VR Targetting + Chat

#Issue 1

Am I missing something or is the targeting in VR subpar? I'm playing ED with a friend, he has a near identical setup to mine (he copied my PC, and also got a vive) and he noticed the same thing.

Whenever we play, targeting seems to be bound to the headset's relative pov + 10 degrees up from that. Aka, I have to look below my target to even be able to lock on. It's kind of off putting and I've yet to discover how and where to change this behavior.

#Issue 2
Whenever I am in VR and especially when mining, I notice that whilst all my on board computer screens stay nicely hidden until called upon, my chat screen seems to want to be seen the whole time when I look near it.
It wouldn't be such an issue if it wasn't for the nature of VR; frantically looking around for that next golden nugget.

Same as with issue 1, I've yet to find an option setting where I can turn this off. It's really off putting whilst playing because it reminds me every 20 seconds that 2 hours ago when I flew into the void opal spot some NPC threatened, scanned and rejected/scolded me.

There's a whole list of issues and minor gripes within VR, but these 2 actually make me grunt and put down my headset with a mild feeling of "VR was an afterthought" instead of having a fully immersive experience. Don't get me wrong; what works works very well (considering, seems for example that the app is single core for whatever reason :eek: ) and I've boosted my performance to the max. However, with immersion/VR the devil is in the details.

D.
 
Whenever I am in VR and especially when mining, I notice that whilst all my on board computer screens stay nicely hidden until called upon, my chat screen seems to want to be seen the whole time when I look near it.

In the Controls menu, Mode Switches section, make sure you have 'Looking at Comms Panel' set to 'Does Nothing'.
 
#Issue 1

Whenever we play, targeting seems to be bound to the headset's relative pov + 10 degrees up from that. Aka, I have to look below my target to even be able to lock on. It's kind of off putting and I've yet to discover how and where to change this behavior.

I've never had an issue targetting anything in Elite, I just look at the object and press my target button or cycle between targets using the buttons I have bound etc. I've never had to look slightly up or anything like that in order for lockon to register.
 
Re: Issue #1

Personally, after much experimentation, I found out that that the “natural” place to put on my HMD is different from where I need to put it to ensure the lenses are centered properly in front of my eyeballs. It feels weird to rest my HMD on my cheekbones, but it looks much better that way. That may be the case for you as well, because you really should be able to look at something to select it.
 
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I've never had an issue targetting anything in Elite, I just look at the object and press my target button or cycle between targets using the buttons I have bound etc. I've never had to look slightly up or anything like that in order for lockon to register.

I've tried a lot, am very well versed in how the sweetspots etc work. I currently consult for a small company bringing something new to the HMD scene, think of the episode "The Game" from Startrek TNG (actual inspiration for the product), but we're a few years off. I've a vive, oddesey and rift for comparison, the good news is, if the prototype gets approved, the whole sweetspot/eyetracking for rendering discussion will become moot.

Anyways, offtrack here, I've seen this issues with multiple HMD's, and have friends reporting the same issue for ED.

This weekend I hope to have some time to fiddle with it again and I'll update here I guess.
 
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