VR - First Person On Foot VR Works in Odyssey

Thanks @[VR] Enexemander for this great post. I'm struggling a bit, when I enter the camera suite I start by looking straight at my avatar about two paces in front of me. If I change the camera I can get an "over the shoulder" view, but I can't for the life of me get the camera to be right between the eyes! In fact, no matter what I do, I can't move the free camera whether I'm on foot or in a ship. The movement keys move my avatar if I'm in control mode, or otherwise do nothing. They are bound to the same keys.

Any idea how I can move my camera to the right point relative to my avatar? Many thanks.

Edit: Seems that this is a bug/feature that has been reported already: https://issues.frontierstore.net/issue-detail/32730 . Bummer.
 
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So I wasn't happy with plinking. I decided to lock it down to a keypress or a voice command in Voice Attack.

For those curious, this is what I came up with:

View attachment 241617

This is the important part, really:

View attachment 241618

(Should be able to just copy and paste this into Voice Attack)
Press NumPad Decimal key and hold for 0.1 seconds and release
Press NumPad 0 key and hold for 0.1 seconds and release
Pause 0.9 seconds
Press NumPad 0 key and hold for 0.1 seconds and release
Press Insert key and hold for 0.1 seconds and release

note this corresponds to my keybinds. You can insert your own keybinds or use mine alongside yours.
The insert key disables my camera HUD.
The Num . key Toggles the Camera Suite, Commander Toggle Camera Suite
The Num 0 key Toggles Camera / Ship Controls Toggle


So now when I hit the ~ key, or I say "VR" it
Plinks (to set the camera to real VR)
Pauses
Unlocks My CMDR Movement
Disables the Camera UI

That gives us real VR on foot, and then a quick swap if we need to interact with something. I believe that ~ will swap both in and out how I've set it up, but I haven't run a mission or anything with it yet.
Thanks - I'm going to have to try this again later - I got the Cam positioned at head level and found I was looking through a pair of sunglasses : :ROFLMAO: :ROFLMAO: - unfortunately I couldn't move with the usual keys/controllers - I may have screwed up my keybinds on that with the mucking about - having said that at one point (in the hangar) I peeked at my screen and it was running 120fps !!!! - maybe the new patch did have some optimisation? - more to try tonight - thanks for posting this - I'll see if I can replicate o7
 
So this the part you will probably like best Golgot-

I didn't use any freecam controls. I didn't position myself IRL.

I plinked (quick pressed in succession) Num ., Num 0

View attachment 241585

View attachment 241586


That both puts you in camera mode, and places it right at your commander's eyes. Then I hit Num 0 again to enable movement.

That's it. You can freely swap between letterbox and Real VR by doing this. That's how I was testing if you can interact with boxes and such just now, actually. I'm thinking I can use Voice Attack to make a macro and automate all of the camera functions to swap in and out at a voice command or a key press.

So I wasn't happy with plinking. I decided to lock it down to a keypress or a voice command in Voice Attack.

For those curious, this is what I came up with:

View attachment 241617

This is the important part, really:

View attachment 241618

(Should be able to just copy and paste this into Voice Attack)
Press NumPad Decimal key and hold for 0.1 seconds and release
Press NumPad 0 key and hold for 0.1 seconds and release
Pause 0.9 seconds
Press NumPad 0 key and hold for 0.1 seconds and release
Press Insert key and hold for 0.1 seconds and release

note this corresponds to my keybinds. You can insert your own keybinds or use mine alongside yours.
The insert key disables my camera HUD.
The Num . key Toggles the Camera Suite, Commander Toggle Camera Suite
The Num 0 key Toggles Camera / Ship Controls Toggle


So now when I hit the ~ key, or I say "VR" it
Plinks (to set the camera to real VR)
Pauses
Unlocks My CMDR Movement
Disables the Camera UI

That gives us real VR on foot, and then a quick swap if we need to interact with something. I believe that ~ will swap both in and out how I've set it up, but I haven't run a mission or anything with it yet.
Thanks for finding that :)

I finally had a shot at it for a few minutes and this works surprisingly well. I tried a "Turn on power" mission with it (didn't want to risk FPS fights atm) and yes switiching for interaction is needed but doing it via VoiceAttack or as a macro button on my StreamDeck is comfortable enough for the moment.

