There's something wrong with the cockpit...

Sit in your chair. Look at your screen. What do you see?

Not on your screen, but what do you see in your periphery? You see your hands on the HOTAS, or keyboard and mouse, if you're into such a things. You see your chest. You see your nose. You see your cheeks. You see a vague outline of your eye's FoV. You see your legs. You see your feet.

In the cockpit that we currently have, you see none of these things and it gives a disembodied effect. Is there any way to re-position the PoV and add graphics to properly reflect what we would see if we were a body in our ships? Some elements would have to appear translucent, such as the cheeks and the nose, to improve visibility. The cheeks and the nose would also have to be blurry, along with the chest, legs, arms, and hands.

VR inherited this same discordance. Though we can see our hands, feet, and chest, we cannot see our cheeks or nose. FD should experiment with this change and see if it improves immersion.

These simple changes can improve immersion significantly and let the cmdr feel that they are actually in their ship, and not some disembodied thing looking out from it.

Also, breathing sound effects should be added when the ship pulls high g's, or if it's hit by a particularly powerful round, etc. Don't underestimate the immersion effect personal sounds have on game play. I would love to hear the cut off scream my cmdr makes as his canopy blows away.
 
You see your cheeks and your nose? I guess I can see my nose if I cross my eyes, but my cheeks? Not at all.

You can see you legs and arms in the game if you look down - you know you don't have to be in VR to switch to look around the cockpit, right? Mouse button 3 to switch.

In general, ED follows other first person games in terms of what you see. You really think a translucent nose in the shot would improve immersion? Sounds weird and distracting to me.
 
You see your cheeks and your nose? I guess I can see my nose if I cross my eyes, but my cheeks? Not at all.

You can see you legs and arms in the game if you look down - you know you don't have to be in VR to switch to look around the cockpit, right? Mouse button 3 to switch.

In general, ED follows other first person games in terms of what you see. You really think a translucent nose in the shot would improve immersion? Sounds weird and distracting to me.

Can you imagine playing on XBox on a 62" television with 'your' nose displayed blurrily in the middle of the screen, 10 feet away?
 
Just personally, I would find that annoying to see such an overlay on the screen. Maybe different for VR, but don't see it increasing immersion.

Now if the controls actually aligned with my HOTAS mappings, that would be cool!
 
Don't our actual cheeks and noses perform this function to the view of the screen (and most everything) already? In VR it actually does make some sense to test out, since your real face isn't visible anymore, but outside of that it seems un-necessary.

Edit above: I would take that feature instantly. My roll controls are on my pedals and I don't use an X-series. I wouldn't want to ever look at what my body is doing inside a Rift until this was a reality.
 
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Am I the only one that can see their cheeks and nose? I must have high cheek bones.

What do you see in your periphery when you sit and look at the screen?

And this option would be toggled on and off, of course. But it's the little things that increase immersion.
 
Am I the only one that can see their cheeks and nose? I must have high cheek bones.

What do you see in your periphery when you sit and look at the screen?

And this option would be toggled on and off, of course. But it's the little things that increase immersion.

Strictly speaking, you don't see much at all. There's a bit of black and white motion detection going on, but your brain automatically fills stuff in based on the assumption that your nose hasn't fallen off.
With the help of a friend it's actually possible to (briefly) fool yourself into thinking your nose is as long as your arm.
 
The human brain is tuned to filter out anything in the immediate path of one eye close enough to your face, that the other eye cannot see it. It's very obvious if you close one eye - you'll see your nose clear as day, but it magically disappears when you open it again.

The brain is simply designed to do this so as to not impede your peripheral vision. It works with most things, especially if you wear glasses - eventually your brain simply doesn't take any notice of them.

It's been said in VR that adding a nose would probably improve motion sickness and immersion, as the brain is expecting a nose, and there isn't one in VR. Tests show that in many cases, a fake nose added to the middle of the VR display made people feel more comfortable.

In 2D however, you would notice it, as it wouldn't make any sense at all to see any part of your face - as you're not pressed up against the screen.
 
I can see my nose if I consciously choose to see it, but I honestly can't remember the last time I noticed it before reading this thread. This is because my nose can't possibly block the same part of my field of vision in both eyes, and the hilariously sophisticated human visual cortex "paints" over each eye's view of my nose with the information from the other eye. That wouldn't happen with an on-screen nose, and it would be incredibly annoying.

I've spent a good minute trying to see my own cheeks, and I simply can't manage it despite the fact that I have moderately deep-set eyes and at least averagely prominent cheek bones. Obviously this is just a matter of different facial structure, but it raises another issue; no ingame first-person facial features are really going to look fully like your real ones.

Breathing sounds would be fine with me. Flight sims have gotten me used to them, and I enjoy the atmosphere the Remlok breathing gives when you're in silent running.

Not so much a fan of the screaming though. Both because it's immersion breaking to have my in-game avatar act independently (obligatory mention of the incessant hand stretching), and because most people don't actually react to life threatening situations with theatrical screaming.
 
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