Small Team? Frontier games has over 560 employees... That´s everything but small. The do have the cvapacities to do it, they are just lazy!
The Team i am working with is small, we are 4 People
Sorry, I'm not convinced (yes, I know it wasn't the intention of your video anywayNo Man's Sky is not a good example of virtual HOTAS implementation - it's like trying a knackered second-hand Thrustmaster X and then dismissing all HOTAS systems as awful
I've knocked up a quick video showing NMS spongy stick and 3-speed throttle compared to the precision of VTOL VR - I'm still learning the F-35 knock-off so my acrobatic skills aren't too good as shown in the vid, but my vertical landings on moving carriers are getting better (for a future video once I've got the AP assist figured out)
Source: https://youtu.be/R0jMPzhOFBQ
The first point you made i aggree partially. Yes it is right that fixing problems must always be first priority. But, i mean, the game runs pretty good i would say and it´s also visually stunning, for me persponally everything visually is very good, yes there are some issues, like anti aliasing in VR is not that good but is is good enough, better than many other games already.Sorry, I'm not convinced (yes, I know it wasn't the intention of your video anyway). I recognize I might not be the target audience for this, or I might be too old, stubborn or conservative to switch away from what I know and like. And no, I have not tried it. I don't want to. I choose to remain very sceptical.
I have a few issues with using motion controllers in ED that make me think "nah, pass". If there was any dev time spent on ED VR, I'd rather see it spent on fixing some of the glaring visual bugs like ship shadows dissapearing, light bleeding and flickering and the like. Also, I'd rather see the dev time spent elsewhere than VR - general performance optimization, bugfixes, having working AA, that sort of stuff, which might get the performance closer to getting viable for on-foot-VR. And finally, even if the technical implementation into the game might be easy (which I still doubt), getting it into a well working human interface will be a challenge in my opinion (this is also true for on-foot-VR).
If you care and still read on, here are my issues: I can just about imagine a virtual stick for the rotational degrees of freedom. What I cannot imagine is the lack of feedback. If need be, I can twist and move my stick with my fingertips against the springs of the stick (which I can adjust to my liking). How do you replicate that with... air?
Also, this VR mod allows you to place virtual buttons for ship control functions (I still maintain that motion controllers have too few physical buttons to fly a spaceship). With a physical interface, I can rely on muscle memory and do everything blindly. I have like 20+ ship functions on the tip of my right thumb alone, and I don't need to move my hand. With buttons in the air, they either need to be really spaced apart, or I have to look at them. Which I don't want. In a real cockpit, you probably can do it blindly (after all we do have a pretty good and precise muscle memory), but there the buttons are physical and provide touch feedback. I seriously doubt it will be that way in VR with buttons in the air.
As for a more device related thing, I think this is not going to work on headsets like my Reverb G2 for one simple reason: If you place your hands comfortably on your lap or the table, the headset will lose tracking. Rule of thumb: If I cannot see the controller, the headset can't either. I know the Meta headsets are better in that regard as they have tracking cameras on the bottom, and with proper placement it's not going to be an issue for external tracking systems. But it's at least an issue for me.
Also, the WMR touch controllers just suck. The buttons are all spongy, the placement is questionable at best. and they eat batteries like crazy (as I practically only play ED and Project Cars 2 in VR, I haven't turned on my motion controllers in weeks). I take a quality flight stick / HOTAS over VR "immersion" every day.
But then I'm old and cranky, so what do I know.
Sorry, I'm not convinced (yes, I know it wasn't the intention of your video anyway). I recognize I might not be the target audience for this, or I might be too old, stubborn or conservative to switch away from what I know and like. And no, I have not tried it. I don't want to. I choose to remain very sceptical.
There is tactile feedback - through use of the controller rumble function. Pressing MFD buttons and flicking switches gives a very definite “click” feeling, while any movement of the stick or throttle has a very delicate rumble that lets you know there’s input occurring. I’d toyed with the idea of getting a printed joystick base for the Touch controller (it uses 4 elastic hair ties to provide resistance) but I’m happy enough with the controls. What I lose in the (minor) loss of stick springs is more than compensated by being able to do this:If you care and still read on, here are my issues: I can just about imagine a virtual stick for the rotational degrees of freedom. What I cannot imagine is the lack of feedback. If need be, I can twist and move my stick with my fingertips against the springs of the stick (which I can adjust to my liking). How do you replicate that with... air?
So not that easy to implement then and quite a bit of additional development.You’d then have to consider the holo panels - interact with them with a virtual laser pointer or make them touch screens? These vary in size and distance over Elite’s many ships so that could be a lot of work.
So not that easy to implement then and quite a bit of additional development.
…hence my next sentence![]()
Come on, it's as simple as the thumb sticks controlling the menus.So not that easy to implement then and quite a bit of additional development.
No thanks then, lets put that effort into something more meaningful for the whole game, rather than a small offset of players(And I say that as a VR player).
Come on, it's not really though is it? (I can play forums tennis all dayCome on, it's as simple as the thumb sticks controlling the menus.
It's just a controller button/stick that you assign. There's nothing difficult about it, unless you insist on overthinking it. One man band games developers can manage this.Come on, it's not really though is it? (I can play forums tennis all day)
No problems - just trying to show something similar to dismissing your comfortable IKEA Poäng because I’d once sat on an IKEA Marius
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There is tactile feedback - through use of the controller rumble function. Pressing MFD buttons and flicking switches gives a very definite “click” feeling, while any movement of the stick or throttle has a very delicate rumble that lets you know there’s input occurring.
A lot of VR users overthink things.yeah.... I have Markus at my desk for years. It's the perfect desk chair in the one case that you have the correct height and leg/torso proportions for it... which I do. I used to do a lot of furniture shopping at IKEA, in case you could'n tell
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That's not what I meant. What I did want to say is I need / want a physical object to interact with, especially with, say, a row of buttons. I can touch them and feel which is the first, second, third, without looking. I have a streamdeck next to my throttle that gives me that, but then I am not one of those who are bothered by the VR representation of myself and the controls around me don't match the physical realm. I've read that some people are really freaked out by virtual arms (like in lone echo) because their elbows don't match... I don't care about that.
Well, each to their own - but I prefer not having to feel for buttons without lookingThat's not what I meant. What I did want to say is I need / want a physical object to interact with, especially with, say, a row of buttons. I can touch them and feel which is the first, second, third, without looking. I have a streamdeck next to my throttle that gives me that, but then I am not one of those who are bothered by the VR representation of myself and the controls around me don't match the physical realm. I've read that some people are really freaked out by virtual arms (like in lone echo) because their elbows don't match... I don't care about that.
i am an unreal engine dev.
Since ED is a one-time buy that offers flat screen and VR that plays both sessions concurrently there's no real proper way to gage the active VR audience
Why are you thinking this? It is NOT!So not that easy to implement then and quite a bit of additional development.
No thanks then, lets put that effort into something more meaningful for the whole game, rather than a small offset of players(And I say that as a VR player).
No they don'tCobra Engine, Unreal Engine, Unity, Frostbite, Cryengine... Under the hood they are all engines that do basically the same
If you had, you wouldn't have said the above.I have worked with Unreal, Unity, Godot and Cryengine