Devs... It's time for a Rift update (please)

SlackR

Banned
One thing that 1.3 seems certain to bring with it is more text. With this is in mind I hope Frontier are able to optimise the bejezus out of the game before 1.3 rolls out. Being able to supersample really enables text to be read easier and the new SDK may also assist in this regard.

We may not be many but us rifters are due some love ;)
 
See, I said that, but everyone wall all "mer mer mer it's just fine use SweetFX l2see n00b I LIEK KITTENS". Only laziness prevents me from checking to see if you were one of them :)

The easiest win would be to curve all panel UIs around the player in VR- an approach which works brilliantly in other games, and SteamVR. You can then use the same panel, just have it as a larger object in the gameworld, and voila! Suddenly your text is readable, and painlessly due to the fluid 1:1 head tracking.
 

SlackR

Banned
See, I said that, but everyone wall all "mer mer mer it's just fine use SweetFX l2see n00b I LIEK KITTENS". Only laziness prevents me from checking to see if you were one of them :)

The easiest win would be to curve all panel UIs around the player in VR- an approach which works brilliantly in other games, and SteamVR. You can then use the same panel, just have it as a larger object in the gameworld, and voila! Suddenly your text is readable, and painlessly due to the fluid 1:1 head tracking.

Is that lick or like kittens? In either case ive never publicly acknowledged either ... :p
I actually find reading text pretty ok but thats only because im running massive SS and every other trick out there on two 980s

I am still hoping for more wiggle room with this new SDK tho.
 
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+1 to that, sadly one of the first comments to today's dev update was a question for Mr Brooks on oculus integration, sadly no answer :s
Devs give us something here please..... (sdk 6, layer for UI, time warp and advanced functions, curved UI)
Edit: just realize that the first comment was from you SlackR ^^
 
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See, I said that, but everyone wall all "mer mer mer it's just fine use SweetFX l2see n00b I LIEK KITTENS". Only laziness prevents me from checking to see if you were one of them :)

I don't use SweetFX because I looked at the comparison shots at the start of the main thread on it and wondered why anyone wanted those overblown visuals - must all be iphone users I surmised. ;)

As per OP, I'd like to see some Rift lovin' but fully understand if it's a lower priority at the moment (i.e. just keeping it working, rather than improving it), particularly with the announcement of the commercial unit (and Vive) in the nearish future.
 
I'm still hopeful because I don't think Mr Brooke's is directly involved in rift stuff

Maybe not directly involved, but a man with his position within the company should certainly be able to respond to the simple question you ask SlackR

Even if they said we are certainly looking to implement x & y nearer the launch of the retail units we'd probably be satisfied, but as always VR questions go unanswered
 
ill bump this as well, its about bloody time.
even 5 minor tweaks would go a long way towards immersion and community happiness/support

1. more increments for in game Super Sample (1.2, 1.5, 1.7, 2.0, 2.2, 2.5)
2. a few extra fps (since last update, res tanked me with DSR 2.0...had to downgrade to 1.78 woe is me)
3. ?
4. ?
5. ?
 
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SlackR

Banned
I think even if we don't get some direct loving, we may well still benefit from the supposed stutter reductions in 1.3 and general optimisations. Still I think the new SDK would be a great addition :)
 
I don't use SweetFX because I looked at the comparison shots at the start of the main thread on it and wondered why anyone wanted those overblown visuals - must all be iphone users I surmised. ;).

Don't use the sample "over-blown" settings. I dont like that bizzare over contrasted cartoony look either... so I spent a ton of time dialing in every setting to make the game look much better, but also clean, normal, correct colors, etc.
 
Just chipping in to request a little rift loving also.

i haven't played for about a month due to work and travelling. Now I'm holding out a few days for powerplay before diving in again. Will be happy for it to be working as it was when I last played. Would be ecstatic if there's been any tweaking for VR.
 
Just chipping in to request a little rift loving also.

i haven't played for about a month due to work and travelling. Now I'm holding out a few days for powerplay before diving in again. Will be happy for it to be working as it was when I last played. Would be ecstatic if there's been any tweaking for VR.
I don't think we will see any tweaking for VR until we get closer to the valve release date. And personally, I don't have problems reading the text in game at all really. BUT... some of the screenshots of powerplay LOOKS like there is SMALLER text being used on some of those screens than what we see now... i'm a LITTLE worried. We will see.
 
I don't think we will see any tweaking for VR until we get closer to the valve release date. And personally, I don't have problems reading the text in game at all really. BUT... some of the screenshots of powerplay LOOKS like there is SMALLER text being used on some of those screens than what we see now... i'm a LITTLE worried. We will see.

I do hope they do tweaking, but i hope Oculus gets them an early CV1 to do the tweaking for. It would be nice to have CV1 working on day 1. Probably not going to happen... it would just be nice. However, i really do wish there was an option to control individual colors. That way we can make text green, a bit easier to see than normal. More than that though, there are players out there with different types of color blindness who might have a hard time differentiating say... greens and reds. So having the option to pick your own colors for neutral ships, enemy ships, text color, overlays ect ect would be useful for more than just us Rift users. I don't have an issue reading the text in E: D, but i did change my text green and it was easier. So the option would be nice.
 
I have every bit of faith that the awesome ED team have a plan for VR and when the next VR update will appear. I'm sure it rides a delicate balance between keeping us happy and the commercial realities of business and the Rift Release (inc SDKs) - that said - Powerplay, with a VR boost would be Spectacular :)
 
does anyone actually notice any improvement over 1.5 x supersampling in game. The point of diminishing returns I think....
 
does anyone actually notice any improvement over 1.5 x supersampling in game. The point of diminishing returns I think....
Yes, it's very obvious. It's mostly about removing the blurryness of the rift at 1080p. Stop a few KM away from a station and change between 1.0 and 1.5, the text is way easier to read. This is immediately appararent in the menu, the text is now pixelated and not blurry at all. The new SDK would allow them to keep the game rendering at 1.0 (minimal differences with 1.5 SS here) but render the text way higher. Maybe the thing with different FPS per layer could mean smooth headtracking regardless of FPS, though that sounds a bit unreal to me.
 
Oh, he meant SS over 1.5x? I can't see any difference either. You might notice it if you turn off AA, but the rift is a bit too low res for jaggies to be an issue IMO.
 
Don't use the sample "over-blown" settings. I dont like that bizzare over contrasted cartoony look either... so I spent a ton of time dialing in every setting to make the game look much better, but also clean, normal, correct colors, etc.

Yes, those settings where you basically wreck your Rift display in the control panel and then fudge it a bit the other way in SweetFX look shockingly bad. The contrast has the butt kicked out of it, and space gets horribly posterised, and everything is very overdriven and glaring. It reminds me of badly set-up TVs in showrooms.

(I think I stole your settings as I'm lazy, and they're a lot closer to sane.. have you tried them in Reshade, and was it all fine? As I say, I am lazy :D)
 
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