VR - First Person On Foot VR Works in Odyssey

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.
Yeah, it's not like the game doesn't have native VR and tehy are grafting it in here of there, its liek they are actively working to block it's natural VR working ;-(
 
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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 for this - will try it later (I've been managing just using 3rd person and following my avatar from the left shoulder, good enough, but this looks much better).
 
I never said you claimed to be presenting proof, but I think you're contradicting yourself a little bit. On one hand, it "may not be too complicated" but then "it's never as simple as you think". Right. Cool. Insightful stuff, that.

Anyway, "but it would take more time and resources to make it work than people assume" is just you assuming stuff about time & resources, and you're even making assumptions about what anyone else assumes too, without any real basis for doing so.

Lets face it; You're just guessing, and so is everyone else. My assumtion is it's that even less complicated than you think, and far simpler than you assume.

Lone Echo btw was VR only. If you're looking for an example that's flatscreen & VR, Detached (2017) is good - and it was first person, cross platform, zeroG, and supported controllers.
Also Obduction - take off headset, play flatscreen, seamless (I had to do that when I was teetering on cliff edges in VR and panicking...)
 
For anyone interested, I just figured out how to use motion controls in VR.

This is a video of me using my Oculus Motion Controllers (CV1)

Source: https://www.youtube.com/watch?v=bxzyXsqVzYA&t=5s


It's a bit floaty (I suspect this is Elite's controller presets doing that, because it isn't floaty in USB Controllers when I test the inputs).

I remembered that we had an awesome commander who made his motion controls into Flight Sticks for ED (Just like how it works in No Man's Sky). This is his work: https://github.com/lyneca/ocujoy

Basically he created a Virtual Joystick with the VJoy program and used that to control the flight sticks. Neat, huh?

So after I got that working (took some doing. I'm not a developer. Though the idea is starting to catch, maybe) I simply opened up his binding file and copy pasted his stick Yaw and Roll controls into my binding file under Humanoid Rotate

<HumanoidRotateAxis>
<Binding Device="vJoy" Key="Joy_RZAxis" />

and Humanoid Pitch

<HumanoidPitchAxis>
<Binding Device="vJoy" Key="Joy_RXAxis" />

Proof of concept, I would say!
 
For anyone interested, I just figured out how to use motion controls in VR.

This is a video of me using my Oculus Motion Controllers (CV1)

Source: https://www.youtube.com/watch?v=bxzyXsqVzYA&t=5s


It's a bit floaty (I suspect this is Elite's controller presets doing that, because it isn't floaty in USB Controllers when I test the inputs).

I remembered that we had an awesome commander who made his motion controls into Flight Sticks for ED (Just like how it works in No Man's Sky). This is his work: https://github.com/lyneca/ocujoy

Basically he created a Virtual Joystick with the VJoy program and used that to control the flight sticks. Neat, huh?

So after I got that working (took some doing. I'm not a developer. Though the idea is starting to catch, maybe) I simply opened up his binding file and copy pasted his stick Yaw and Roll controls into my binding file under Humanoid Rotate

<HumanoidRotateAxis>
<Binding Device="vJoy" Key="Joy_RZAxis" />

and Humanoid Pitch

<HumanoidPitchAxis>
<Binding Device="vJoy" Key="Joy_RXAxis" />

Proof of concept, I would say!
Very cool 👍
 
It works in the letterbox version of VR as well the Real VR of course. So if people really like using motion controls, they can use this method to use their motion controllers in Letterbox Mode as well if they wish.
 
For anyone interested, I just figured out how to use motion controls in VR.

This is a video of me using my Oculus Motion Controllers (CV1)

Source: https://www.youtube.com/watch?v=bxzyXsqVzYA&t=5s


It's a bit floaty (I suspect this is Elite's controller presets doing that, because it isn't floaty in USB Controllers when I test the inputs).

I remembered that we had an awesome commander who made his motion controls into Flight Sticks for ED (Just like how it works in No Man's Sky). This is his work: https://github.com/lyneca/ocujoy

Basically he created a Virtual Joystick with the VJoy program and used that to control the flight sticks. Neat, huh?

So after I got that working (took some doing. I'm not a developer. Though the idea is starting to catch, maybe) I simply opened up his binding file and copy pasted his stick Yaw and Roll controls into my binding file under Humanoid Rotate

<HumanoidRotateAxis>
<Binding Device="vJoy" Key="Joy_RZAxis" />

and Humanoid Pitch

<HumanoidPitchAxis>
<Binding Device="vJoy" Key="Joy_RXAxis" />

Proof of concept, I would say!
This is awesome!]

It's very good for you but mega :poop: for Frontier... How :poop: are they that they cannot or will not add something to their game that you a player has managed to do by misusing ingame tools and a little utility from github?

[pressing X to pay respects to 's credibility...]
 
This is outstanding work Enexemander o7 But... I'm now confused, is this a good thing seeing that it is indeed possible, and as such your work here gives us hope? Or is it a bad thing in that it shows how tantalisingly close to VR on Foot we are, making it all the more "so close yet so far" frustrating, because it is there, unobtainable despite being begging to be done? If we can point CM's to this thread, maybe in a "the left hand doesn't know what the right is doing" sort of way, Frontier might not know how close we are to a nonhands controller experience we are with the current game, and might decide to do it?

