Oculus Rift Community Request List

Hi,

good thread. My addition: I would love to free drag & drop all the ingame-menues - farmost the left menue of the galaxy map. I can´t use her as needed, because the menue is too far left and I cant read all the info. It would be better, if it would be possible to move the menue free at the screen. And: I would love to see the support of a new device coming up - the MYO (Info: https://www.thalmic.com/en/myo/). It would be amazing if we could turn and move the galaxymap just by moving the fingers of our hand. To imagine, what would be possible here, just watch the video on their website.

olipilot

+1 for this idea. there is also leap motion and nimble VR. both attachments to the dk2. I prefferably like the nimble VR as i believe it to be more flexible in its software. This is from what ive read or watched. If we had this with say an android qwerty keypad for galay map/chat window ect. the imersion would be insane. most actions could essentially be done via looking at pannels and the like and touching like an ingame touchscreen. Although i dont know what sort of adjustments would be needed to make the arms/hands of our ghostlike man in the chair move. I would imagine that may take some doing in terms of the devs implementing such a thing. however the qwerty keypad would be easy enough, allowing us to use the mouse or stick with x52 to select letters numbers.

Thanks for reading

CMDR W E S Fisher
 
The issue with the random screen flashes from what I have seen, does appear to be common. Although I haven't heard anyone else mention it, I have seen various ED DK2 youtube vids which have shown this issue. I quickly looked up a couple of vids and you see a very similar issue happen in their jumps as well.

https://www.youtube.com/watch?v=aKPa-mb6bVw @2:40 although vid doesn't show the issue head on.

https://www.youtube.com/watch?v=SqvJRT0tVe4 @3:39 this vid shows the similar issue to mine, but does not appear to flash a black frame, plus the image that flashes looks warped or glitched, where as mine flashes a planet, star or station, depending on what I previously looked at.

As for the black hole white dot issue, again, I haven't heard anyone else mention it, and can't find a vid with one, although do believe I saw this in one video I watched previously.

Ok, and plus I noticed that flash effect last night for me too. I'll stick it in.

+1 for this idea. there is also leap motion and nimble VR. both attachments to the dk2. I prefferably like the nimble VR as i believe it to be more flexible in its software. This is from what ive read or watched. If we had this with say an android qwerty keypad for galay map/chat window ect. the imersion would be insane. most actions could essentially be done via looking at pannels and the like and touching like an ingame touchscreen. Although i dont know what sort of adjustments would be needed to make the arms/hands of our ghostlike man in the chair move. I would imagine that may take some doing in terms of the devs implementing such a thing. however the qwerty keypad would be easy enough, allowing us to use the mouse or stick with x52 to select letters numbers.

Thanks for reading

CMDR W E S Fisher
What about an old phone keypad lol? You know 1-9 and you have to tap 2 three times to get C etc? That would save space
 
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another great idea there, would be a toss between the 2 as to which is better for chat. I do hope devs do look into this thread. some really awsome ideas here.

Thanks for reply.

Back to the void for me

Fish
 
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Tap the side of OR to recenter view?
Not sure if that is possible or even practical but one less button to hunt for is always a good thing.
 
Ok, I have another one that might not be super popular (hopefully more popular than my tiny pilot model suggestion).

I know some people are already upset that it takes SOOO long to undock and take back off into space... (i.e. the blast doors lowering, etc). I personally have no problems with any of this, as it adds to my immersion. I am not in the game to squeek out EVERY MILLISECOND of time I could be spending to maximize my trading efficiency. But my suggestion is actually to make it a little slower, unfortunately. After you click "launch", the landing pad descends into the docking bay, spins around 180 degrees, and elevates you back to the surface. In the rift, the SPEED that you are spun in that 180... is just too fast. I have to close my eyes almost every time. If that spin was slowed down by 20 or 30%, it would be far easier to tolerate (and would be a bit more realistic too).
 
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My contribution :

•Direct mode support
•Better performance for a steady 75 FPS (adaptive quality setting seem a good idea)
•Ingame UI color switcher with a default theme suitable for the rift
•Ingame FPS counter (visible in the rift)
•Adjustable left/right panel distance
•Visible paintjob (from cockpit view)
•Finish modeling / texturing of some ship exterior (from cockpit view)

I have to agree with these. Not being able see fps has been a recent annoyance for me. The paint not showing in VR is particularly noticeable in the Lakon ships. What has this got to do with VR? It's in the rift that you're mostly likely to see the exterior of your ship and it sucks not seeing my asp's sleek paintjob.

