Oculus Rift view of external ship in space station is a bit sickening

Hey guys,

You use an Oculus Rift to play ED? FD wants to know if you hit this issue as well:

https://forums.frontier.co.uk/showthread.php?t=121834

In as in the view to upgrade ship modules, I often feel a bit nauseous with my Oculus Rift, that is probably due to the fact that the view is not parallel to the floor. I believe that with the Oculus Rifts only, the center view should keep parallel to the floor of the station, this is not an inconvenience with display on regular monitors.
 
I've gotten used to it somewhat too. I think the main point is that you shouldn't have to get used to it! I'm pretty sure this must be against the VR design guidelines and any new players shouldn't have to go through an acclimatisation process due to a (slightly) dodgy design IMHO, hence it being a "bug".

I looked up the DK2 best practices, out of interest, point 1 applies here -

Head-tracking and Viewpoint

  • Avoid visuals that upset the user’s sense of stability in their environment. Rotating or moving the horizon line or other large components of the user’s environment in conflict with the user’s real-world self-motion (or lack thereof) can be discomforting.
  • The display should respond to the user’s movements at all times, without exception. Even in menus, when the game is paused, or during cutscenes, users should be able to look around.
  • Use the SDK’s position tracking and head model to ensure the virtual cameras rotate and move in a manner consistent with head and body movements; discrepancies are discomforting.
 
I don't have any issues with the outfitting views per se, because the viewpoints are static. The tilted horizon doesn't bother me.
It's just the sudden change between viewpoints while you browse through the menus that's irritating.
 
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