And yes, I still believe in the toorth fairy, or at least my youngest child thinks I do...
 
Just Dave did a video on this also (MUCH better production value, I have to admit!)

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


@VR Jay Le Chardon My hope is that this idea gets enough traction that Frontier decides to put some work into it. I think @VR Golgot has been ringing this bell for a while now. Like @CMDR Quarter-Master said, I'm not a developer and I don't have access to Elite's code... and I can cobble this together in a day? The parts are there to work with!

Imagine how much easier it is if you don't have to use glitches and outside tools?
 
is it a bad thing in that it shows how tantalisingly close to VR on Foot we are, making it all the more "so close yet so far" frustrating, because it is there, unobtainable despite being begging to be done? If we can point CM's to this thread, maybe in a "the left hand doesn't know what the right is doing" sort of way, Frontier might not know how close we are to a nonhands controller experience we are with the current game, and might decide to do it?
Good luck getting any sort of acknowledgement from on this one. It's over guys, the current shtick of FDev is "no further VR development" - and it can't be more clear than that. Sorry. This doesn't fit with their vision of the sunset of the game, so I'd be really surprised if you get any answer, as the big VR thread we stated which had almost unanimous support bar the usual white knight detractors wasn't even graced with "we will pass it on". By the way "we will pass it on" is something support uses to placate users, usually. It doesn't carry any commitment and is usually a hollow phrase. At best they will create a jira ticket - it's not like you have a chance to check them up on it. In 90% of cases, nothing will happen, which reminds me of my own experiences with HTC support :p
@VR Jay Le Chardon My hope is that this idea gets enough traction that Frontier decides to put some work into it. I think @VR Golgot has been ringing this bell for a while now. Like @CMDR Quarter-Master said, I'm not a developer and I don't have access to Elite's code... and I can cobble this together in a day? The parts are there to work with!
What if I told you that VR mode with UI, tracking and movement is already in the game? It's called... the SRV turret. Move is decoupled from aiming. Works just fine in VR. Should be fairly trivial to adapt it, unless your code is a buggy spaghetti mess, which it probably is. But no, "no further VR development" lovingly called "LOL no :p" is the current "direction" of the game. Alas. You saying it works? <rummaging in the code, deploying patch> "Fixed an instance where camera could clip into user avatar". Boom. Gone. I fully expect that.

And I think no amount of pinging @Arthur Tolmie or @Zac Cocken or @Bruce G will change that, because they've been told "No further VR development" from the higher-ups and it's waaay above their paygrade.
 
Dumb question.... how do you operate the HUD wheel? Do you just have to exit the camera view each time or how does that work?

I can confirm that the keybinds for Health Packs and Batteries etc work. Also you can toss grenades no problem.

I did a settlement kill the scavengers mission in this mode. (Well, kind of. I killed the guys but the mission didn't count any of them, so shrug)
 
Okay, I've tried it myself now.

Overall? It works. It's very cool being in first person in VR, lookup up at your ship.

Performance in VR? Compared to sitting in the cockpit in the exact same location 5 seconds apart? Very poor.

Useable? Sure, sort of, but it's jank city. Performance, the issues with hud, weapon and models clipping, things like idle character animations causing weird sway, and dust devils on the surface rotating with your head. Because ... it's not really VR first person.

Summary:

I'll just quote myself from earlier in this thread and save myself the bother.

1) I suspect performance is probably the main thing, with performance something they admit they weren't expecting to be a problem and still need to find solutions for in 2d, FPS VR is probably just not something they are sure would work well at all. It can be shaky in performance terms in space never mind stations/setttlements/CZs.

2) I've said it before, but "just do that and throw a hud on it" sounds simple, and may not be too complicated, but it would take more time and resources to make it work than people assume.

I hope they do it at some point, but just assuming it's so simple ... I doubt it.

Yes, fdev could do it (of course they could), but it would take time and effort that people here just dismiss as laziness. What is there is NOT vr first person. It's the engine implementation of VR with the camera suite controls and none of the FPS controls/hud/functionality. Because they would need to do a lot of work on it to add all that in and make it playable.

I'd like them to, sure. I'd like them to fix the other serious issues first though.
 
Help
I am having trouble getting Free Camera to work in VR with all three modes Ship,SRV, and on foot.
The camera just doesn't, bindings set and work in flat screen but not in VR, I am using steam VR

Great thread thanks for the info, There in some hope for VR I see
 
Been working on this, got it kind of working.
can switch to full screen but only get it in 3rd Person with camera just behind me.
should I just keep trying the double key tap or is there something else I should do To get in 1st person.

I am able to move my character around in 3rd person snd VR.

still a lot better than flat panel Fdev gave us.

Much thanks
 
Been working on this, got it kind of working.
can switch to full screen but only get it in 3rd Person with camera just behind me.
should I just keep trying the double key tap or is there something else I should do To get in 1st person.

I am able to move my character around in 3rd person snd VR.

still a lot better than flat panel Fdev gave us.

Much thanks

Most likely it's a timing issue. To give you an idea, the macro I wrote to automate this has .1 seconds of press and hold between button presses. I can reliably do it by hand and I'm sure I'm doing it slower than that.

My advice would be to play around with the timing, and make sure you've got the two functions mapped to single buttons that you feel comfortable hitting in quick succession. Also make sure you don't have any conflicts with the camera suite and regular on foot gameplay.
 
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