I'd also like to see the screen between our pilots legs haves some uses... like a RL web browser so I can watch some netflix/plex while doing trade runs and not have to look down my nose at my strategically placed iPad between my HOTAS. ;)
 
  • Leap Motion integration. Let me move my hands in-game please!
  • Virtual keyboard, with Leap Motion support
  • Touch interfaces everywhere, with Leap Motion support
  • Fix all the judder
  • Higher detail on stars and planets (non-vr detail is amazing, not so much in vr)

Amazing stuff is possible with Leap Motion:
[video=youtube;Phn3Ix-YxPA]https://www.youtube.com/watch?v=Phn3Ix-YxPA[/video]

Virtual keyboard:
[video=youtube;67Hyb2w1xFs]https://www.youtube.com/watch?v=67Hyb2w1xFs[/video]

Mapping virtual keyboard to a real keyboard:
[video=youtube;ckAGpmf21a8]https://www.youtube.com/watch?v=ckAGpmf21a8[/video]
 
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Thanks for the input, check my responses

About your responses :

•Ingame ship clocky?
Why? > Because it break immersion to remove the rift to check time.

•Finish modeling / texturing of some ship exterior (from cockpit view)
What've these got to do with the Rift? > Unfinished exterior can only be see with a rift. So yes, it's a rift problem. Stand up in a viper and look outside = immersion breaking (untextured exterior)
 
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Yeah, the ship clock thing is a pretty valid one, especially as you get shown a clock when you get docked at a station. Like, that's already part of the UI. No reason not to allow it to be enabled when in space.
 
As for the black hole white dot issue, again, I haven't heard anyone else mention it, and can't find a vid with one, although do believe I saw this in one video I watched previously.

I have had this floaty white dot, but not in a system with a black hole. The companion star was quite a long way from the primary, about 280k LS, so that could be a factor. At first I thought that the dot was a dust mote, like the ones in space stations, but it moves about oddly as you move your head or rotate the ship.

One thing I would like adding is more joystick models, so that the stick that you see matches the one that you are using. Having the fingers press the correct button/hat would be even better.

And yeah, finish painting my ship. I paid for that paint job so I want to see it when I look out of the window.
 
Yeah, the ship clock thing is a pretty valid one, especially as you get shown a clock when you get docked at a station. Like, that's already part of the UI. No reason not to allow it to be enabled when in space.

I'm guessing you didn't notice the one in the Galaxy Map?
 
I have had this floaty white dot, but not in a system with a black hole. The companion star was quite a long way from the primary, about 280k LS, so that could be a factor. At first I thought that the dot was a dust mote, like the ones in space stations, but it moves about oddly as you move your head or rotate the ship.

One thing I would like adding is more joystick models, so that the stick that you see matches the one that you are using. Having the fingers press the correct button/hat would be even better.

And yeah, finish painting my ship. I paid for that paint job so I want to see it when I look out of the window.

I noticed the white dot for the first time myself today! It seemed like it came along with a whole bunch of weird bugs (long loading times, my ship not staying in place while docked etc.)

I'm going to update the main thread tomorrow, a bit too brain dead after a whole day in the rift...
 
- curved station menu,
- pilot body animation to match head movement/rotation (see Vox Machinae demo for a good example),
- most critical fix : better IPD setting. Right now the value from Oculus utility isn't applied properly, the game sets a higher IPD than it should even at minimum IPD setting, resulting in things looking too small (for some people at least).
 
I've updated the main thread (finally) with some of the new suggestions.

Again, mods, please make this sticky! Show you care!
 
I've updated the main thread (finally) with some of the new suggestions.

Again, mods, please make this sticky! Show you care!


Hi,
I agree with all this requests ! I want suggest also to implement triple buffer because using d3doverrider I saw that I get better fps. In general triple buffer it's the right way to implement VSync.
If you implement Direct Mode it's even better.
In general I hope for better fps consistency because right now I noticed that fps can go up and down without reason, and it's skip frames costantly even if I setup everything to low, and I have good hardware.
Usually I disable core parking so I don't thing it's a cpu power management related problem (i7-4770k).

When implement VR please let the graphics engine run freely, async from every other subsystem to have smooth rendering.
 
Hi,
I agree with all this requests ! I want suggest also to implement triple buffer because using d3doverrider I saw that I get better fps. In general triple buffer it's the right way to implement VSync.
If you implement Direct Mode it's even better.
In general I hope for better fps consistency because right now I noticed that fps can go up and down without reason, and it's skip frames costantly even if I setup everything to low, and I have good hardware.
Usually I disable core parking so I don't thing it's a cpu power management related problem (i7-4770k).

When implement VR please let the graphics engine run freely, async from every other subsystem to have smooth rendering.

I forgot to mention the Supersampling stuff: please use adaptive supersampling and make it customizable. I love do supersampling with the oculus. sometimes make a big difference, like night and day.
Another big problem is the flickering on all the small fantastic details the Frontiers put in this game. I noticed that with X4 supersampling this problem it's mitigated but the fps it's not acceptable, of course. I hope Frontiers can solve this problem or make it less visible, I don't know exactly what it is but every junction between object have flicker, it's very distracting in stations.
 
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