Oculus Rift DK2 text clarity

Am I the only one who thinks that a workaround solution to the text clarity of the GUI screens when flying the ships would be improved if you could simply move them closer to your head?

They are so far away and unnecessarily so I think. I know you can move your head closer to them but this would have the same effect but without you having to practically fall out of your seat to get the same effect. A simple "3D screen distance" slider in the Graphics config would suffice I think that renders them closer or further away as desired.
 
Am I the only one who thinks that a workaround solution to the text clarity of the GUI screens when flying the ships would be improved if you could simply move them closer to your head?

They are so far away and unnecessarily so I think. I know you can move your head closer to them but this would have the same effect but without you having to practically fall out of your seat to get the same effect. A simple "3D screen distance" slider in the Graphics config would suffice I think that renders them closer or further away as desired.

I do agree. A depth slider would be awesome. This is also the reason I prefer the eagle when I'm flying in my Oculus, because all the screens are closer as the cockpit is smaller than most.
 
It doesnt make sense doing this on the center HUDs, like sensors, own/enemy ship hologram, etc, because they are positioned to fit the cockpits. The HUDs that aren't placed into some geometry slot will overlay the ones that do if moved closer, so still a no go.

As for the side panels though, I think there that could turn out to be a good idea, however it is not as simple as just putting a slider. Several problems arise if this is to be done. Like calibrating the area for activating the panel, since the plane will now move closer to the edge of your FOV. Also clipping with other geometry/HUD may happen(like the SC/HS counter). Then you could have rendering problems with regards to layering.

It's never simple ...
 
It doesnt make sense doing this on the center HUDs, like sensors, own/enemy ship hologram, etc, because they are positioned to fit the cockpits. The HUDs that aren't placed into some geometry slot will overlay the ones that do if moved closer, so still a no go.

As for the side panels though, I think there that could turn out to be a good idea, however it is not as simple as just putting a slider. Several problems arise if this is to be done. Like calibrating the area for activating the panel, since the plane will now move closer to the edge of your FOV. Also clipping with other geometry/HUD may happen(like the SC/HS counter). Then you could have rendering problems with regards to layering.

It's never simple ...

Ok granted, I didn't mean to belittle the effort required but it would be effort well spent. I can see it would only benefit the Oculus crowd but it is a real problem for Oculus adoption. We as yet do not know what resolution the CV1 will be but to get monitor clarity and resolution it would need to be 16K per eye which is obviously crazy and not yet achievable. A little off topic but I do think everyone will be disappointed if it is less than 4K per eye as even 4K would still be rough when compared to a monitor but it might make the difference between the Oculus being a novelty and a serious gaming tool.

The panels don't need to still fit into the FOV as you can turn your head if they are too close but as I said even 50% closer as a maximum would still be great.
 
+1. No, your're not the only one :)

Panel activation could (should) be dependent on their position.. sure it might interfere with other stuff, like the chat window again (as it was before in the station menu)... In fact I think I might want the left and right-side panels adjustable in the height too. I think I'd like them a little bit lower maybe.. as they wouldn't just activate upon gazing out of the left/right window so much.

I think it would be better if the Station menu was curved too btw.

And the Galaxy Map left-side panel... well, that's pretty hopeless in the rift. I haven't used it much. It needs to be moved more to the center, but then also probably to be toggleable so as to not be in the way all the time.
 
As for the side panels though, I think there that could turn out to be a good idea, however it is not as simple as just putting a slider. Several problems arise if this is to be done. Like calibrating the area for activating the panel, since the plane will now move closer to the edge of your FOV. Also clipping with other geometry/HUD may happen(like the SC/HS counter). Then you could have rendering problems with regards to layering.

It's never simple ...

How about having different focus areas for activating and deactivating the side panels? Like: They only pop up when you look to the lower right area, but then cover a part of the field of vision which is larger than the one used for activating them. Once 'popped up' the panel only disappears when you look away from that 'larger area'. (This would indeed be necessary, since otherwise the panel would turn off while trying to focus on text on the left part of such an 'enlarged panel'.)
 
