Thoughts on what Frontier need to address with regards to VR before ED release

So judging by the latest newsletter ED is getting very close to release and overall i'm pretty happy with where its going in terms of VR, but I desperately feel that certain aspects of the game, most specifically the UI still need some love before then. So I figured i'd post my thoughts and suggestions here and see what others might think of them and if there are other aspects that need to be addressed. Based on the feedback I'll make a post in the suggestions forum.

This post is not about the stability or performance of ED using the Rift, those issues are assumed to be a given in terms of needed fixing and general upkeep. I'm more interested to ensure the experience isn't diminished.



1.0 UI - Left Hand Info panel - Galaxy / System / OutFitting

This is probably one of the most problematic UI elements that has yet to be addressed by frontier. Even moving ones head to get closer doesn't really help. There are two main issues here, firstly that the panel (like most others) is stuck facing forward, meaning that when you rotate your view to look at it, it gets foreshortened and filtered making it even harder to read. Secondly its way too far off to the left.

My proposal here for a simple fix is two-fold. Firstly move it in towards the center of the screen a little, secondly and more importantly it should be angled towards the origin of the viewpoint, that means instead of always facing forward, it is turned 30-45 degrees towards where you are looking from. This would mean if you turned your head to face it, the whole of the panel would be straight on towards your view, instead of always facing forward. Whilst its impossible to know for sure, I feel that both of these would greatly enhance its readability and leaning into it would improve it even more.

2.0 UI - Spaceport Services

The problem with this one is similar to above, except here its issue is that its so wide that the left and right extents are relatively speaking far away from the viewer. It also suffers from facing straight forward.

My proposal here would be to simply curve the display around the user, thereby ensuring the left and right extents curve round and are closer to the viewer. This means less foreshortening and filtering and again as you turn to look left/right the panel will appear to face the viewer instead of straight ahead.

3.0 UI - Side Panels - Contacts and Systems
Generally these are pretty good, but I find they are frequently just that bit too far away to read comfortably, even leaning in often doesn't help me in say trying to work out if a mission wants 6 or 8 tons of some cargo.

Proposal, provide a UI setting that allows us to move the panel in closer, along its normal, or alternatively provide a button which will bring the panel closer to the viewer, almost like a zoom or dolly.

4.0 UI - Hue Setting
I'm not sure if this would really have much of an effect, but as I understand it green text is meant to be more legible on the DK2 due to the screen panel. If this is true, then it would be nice if Frontier could provide a UI setting where we could change the Hue of all the holographic cockpit displays.

5.0 Galaxy Map - Trade Map - Toggle all
One annoyance I've got when using the trade map in the dk2 is that using buttons to enable/disable individual commodities is really time consuming. Perhaps i've missed this, but it would be great to have a button to toggle all the commodities on/off, both at the top level and per commodity type. It would be like in many applications that offer toggle check boxes, where you can ctrl-click or alt-click to enable/disable all in one go. With that it would make it much easier to reduce the trade map to show a single commodity that you are interested in.

So that's it for now, what do you think and does anyone have any other suggestions?
 
The panels are still far to fussy and vanish when I lean in to view the text.

The panels often get in the way when I'm trying to just look about (something Rift users probably do more than normal users). This is especially annoying in cockpits like the Eagle that have a nice open canopy. We need a button to be able to switch them on/off.

We desperately need a colour toggle. Blue or Green would be much nicer on the eye and probably easier to read in the Rift.
 
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6.0 Non-standard Side-By-Side view for Cardboard like VR, rendering two 8:9 screens without 50% horizontal squeeze.
 
Agreed, as nice the hovering holograms are to look at, they are made for a 2d display. They should be curved to VR users... same goes for the map info panels.
 
For me the side panels seem to fit VR perfectly.. they fit in to the in-game cockpit and so they seem made for VR. The only issue I have with them is the left panel deactivating much to easily.

Other than that, getting the galaxy and system maps as useable as possible, and doing everything possible with optimisation to help us maintain 75FPS.
 
I think all these are legit concerns except maybe #3.

