he does have a head. when you look down, thats your whole head moving. when you use freecam, your head is flying around. the only way to see your head is with a scanner room drone.
Does anyone know whether this clipping still occurs when playing using the Oculus or other VR ...
... or is VR already calibrated to take forward head movement into account?
Calarand77lurking in general forumsJoin Date: 2016-01-22Member: 211786Members
I'd surely love to have a head when I'm playing! Especially that the player character is quite a handsome guy (and no, it doesn't matter that I can't see the face 99% of the time, I just want to know that it actually IS there). Plus, it's freaking me out when I use freecam to take screenshots and suddenly WHAM! - the headless horseman underwater....
Similarly, I'd love for the camera to get fixed, just as Benski pointed out. Subnautica has stupidly low default FOV, I think it's around 50. Personally, I find it very tiring after a couple of hours in the game, so I always change it to 80 or even 90 when I'm out swimming in the ocean. It would be amazing to not have to see my character's chopped off neck all the time...
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It might be possible to add a motion to the camera which moves the perspective forward as you look downwards.
That way, you would (naturally) see the front/chest of the avatar rather than clipping through the neck as happens currently ...
+1 for the art.
He's right though.
... or is VR already calibrated to take forward head movement into account?
Similarly, I'd love for the camera to get fixed, just as Benski pointed out. Subnautica has stupidly low default FOV, I think it's around 50. Personally, I find it very tiring after a couple of hours in the game, so I always change it to 80 or even 90 when I'm out swimming in the ocean. It would be amazing to not have to see my character's chopped off neck all the time...