I'd be quite happy if instead of the side panels auto popping up, you simply press the select button when you're looking in that general direction (or at least the option to have it setup like this). That way, you can have a good look around the cockpit and only see the side panels when you want to access them.

As far as panel distance goes, I agree...they should be a bit closer. Perhaps when Elite detects Oculus is in use. I found it a real struggle going back to the sidewinder from the eagle when it came to reading the side panels.
 
Just saw someone post up a thread on how to modify the HUD colour. I have not tried it yet, but changing the HUD to Green should help with text clarity due to the Note 3 screen having twice the Green OLED count compared to Reg or Blue, so should help make the text sharper. The orange colour of the current HUD does fire up more pixels total, but it would mainly use the RED OLED with Green only being maybe half as bright, where as dedicated green will make it sharper due to only 1 OLED being used, and more of them.

Thread:
https://forums.frontier.co.uk/showthread.php?t=73419

EDIT: Just trying it now, and it does improve the clarity massively.

Settings used:
<GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed>0, 1, 0 </MatrixRed>
<MatrixGreen>1, 0, 0 </MatrixGreen>
<MatrixBlue>0, 0, 0 </MatrixBlue>
 
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SlackR

Banned
Just saw someone post up a thread on how to modify the HUD colour. I have not tried it yet, but changing the HUD to Green should help with text clarity due to the Note 3 screen having twice the Green OLED count compared to Reg or Blue, so should help make the text sharper. The orange colour of the current HUD does fire up more pixels total, but it would mainly use the RED OLED with Green only being maybe half as bright, where as dedicated green will make it sharper due to only 1 OLED being used, and more of them.


https://forums.frontier.co.uk/showthread.php?t=73419


^ this + DSR and you are laughing! :)
 
I set the hud to a value found in that thread (green):

<LocalisationName>Standard</LocalisationName>
<MatrixRed>0.69, 1, 0.15 </MatrixRed>
<MatrixGreen>0, 1, 0 </MatrixGreen>
<MatrixBlue>0, 0, 0.15 </MatrixBlue>

and now the text is much easier to read. :) Thanks for that!
 
Wow. That makes such a difference to the readability. Its like getting a DK3.

I actually prefer the blue - it seems equally as readable as the green.
 
Just saw someone post up a thread on how to modify the HUD colour. I have not tried it yet, but changing the HUD to Green should help with text clarity due to the Note 3 screen having twice the Green OLED count compared to Reg or Blue, so should help make the text sharper. The orange colour of the current HUD does fire up more pixels total, but it would mainly use the RED OLED with Green only being maybe half as bright, where as dedicated green will make it sharper due to only 1 OLED being used, and more of them.

Thread:
https://forums.frontier.co.uk/showthread.php?t=73419

EDIT: Just trying it now, and it does improve the clarity massively.

Settings used:
<GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed>0, 1, 0 </MatrixRed>
<MatrixGreen>1, 0, 0 </MatrixGreen>
<MatrixBlue>0, 0, 0 </MatrixBlue>

Thanks for pointing this out. +rep

Looking foward to trying it out as I was hoping it would be implemented!
 
Just saw someone post up a thread on how to modify the HUD colour. I have not tried it yet, but changing the HUD to Green should help with text clarity due to the Note 3 screen having twice the Green OLED count compared to Reg or Blue, so should help make the text sharper. The orange colour of the current HUD does fire up more pixels total, but it would mainly use the RED OLED with Green only being maybe half as bright, where as dedicated green will make it sharper due to only 1 OLED being used, and more of them.

Thanks! Now we're talking !
 
Holy crap! That's just... awesome. Tried Baron's blue and it's an entirely new game. I can finally read all text clearly. Now why didn't FD think of this?

Thanks Ace, have some rep.
 
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Lol, now I feel like a genius. I posted this like 3 days ago...

"I wonder, if they allow the ships UI color to be customized if that could help text legibility?

Just by switching to a primary colour (RED, Blue, or GREEN) you can avoid the fringing edges caused by the uneven placement of subpixels."
 
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