Okay, I'd talked about this like a year ago, I was kinda hoping it would be fixed by now, because it really pulls me out of the immersion of jumping to supercruise and dropping back into normal space.
When you're in the rift, and you are, say, approaching a station in supercruise, and you click the button to drop out, there is about one or two frame where the camera goes completely whacky. it seems like it's reverting to some default orientation, so for a short blip, you're looking directly at the sun or something like that, before the station pops up.
I hate it. Every time it happens it bugs me. i want to click the button, and see the station rush up at me, like it were one smooth thing, but instead I have a STAR flashed in my face or some other thing, very clearly telling me that I'm no longer in the same place, I've just entered some other scene, which just happens to have a space station.
It frustrates me because it seems like it should be an easy thing to fix. Probably just that, when they switch to the local space instance, the camera starts at a default orientation, and it doesn't read the head tracking data from the rift right away. That's cool, just like, save the previous orientation from the last scene and pass it forward?
I can't be the only one who's bugged by this.
When you're in the rift, and you are, say, approaching a station in supercruise, and you click the button to drop out, there is about one or two frame where the camera goes completely whacky. it seems like it's reverting to some default orientation, so for a short blip, you're looking directly at the sun or something like that, before the station pops up.
I hate it. Every time it happens it bugs me. i want to click the button, and see the station rush up at me, like it were one smooth thing, but instead I have a STAR flashed in my face or some other thing, very clearly telling me that I'm no longer in the same place, I've just entered some other scene, which just happens to have a space station.
It frustrates me because it seems like it should be an easy thing to fix. Probably just that, when they switch to the local space instance, the camera starts at a default orientation, and it doesn't read the head tracking data from the rift right away. That's cool, just like, save the previous orientation from the last scene and pass it forward?
I can't be the only one who's bugged by this.