2.3 Camera Suite in VR not so VR friendly
Hi fellow VR users, I have posted the following bug report in the 2.3 bug report forums and I thought it would be interesting to you so I am posting it here also.
The way VR works, we need to have the horizon be our own horizon, the headset have sensors determining where "down" is, kind of like a spirit level and if the in-game cameras choses something else as down we can not look around without feeling weird and that something is wrong with the world.
Therefor in VR. The entire camera suite have to place the cameras level, straight on axis and NOT pitch them slightly down or up towards the subject. We will just pitch our heads slightly down or up to get the right view instead.
We are in space so where is down? Our frame of reference is our ship so all cameras need to be level with the floor of the ship.
The Holo-me also has a slightly pitched up camera. That is not good at all for VR. We will automatically look where we need to because in VR - we are the camera! But now, as soon as we move or look around in a non-level camera situation, the VR experience falls apart.
Since this might not be considered a bug, but a overlooked design decision, I will file this both as a bug and as feedback, and also in the VR subforum for discussion. Mods feel free to delete those copies if that is not allowed. But I feel this is important for us VR players and to maintain Elite's status as the top VR experience.
If I remember correctly, outfitting used to suffer from tilted cameras in VR but that was fixed so now there are different cameras in 2D compared to VR. The same needs to be done for Holo-Me and the Camera Suite.
Here is the link to the bug report:
https://forums.frontier.co.uk/showthread.php/334699-Virtual-Reality-Camera-considerations
Hi fellow VR users, I have posted the following bug report in the 2.3 bug report forums and I thought it would be interesting to you so I am posting it here also.
The way VR works, we need to have the horizon be our own horizon, the headset have sensors determining where "down" is, kind of like a spirit level and if the in-game cameras choses something else as down we can not look around without feeling weird and that something is wrong with the world.
Therefor in VR. The entire camera suite have to place the cameras level, straight on axis and NOT pitch them slightly down or up towards the subject. We will just pitch our heads slightly down or up to get the right view instead.
We are in space so where is down? Our frame of reference is our ship so all cameras need to be level with the floor of the ship.
The Holo-me also has a slightly pitched up camera. That is not good at all for VR. We will automatically look where we need to because in VR - we are the camera! But now, as soon as we move or look around in a non-level camera situation, the VR experience falls apart.
Since this might not be considered a bug, but a overlooked design decision, I will file this both as a bug and as feedback, and also in the VR subforum for discussion. Mods feel free to delete those copies if that is not allowed. But I feel this is important for us VR players and to maintain Elite's status as the top VR experience.
If I remember correctly, outfitting used to suffer from tilted cameras in VR but that was fixed so now there are different cameras in 2D compared to VR. The same needs to be done for Holo-Me and the Camera Suite.
Here is the link to the bug report:
https://forums.frontier.co.uk/showthread.php/334699-Virtual-Reality-Camera-considerations
Last edited: