panels. My Warthog thumbhat navigates through the panel guis and fire selects whatever I have highlighted.
Easy.
No popups when you don't want them, easy navigation. And they stay up if you want them to. One hat click to turn the panel on, one click to turn it off.
 
I would like the following things (some of which may have already been suggested):

. Hotkey(s) that allow us to change the graphics settings to preset configurations without messing about in graphics settings. I'm sure VR users wouldn't be the only ones to benefit, but one way or another I'd love to be able to change settings when I'm landing and playing in my SRV.

. Turn off finger/ hand movement that doesn't match real input (like the wrist/finger flexing).

. animated feet or wrist rudder control depending on which option is selected (It would be even more odd as an X52 user if my feet started moving when my wrist doesn't).

. Remove all throttle input animation that doesn't come from the player (would stop the throttle down, throttle up animation when going to hyperspace).

. Find a solution for the HUD Reticle being projected in an impossible way that often puts it behind 3D objects. It's horribly confusing and unnatural to interpret. If it was displayed just in front or just behind any other UI objects I think it would be OK, but on ships I've seen the HUD projected past the ship even though you are looking straight through it and on the SRV it is more often projected beyond terrain than not.

' Change the way the pop up menus work. They drive me nuts! I like the idea that I look where they are and they pop up but 90% of the time they are popping up when I don't want them to. I can hold down the pinky trigger on the X52 and stop them popping up but I can't work out anyway to make them do almost the opposite, which is what I'd really like: Single button 'Pop up menus on/off' look around to where menu should be 'turn on' see menu interact then 'Pop up menus on/off' by clicking it or looking away.

. Move galaxy map and system map to virtual screen like the Star port UI.

In control settings since 1.4 there has been the option to "Do nothing" for all panels.
So the panels only pop on button press and never on look.
 
..
I turn the auto popup feature off, and use a hat for the left and right panels. ..
No popups when you don't want them, easy navigation. And they stay up if you want them to. One hat click to turn the panel on, one click to turn it off.
In control settings since 1.4 there has been the option to "Do nothing" for all panels.... panels only pop on button press and never on look.
Uh, didn't realize there is an option for that. Completely independent of head movement isn't exactly what Gortron was lookin for, but i'd say thing the case is closed.

Personally i must admit i'm still not settled with the way i have my HOTAS configured, still not used to all the buttons and triggers that are there. It took me ages to type with 10 fingers fluently, HOTAS with all 10 fingers active is somewhat same learning curve.
When i add pedals some day at least those won't come with toe switches :D
 
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Thanks for the suggestions about the pop up menus guys. You were quite right, all I needed to do was set them to 'Do nothing' and use the pre-mapped controls I was using before I got VR, which is Pinky trigger + Hat switch left right or down.

I feel proper daft now. Mind you, not as daft as I felt yesterday when I discovered (by accident) that I'd somehow missed that the Rift can be adjusted to the angle of your face.... so much more comfortable and don't need keep adjusting it every few mins because its moved and gone out of focus [wacko]
 
how about modify galaxy map to be more friendly for VR and hotas (my nr 1 issue) and add vr scale slider ( my nr 2 on the list )
 
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how about modify galaxy map to be more friendly for VR and hotas (my nr 1 issue) and add vr scale slider ( my nr 2 on the list )
DrKaii has made a video about how to use galaxy map in VR, jut go here first entry... besides the odd placement of the info panel i would think it's a configuration issue that can be dealt with.

About the VR scale slider i wonder is it you think the body looks too big or small or the rendered view doesn't match the width the HMD screens provide, e.g. degrees of field of view?
I would assume this is a Vive specific problem as discussed/solved here? I'd expect the HMD-manufacturers to come up with correct and working setup routines, it might not be the right place to fix things in a game itself ... What do you guys think?
 
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