Question for VR folks re ship gauges

Yeah Batman AA and AC should work out of the box. :)

I don't want to teach old Foxes to suck eggs...

but JIC...

obviously make sure you unlock nvidia's hotkeys so you can tweak convergence which nvidia inexplicably have hidden behind the advanced settings.

and don't forget those fixes - Witcher 3 with the fix is sooo good in 3D.

Oh, do you fly FA Off? If not you should defo consider it with your headtracking and 3D. Changes ED immensely, making even Sidewinders fun.
https://discord.gg/EN39rcP
If you want some help join the channel and someone will be very happy to assist. :)
 
ie, if you leaned forwards in your VR, does the scanner "change shape" to be less oval and more circular? Or does it retain the same exact shape as you leaned forwards?

this is correct, if you move around you change the perspective that you see it from.

i think i am getting what you are asking. basically the whole thing looks exactly as it should if you imagine that the panels and the entire HUD is a holographic projected image protected ontop of your ship, and in the case of the panels, to the left, right, above and below you.

the only thing i have noticed is some times the smoke looks a bit off when you over heat. i think depending on your ship it can be outside your canopy
 
i think i am getting what you are asking. basically the whole thing looks exactly as it should if you imagine that the panels and the entire HUD is a holographic projected image protected ontop of your ship, and in the case of the panels, to the left, right, above and below you.

I asked this before bitstorm so helpfully made a quick video for me. The whole origin of the question is that in 3D stereo mode, I see the gauges as FLAT. If I were to "stand up" and "leaned over" the scanner like bitstorm did in his video, I would have seen the scanner going from an oval shape, to an even flatter oval shape, until it disappears from view completely (when looking down directly from the top)

Like it's a drawing done on a photoshop layer.

And that layer being brought forwards slightly towards the player, so that I see the cockpit struts as being "behind" this floating, flat layer of gauges.
 
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I asked this before bitstorm so helpfully made a quick video for me. The whole origin of the question is that in 3D stereo mode, I see the gauges as FLAT. If I were to "stand up" and "leaned over" the scanner like bitstorm did in his video, I would have seen the scanner going from an oval shape, to an even flatter oval shape, until it disappears from view completely (when looking down directly from the top)

Like it's a drawing done on a photoshop layer.

And that layer being brought forwards slightly towards the player, so that I see the cockpit struts as being "behind" this floating, flat layer of gauges.

That is how it's drawn/rendered for flat screens.
VR uses different assets for the HUD than other modes, maybe the other modes got access to these now with mc, don't know, don't give a caca about non vr.

But this has been the case since I got vr about a year ago and has been since before then.
 
Settle down BigDuke6ixx, some like to ask questions, that's all.

Fox2 - everything in Elite in VR is exactly as you would expect in real life. The displays are flat, but they are just like your real life monitor - bitstorm's video shows they exist in 3D space inside the game.
Its a BIG step up from things like Dactyl Terror etc from the 90's. Because it is fully tracked (in the Rift and Vive), you can look around the canopy struts, over the dash, or back behind you etc. And you can do it naturally, as you would look behind you etc when driving a car.

The resolution isn't as high as a regular monitor. And it is hard on hardware - both the Vive and Rift use the 2160x1200 resolution, but that's split between the two eyes (its displayed using two separate displays, but the gpu renders each frame in one 2160x1200 image.
Because it is showing you a 90-100 degree field of view, you do get some pixelly blockiness everywhere, but until they come up with next-gen headsets (most think 18mo to 2 years out still), its the best we have.
That's why a lot of enthusiasts will crank up the supersampling options to smooth out the effect of the low resolution.

We're all still early-adopters for VR technology. VR still has a long way to go, and will only get better.
 
EDIT: Ignore what i wrote below: There was apparently an entire page more, after the one where i hit reply. :p

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To elaborate somewhat on Bigduke's answer to dogbite...
When using shutter glasses, the 3D is achieved by presenting separate images to each eye, shot at eye-to-eye distance, just like in VR, but (since they share the same screen) displayed alternately. The shuttering of the glasses is not there to delay anything, but only to prevent the left eye from seeing the image intended for the right one, and vice versa.

Spatial *hearing* however does take into account the minutely longer time it takes a sound to reach the other side of one's head, as well as how the head both attenuates and transfers it.
 
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Wrong on a couple of accounts.

The info panels are flat displays yes.
The sensor/radar screen, shield/hull readout with the model ship is fully three dimensional.

VR does not render one 2160×1200 image.
If it did we certainly wouldn't have as much problems reaching stable 90 fps.
If it did ipd adjustment and such would not be necessary but the delivered result would be more like what you see on surround vision, multi screensetup than three dimensional.

When thinking vr do not merge the screens, it's a gross simplification, currently now for ED need two passes to generate one vr image, one for each screen.
If they had implemented SMP the Pascal gpu's would be able to do this in one pass.

If you need to simplify, it's probably better to consider it a 1080x1200 image rendered at 180fps.
 
Yes thanks to everyone who replied after 12 June. My original question has been answered. I have done further tests have determined the cause to be nvidia drivers at fault.

No need to argue back and forth, thanks.
 
OK I'm just updating this thread for whoever appeared to be interested in my "progress" in 3D Vision (I know, not really VR).

Kit arrived today. Installed Helix Mod. Started ED, toggled "Compatibility Mode" off via nvidia hotkeys. Only after I toggled nvidia's "compatibility mode" off did the gauges all suddenly spring into 3D model mode.

Then I used the Helix Mod's keys to get convergence and separation to where I felt comfortable (more or less). Had to use Nvidia's hotkeys to further fine-tune the effect until I don't see "double vision" when I read the left and right panels, as well as the Comms panel (top left) and the info panel (top right).

My Depth (used to be called "stereo separation") is set to about 45%. Just enough to give depth perception and not enough to cause double images on words in menus :)

I actually liked less convergence - the target holo and the fuel/cargo scoop/landing gear menu appear to be floating in front of the monitor (ie coming out towards me), but alas, that amount of convergence caused left and right panels to have ghosted words... so yeah pushed the gauges back into the monitor so that words look ok with both eyes open :p

In other words, yes it's working and I'm back into 3D Gaming.... :D

Oh yes I'm just pleasantly surprised that I'm still clocking 130+ fps in stereo mode. I thought the framerates would be cut in half due to 3D, but apparently not. Both CTRL-F in the game and my game recorder measured the fps at the same levels. Yeah it's lower than 2D but still above what I expected.

ps: My monitor apparently had a secret feature which is not listed in both the webpage nor the official spec sheet - it has nvidia Lightboost technology (BenQ Zowie XL2411).....
 
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