Can I get the Odyssey VR screen "closer" in my Rift?

Basically the simulated screen is set back giving a grey frame around the view.

Is there a way to eliminate this i.e. to make the screen closer/bigger?
 
No there isn't without Frontier putting time into VR development, which hasn't happened so far, just minor bug fixes.

This is why I don't engage with Odyssey or anything else ED related whilst there aren't improvements to benefit VR players- who wants to play on-foot with a screen that's rendered too far away and the border grey? I'd imagine nobody at Frontier had a VR headset to check how poor it looks in the QA department.
 
Basically the simulated screen is set back giving a grey frame around the view.

Is there a way to eliminate this i.e. to make the screen closer/bigger?
I’ve not been able to do so using physical repositioning - the screen remains a fixed distance from my point-of-view even if I walk towards it in my Quest 2*.

I’ve not seen anyone who has found override settings in the configuration file either, so it looks like we’re stuck with it for the time being. Hopefully it’s something that will be looked at after the performance issues are solved, along with other VR problems. If I could change the void surround to black, move the screen a bit closer, and curve it a bit like other in-game screens, then I’d be much happier with it.

*my VR play space is roughly 5m x 5m and the Odyssey virtual flatscreen appears to be surprisingly large and positioned just beyond the Guardian neon grid thing, about 4m from where I’m sat.
 
I thought as much but it was worth asking just in case.

This seems a bit daft as it looks like it'd be a pretty easy thing to implement (I have no idea about programming tho!).
 
it looks like it'd be a pretty easy thing to implement (I have no idea about programming tho!)
I do not see where the complexity is in implementing this
FTFY.
Sometimes the complexity isn't obvious. It might be as simple, e.g. The Odyssey performance was so bad that they couldn't run two rendering pipelines (one for each eye). Who knows?
Sorry, Who knows apart from the people making the decisions. (FTFMyself)
 
I'll be the somewhat contrary guy here, I think, and argue that if they were to make the virtual screen fill more of your FOV - either by making it larger, or by moving it closer; They should also make the game render the intended-for-screen view, which is mapped to the virtual screen, at a correspondingly larger FOV, which would add some complications with the placement of the HUD which in current configuration appears far out at the edges, and would follow them farther out.

I could be wrong, but it looks much to me like somebody has commendably taken care to place and size the screen in such a way, that the portion it takes up of your field of view matches that of the shown 2D view.

This means the projection you get of the view is fairly good in terms of geometrical verity. -Since the observer and viewscreen relationship in the virtual screen space aligns pretty well with their corresponding parties for the monoscopic game camera, things look about the size they should, much like had it been an actual VR view. It's slightly less like looking at a cinema screen, and more like looking out at the virtual world through a window, with one eye closed. :7
You may have noticed that when you toggle between regular game camera, and vanity cameras, nothing in your environment does much of growing, or shrinking, or stretching; It can be all too easy to not think to appreciate this, when it's one's starting condition... :7

If you were to only move the screen closer, or increase its size, with the view it currently displays unchanged, you would lose this geometrical verity, in effect "zooming in" on a flat picture on the wall; I can tell you right now that is not something I for one would want.

Similarly, a curved view screen would distort the view, from a "lifelike" projection.

(Come to think of it, one could try and see whether the virtual screen setup is truly fixed, or whether maybe it scales with changing "<HumanoidFOV>" in Options/Graphics/Settings.xml (assuming that value is not being locked to a hardcoded one, when using the virtual screen).
 
[Sarcasm]
It’s quite simple. Just sit back, literally, and think about it. If it won’t come toward me, then I will go toward it.

Move your chair way back, recenter your VR goggle, and then move the chair forward. Might take a few tries to get the distance right, and best turn off your Guardian boundary, or whatever your goggle’s equivalent is.

Or, if you have an Oculus Q2, you could just switch to desktop, grab that little monitor screen from ED and pin it. Now, you can resize it and place it at any distance to your eyes as you like.


[/Sarcasm]

Please don’t take the “solutions” seriously. It’s pure sarcasm, and tagged so accordingly.
 
[Sarcasm]
It’s quite simple. Just sit back, literally, and think about it. If it won’t come toward me, then I will go toward it.

Move your chair way back, recenter your VR goggle, and then move the chair forward. Might take a few tries to get the distance right, and best turn off your Guardian boundary, or whatever your goggle’s equivalent is.

Or, if you have an Oculus Q2, you could just switch to desktop, grab that little monitor screen from ED and pin it. Now, you can resize it and place it at any distance to your eyes as you like.


[/Sarcasm]

Please don’t take the “solutions” seriously. It’s pure sarcasm, and tagged so accordingly.

I'm gonna try them anyway...
 
A more “serious“ solution is to switch to 2D full screen. Then, go to Oculus Desktop. You now can have full scaled down 4K resolution (it’s like garage super sampling with Oculus hardware scaling!), and now you can resize and scale freely with better resolution.

But…… there is always a but. Switching between 2D and VR w/o restarting ED is buggy, at least with Oculus. Do it a few times, and you will get freezing in VR, like 0.1 FPS situation. And have to kill the ED process to get out.

Moreover, if you are going to the gfx option and switch to 2D…. Might as well just really switch to 2D and take advantage of your large physical monitor. Now, if you have a crappy small 2D monitor, it might not be a bad way to get a large 2D virtual monitor. Better than nothing, right?
 
Moreover, if you are going to the gfx option and switch to 2D…. Might as well just really switch to 2D and take advantage of your large physical monitor. Now, if you have a crappy small 2D monitor, it might not be a bad way to get a large 2D virtual monitor. Better than nothing, right?

I think this really. I'm sitting in front of a 45" LCD whilst all this is going in, I guess my ED "thing" is that I like to "watch" old fav' Sc-Fi while I'm doing the VR stuff but sacrifices I suppose!

I can use Dr Kai to facilitate switching.
 
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