Another 'I'm using Oculus Rift and it's amazing' Thread

I think easy is an overstatement but you're right. Perhaps a quick recap on using the galaxy map in VR is overdue, so ...

o7

Thank you for the advice, I totally forgot about the grid and I will turn it on right now. I appreciate it!

EDIT: Oh, and luckily I had already binded my flightstick the way you suggest, so now I just need to grid it up and I'm all set. Thanks dude!
 
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I think easy is an overstatement but you're right. Perhaps a quick recap on using the galaxy map in VR is overdue, so ...

Firstly, you almost certainly need to abandon trying to use the mouse to operate the galaxy map in VR so sort out the bindings so you can control it with your HOTAS (you'll need movement in all three X, Y and Z axes, zoom and rotation all configured to bindings that you find natural to operate).

Next, as Gunner has said, make sure the grid is turned on. Also, when you open the galaxy map the first thing you'll need to do is pitch it down a bit so that you have more of an isometric (i.e. angled) view of the map rather than a flat (i.e. straight across) view (I wish FD would fix this so that the galaxy map starts out angled when you open it).

Once you've done that, you need to master the use of pan and zoom. Zoom out so your lateral (X and Y plane) movements are traversing the galaxy at a decent speed and you can easily pan to the rough vicinity of the system you're trying to focus in on. Then what you need to do is, as you start to zoom back in on the target system, try to get a feel for whether that system is above or below the plane of the grid. Don't zoom in too far until you've moved the grid plane down or up in the Y axis so the system is more or less on it. The more you zoom in, the more accurately you'll need to align that Y axis. Once it comes into view the thing you need to focus on is the blue dot which represents your target system on the grid and not the star itself (which will probably still be some way above or below the plane). If the star disappears as you zoom in further then zoom back out, adjust the Y plane height, and zoom back in again. It can also be useful to spin the map around occasionally to make sure your target is roughly centered in the X/Y plane. ANother way to do this is to temporarily tilt the map so you're looking directly down on the grid and make sure your target is in the center. Practice makes perfect. If you have a friend marker way off in the distance (e.g. if you're in the bubble and you have a green friend marker out in Colonia) then practice manipulating the map to focus in on their current system.

o7

These are some great tips. I struggled a lot with the galaxy map when I first switched to VR and like many others I thought it needed to get fixed. But after giving up on the idea of the mouse and getting my HOTAS setup properly I think it works great now. I find it just as easy to use as the non VR setup.
 
Excellent stuff! Commander Turner’s tips explain the map perfectly, I have ED on Xbox, the Oculus star map is much less tedious.
My ten your old daughter insisted I took my asp X out so she could look out the ‘greenhouse window’....it’s just the best isn’t it?
Here I am 1900 miles away from my rift, only had it two weeks.....wish my Sidey was outside, home in a jiffy.
 
Got myself a Rift + Touch as soon as Oculus put the price down to £399.99 and have got over 100 hours in ED all in VR, Loving it, Note to any newcomers to VR and ED, Purchase a VR cover so the facial interface doesn't get all grimy and nasty, You get 2 x in a pack so 1 can be in the washing machine while you use the other, Cheap , Efficient and they look rather nice.

The part I love is the presence and how big an actual cockpit feels, I never realised how big a Cobra MK3's cockpit actually is, Bloody huge :D
 
Which cover did you buy?

Sorry thought I linked it, Blonde moment :p

I got the red version but it's available in gray and blue as well, Machine washer friendly and keeps your Rift nice and clean :)

https://vrcover.com/product/oculus-rift-vr-cover-nosefree/?attribute_color=Red

Rift_B-1-of-10-800x600.jpg
 
Sorry thought I linked it, Blonde moment :p

I got the red version but it's available in gray and blue as well, Machine washer friendly and keeps your Rift nice and clean :)

https://vrcover.com/product/oculus-rift-vr-cover-nosefree/?attribute_color=Red

https://vrcover.com/wp-content/uploads/2017/05/Rift_B-1-of-10-800x600.jpg

Yes, me! I assume you mean bindings for the galaxy map?

When I first got the Oculus I did a a bit of a write-up of my impressions ..

https://forums.frontier.co.uk/showt...and-the-ugly?p=4591413&viewfull=1#post4591413

In the "Bad" section you'll find a reasonable description of my galaxy map bindings.

Thank you to you both.
 
I had some stutter tonight while doing some BH in the current Halloween CG sector. Far as I know there were no other Human Cmdrs in the same Res as me, but every now and again, when the NPC ships were piling into a Python or Anaconda, I ended up seeing a slight stutter. Also had some when docking, and there were a lot of hollow icons then!

This about what I can expect from a GTX 980?
 
I had some stutter tonight while doing some BH in the current Halloween CG sector. Far as I know there were no other Human Cmdrs in the same Res as me, but every now and again, when the NPC ships were piling into a Python or Anaconda, I ended up seeing a slight stutter. Also had some when docking, and there were a lot of hollow icons then!

This about what I can expect from a GTX 980?

yup ! I get that too with a GTX1080. But I don't believe it is the fault of the graphics card. I beleive it is more caused by cpu and network servers. Perhaps better code optimizations?....
 
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So the game is reaching it's peak on screen population with around ten ships in close proximity? that's not amazingly efficient. oh well, I can forgive this as VR is so cool in ED.
 
I'm running an an older i7 (4770k), 32 GB, 1080 ti and everything from an SSD and I rarely run into stuttering issues. I was at Obsidian Orbital in the Mia system a couple days ago logged in to mobius and the station was really busy, at least 20 ships flying around and no stuttering for me. Maybe you have your settings turned up to high.
 
I'm running an an older i7 (4770k), 32 GB, 1080 ti and everything from an SSD and I rarely run into stuttering issues. I was at Obsidian Orbital in the Mia system a couple days ago logged in to mobius and the station was really busy, at least 20 ships flying around and no stuttering for me. Maybe you have your settings turned up to high.

4770k is still a beast of a cpu, had mine running @ 4.5 for 4-5yrs with no probs and can easily cope with all the new stuff..
 
Using the tried and tested method of squinting through the nose gap, I was able to see that my cores were running at somewhere between 40 to 50% when the stuttering happened today.

Again, stutter free play until I entered a system with a high population of Human cmdrs. Once there, outside station, inside station, in the trade screen, or wherever, I see stuttering and a trail type of effect where the screen seems to lag behind, like an after image, as I move my head. Looking at the small on screen preview, there is no stutter or ghosting.

Seems to me that my computer is just fine, CPU and all, but the code of the game is not able to cope with too many players in one spot without overloading the display.

I also had the problem that when I approached the pad I was given at Patterson, there was already a ship on it.

ZlHkV8B.jpg


See above. So I had to cancel my docking request (after I had sneaked back outside) and then request again to get a new pad. While I was docking, I saw another ship above the same pad, trying to nudge the other ship out of the way. That really didn't seem to be going well.

After I came out of the game, E:D Market Connector reported the server as down! No idea what's going on there, but I feel it's not my computer that's causing this stuttering, but the success of a CG within reach of too many players.
 
Yeah the net and ai code in this game is just a pile of ××××.

Net code is well what it's always been, greatly improved recently but still far from great.
With just 2-3 commanders in my instance I can expect a 40% hit to fps.

And with AI it seems they behave as meeseeks with Alzheimer.
They are never meant to exist for long and if they do they completely crap out and end up stuck inside stations or lingering on pads etc etc. The longer a certain instance is kept around the more likely this is to occur and when it does fps suffer.

With busy places like in cg's an instance can be kept alive a very long time and the longer it goes the more broken the ai logic get.

So yeah.
Not really much wrong with our machines.
FD needs to put the work in. Problem is I suspect some of the problem areas are from key concepts.
 
thank you for the breakdown. very interesting.

Random question, when the other cmdr was trying to ram the ai ship off the pad, I wanted to tell him to leave the station, cancel the dock request, and the rerequest, but using the keyboard in VR is a non starter. is there a way to start a voice comm with someone in the local tab?
 
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