Thanks again 👍
 
I think at this point it would seem like a good plan for FDev to impliment a new keybind to switch to this mode 'as is' and put a 'Beta' disclaimer on it - for experimental use only :)
- How about it FDev?
We've been asking for that for months and months....
3rd most popular forum suggestion of all time:
2nd most popular forum suggestion of all time:
A manifesto/petition so popular the moderators stepped in:

's replies to those popular discussions?
:












Zilch, Nada, Silencio.....
 
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7 years ago FDev were cutting edge on VR - then they stopped caring and trying - Odyssey doesn't even attempt it.
So many games have proved VR on foot can be done well. Lone Echo proved zero g game play very possible and great fun in VR.
FDev - No VR support planned for On foot.
It's bad when they forget to add the spacelegs part of spacelegs into their spacelegs DLC...
dilbert.jpg


On topic, I knew you guys would figure a workaround somehow. Me very happy, will be trying this out tonight :)
 
Golgot was doing this in alpha - as you say it is 99% there. @FDEV! Just do it already!
I agree, it’s 99% there.

The remaining 1% are things like a HUD rework for HMD, hand tracking integration for weapons, tools, and in-game interfaces, balancing room-scale movement, anti-nausea measures for non-teleportation movement, avatar animation integration with hand controllers and HMD, hit box determination for the same, and I’m sure a host of other issues I can’t think of.

You know… the little things.
 
I agree, it’s 99% there.

The remaining 1% are things like a HUD rework for HMD, hand tracking integration for weapons, tools, and in-game interfaces, balancing room-scale movement, anti-nausea measures for non-teleportation movement, avatar animation integration with hand controllers and HMD, hit box determination for the same, and I’m sure a host of other issues I can’t think of.

You know… the little things.

Yep, I'd respond to such a polite reference too...
..but I suppose it makes folk feel 'big' and part of the crowd 🤷‍♂️
Yes but they do act deaf... tho having said that, I called them that in the suggestions thread for being able to land SLFs, and Zac did respond to the thread (agreed with it and said he'd pass the suggestion on) so I might stop calling them that for now :)

 
How do you get the HUD to work? Like if you want to recall your ship. Or can all the HUD menus be bound to keys in lieu of not being able to see the HUD in this view?
 
Ok so I tried a CZ! (And failed horribly 😄. But it didn't help that I randomly selected a High tier CZ on a higher G planet :/)

Source: https://www.youtube.com/watch?v=hCewJsnJSxE


Biggest issue I can see here (beyond the difficulty aiming, and doubly so if you play with controller) is that you just can't identify who is friend or foe.

I reckon in a Low tier CZ, on a low G planet, this could still be worth messing about with though. You can cap points, you can recharge, you can use all your weapons. Only key thing you can't really do is crouch, as that seems to knock you back to third person view. (But that might be a keybind clash of mine. Not sure.)

You also can't use health packs or recharge batteries, I suspect, but haven't tried. (Unless there are shortcuts for those, or the radial menu still operates despite being unseen etc. Will have to check.)
 
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I believe they recently added hotkeys for all the "wheel" options. So testing that would be a good idea.

Also you can totally crouch. I remember I had to unbind Left Control because there was a conflict. (Not sure what it was originally bound to). I did a little crouching action in the OP video :p . The reason I was testing that was to see if your view moves with your CMDR's head (and it does).
 
Yep, I'd respond to such a polite reference too...
..but I suppose it makes folk feel 'big' and part of the crowd 🤷‍♂️

Yes but they do act deaf... tho having said that, I called them that in the suggestions thread for being able to land SLFs, and Zac did respond to the thread (agreed with it and said he'd pass the suggestion on) so I might stop calling them that for now :)


I'm with frank, when those three threads I listed, all of which have @ pings for CM's in them, start getting dev posts in them, even a simple "I'll pass this on", I'll stop calling them , until that happens, I'm away to google digital hearing aid specialists in Cambridgeshire....
 
Even with TrackIR you either need to position your head correctly or switch off the headtracking whilst aiming otherwise it is pretty much impossible to use the sights or even the non ADS reticule.
That needs addressing, but it's defo a case of killing two birds with one stone as both headtracker + monitor & VR players would benefit from that being fiexd.
 
And now fdev will remove that on next update... :)

Most probably they will do nothing. Just will take a water into mounth and they will completely ignore that.

Thats shame because only what they need to do is to copy/paste camera module, place HUD instead of vanity camera frame and done.
Its probably 1-2 MD for senior dev.
 
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