Doing the current treasure hunt I was reminded how bloody awful using the FSS in VR is - without all the whooshing zoom effects and orbit lines (that we’re definitely not getting in VR despite it being the highest voted for VR issue when it was active) it’s literally just clicking on circles until a planet picture appears. Visually bland and b o r i n g to do - in the second treasure hunt system I actually had a “stuff this” moment and flew to the vicinity of the planets instead because I couldn’t face doing the click circle click circle click circle thing any more.
As an added bonus, the initial unzoomed FSS stage that does have orbit lines suffers from the one-eye-only rendering bug currently causing stereo mismatch headaches in the VR game if you are within the vicinity of a landable world.
My suggestion is this: make the FSS a virtual flatscreen like the current on-foot VR screen in Odyssey, so the VR FSS gets all the same effects as the flatscreen game.
The current VR implementation of the FSS is essentially a virtual flatscreen anyway, it’s just that you can see the rest of the system and some neon line fake HUD thing (I’m assuming for anti-nausea reasons) beyond the screen-type area of the FSS. I think nothing would be lost if it went to a virtual flatscreen with a black border, and the experience of using the FSS in VR would be massively improved. There’s no stereo vision sense of depth after going to the first zoom stage and the peripheral vision area becomes a black void anyway, so what’s to lose? I’d much rather have all the fancy zoom transitions and gradually building orbital line maps
As an added bonus, the initial unzoomed FSS stage that does have orbit lines suffers from the one-eye-only rendering bug currently causing stereo mismatch headaches in the VR game if you are within the vicinity of a landable world.
My suggestion is this: make the FSS a virtual flatscreen like the current on-foot VR screen in Odyssey, so the VR FSS gets all the same effects as the flatscreen game.
The current VR implementation of the FSS is essentially a virtual flatscreen anyway, it’s just that you can see the rest of the system and some neon line fake HUD thing (I’m assuming for anti-nausea reasons) beyond the screen-type area of the FSS. I think nothing would be lost if it went to a virtual flatscreen with a black border, and the experience of using the FSS in VR would be massively improved. There’s no stereo vision sense of depth after going to the first zoom stage and the peripheral vision area becomes a black void anyway, so what’s to lose? I’d much rather have all the fancy zoom transitions and gradually building orbital line maps