The general feeling that I have is that UI fonts are way too small, and the fact that these panels are semi-transparent doesn't help.
I would be for a transparency setting slider for UI. if the UI panels background were made solid (or slider set to 0 transparency), I bet this would greatly help reading them.

I also question some of the font resolutions for these panels.

I agree that #2 is sometimes difficult to read at the extreme. Since it is 3D, maybe make it "curved" in space a little around the vertical axis of the viewer so that the edges seem more "facing" the pilot.

#5 definitely needs works, specially the filter interface. probably needs a check/uncheck for the different sections to make it fast.
 
I would add this:

Ability to customize the HOTAS and arm rests in game. No two seating arrangements look alike, and it's easier to move a few polygons in the game than to have each one of us alter our furniture to accommodate the game.

I propose a slider-based customizing screen. Up/down, left/right, maybe even rotation. For VR this is critical for the sense of immersion. At the moment, my seating does NOT match the game cockpit 1:1, and that is a jarring loss of presence which could be easily remedied by a simple customizing of the chair and hotas. This also necessitates the height of your game character being corresponding to your true self. A game character height selector and seating customizer is therefore necessary.
 
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I agree with most of the suggestions. I've thought of very similar solutions myself a couple of times. Especially making sure the virtual screens are facing towards us as much as possible, instead of being at a firced angle, will help a lot. Thanks for summing it up so well!
 
Direct Mode

I've just run it in iRacing, and when properly implemented, it is amazing. Silky smooth. iRacing is pretty much on a par with ED in Extended Mode for me (good, but a bit stuttery and smeared), so I am hopeful Direct Mode in ED will give us a similar experience as iRacing.
 
1.0 UI - Left Hand Info panel - Galaxy / System / OutFitting

This is probably one of the most problematic UI elements that has yet to be addressed by frontier. Even moving ones head to get closer doesn't really help. There are two main issues here, firstly that the panel (like most others) is stuck facing forward, meaning that when you rotate your view to look at it, it gets foreshortened and filtered making it even harder to read. Secondly its way too far off to the left.

My proposal here for a simple fix is two-fold. Firstly move it in towards the center of the screen a little, secondly and more importantly it should be angled towards the origin of the viewpoint, that means instead of always facing forward, it is turned 30-45 degrees towards where you are looking from. This would mean if you turned your head to face it, the whole of the panel would be straight on towards your view, instead of always facing forward. Whilst its impossible to know for sure, I feel that both of these would greatly enhance its readability and leaning into it would improve it even more.

Definitely this, BUT the galaxymap, systemmap and outfitter should not be a fullscreen thing at all. Redo it and project all those in the middle inside the cockpit like the floating station services window is now.
They way its now is horrible in VR. Cant be that hard to fix i think. And would be totally kickass in VR!
 
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IMO, just performance and usability of galaxy map etc..
Performance is the biggy though, need to get that sorted for release.
 
I think that performance is key. I'm quite happy with the panels etc in VR, but with my fairly powerful rig I'm not squeezing enough FPS out of teh game to make it playable for long periods, I'm getting Simsick and I'm pretty sure if the FPS could get up above 60 that would start to go away.
 
The leaning-in-to-read-text issue will hopefully be fixed with CV1's higher resolution (not confirmed, but anticipated to be 1440p with no screen door effect)

100% agree with tilting the galaxy/system/outfitting side panel towards you.
100% agree that performance is key.
 
When you say smeared are you at 75Hz? not FPS

I'm not entirely sure. 75Hz is never an option in the GFX settings. I think that in Direct Mode, it should be 75Hz though? Perhaps not?

I certainly struggle for FPS in ED. In stations I'm down to 25 to 40 which can make me a bit queasy. Even when I'm getting better framerates, if I turn my head, the stars all 'separate' into two points. I have exactly the same in iRacing in Extended* Mode though. Also, juddering when I turn my head. In iRacing Direct Mode, all that disappears. It is hard to describe the difference in iRacing, but it is quite dramatic. I may be wrong, but it seems much much more than just 60 vs 75Hz.

*Edited because I put Direct Mode originally.
 
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