VR Improvements

Jim_Jim_ Join Date: 2016-07-07 Member: 219811Members
edited July 2016 in Ideas and Suggestions
The VR mode is really cool, but some things really pull you out of the experience and need improving. This is in relation to the stable branch as of July 13.
  • Beacons should be drawn in accordance with their distance from the player. Currently, the beacons look like they are about 6-10 feet away from the player. They should almost always have the convergance set on infinity, unless the player is close to the beacon.
  • The crosshair cursor is also very distracting when it is drawn on close up surfaces. I think the convergance should be set to not draw it closer than about 5 feet from the player (or something like that). As it stands, the cursor can the drawn very close to the player if they stand next to a window or wall.
  • There is a bug where leaving a multi-purpose room will draw the cursor on the invisible junction of the room and corridor. This pulls the player out of the experience. <img src="http://i.imgur.com/hU2YkZe.jpg&quot; alt="image">Example image (one eye)</img>
  • The walking speed in bases in VR is way slower than normal. At least let us change it, or if using an xbox controller just let us move at whatever speed we feel like with the analog stick.
  • When you turn your head left or right, the horizon will tilt for a few seconds. Not only is this against VR best practices, but it makes me seasick, even on a monitor. For the love of all that is good in the world, please, please, please turn this off or give an option to turn it off. Holy shit, I can't say it enough; help me Obi-wan Kenobi!
  • The frame rate when driving the cyclops is way worse in VR than almost anything else.
  • External cameras can't be used when driving the cyclops in VR. Trying to click the button just exits driving mode.
  • The feedback system (F8) can't be used in VR. It opens, but doesn't let you type or submit anything (xbox 1 controller mode, even trying the keyboard)
  • There doesn't seem to be a key binding for changing batteries with the xbox 1 controller.
  • When swimming around, I often see diagonal artifacts as I get into different areas. Hopefully getting rid of the terraformer will help with the pop-in and loading issues. As it stands, it's horrible; even in 2D mode.

Comments

  • coldsnapcoldsnap Join Date: 2015-12-26 Member: 210395Members
    Jim_ wrote: »
    The VR mode is really cool, but some things really pull you out of the experience and need improving. This is in relation to the stable branch as of July 13.
    • Beacons should be drawn in accordance with their distance from the player. Currently, the beacons look like they are about 6-10 feet away from the player. They should almost always have the convergance set on infinity, unless the player is close to the beacon.
    This! Also, I think the beacon should fade out when you are really close to the object in question. For example, you see the Cyclops beacon AND the docked Seamoth beacon all the time inside the Cyclops.
    [*] The crosshair cursor is also very distracting when it is drawn on close up surfaces. I think the convergance should be set to not draw it closer than about 5 feet from the player (or something like that). As it stands, the cursor can the drawn very close to the player if they stand next to a window or wall.
    I think the crosshair cursor is too intruding, it's easier to see it in VR as it is on a different stereoscopic level, so perhaps it would be a good idea to fade it out a bit?
    [*] There is a bug where leaving a multi-purpose room will draw the cursor on the invisible junction of the room and corridor. This pulls the player out of the experience.
    I noticed this as well!
    [*] The walking speed in bases in VR is way slower than normal. At least let us change it, or if using an xbox controller just let us move at whatever speed we feel like with the analog stick.
    I like going slower, but yes, it's a bit too slow. Using the analog stick is a great idea.
    [*] When you turn your head left or right, the horizon will tilt for a few seconds. Not only is this against VR best practices, but it makes me seasick, even on a monitor. For the love of all that is good in the world, please, please, please turn this off or give an option to turn it off. Holy ****, I can't say it enough; help me Obi-wan Kenobi!
    This!! It made me seasick when using my monitor, and it's even worse in VR!! I've been trying to understand the reason this happens, but I just don't get it. It's just awful. :(
    [*] The frame rate when driving the cyclops is way worse in VR than almost anything else.
    [*] External cameras can't be used when driving the cyclops in VR. Trying to click the button just exits driving mode.
    [*] The feedback system (F8) can't be used in VR. It opens, but doesn't let you type or submit anything (xbox 1 controller mode, even trying the keyboard)
    [*] There doesn't seem to be a key binding for changing batteries with the xbox 1 controller.
    I second these.
    [*] When swimming around, I often see diagonal artifacts as I get into different areas. Hopefully getting rid of the terraformer will help with the pop-in and loading issues. As it stands, it's horrible; even in 2D mode.
    Do you mean the flickering? I believe it's a shader issue caused by the fish schools. Sometimes a fish school throws vertexes all over, and they are also frequently out of sync between the left and right eye.

    Nice list, all in all! If these issues are straightened out, Subnautica will be one of the very best VR games out there!
    Btw, I mentioned some of these things in a post I made the other day: http://forums.unknownworlds.com/discussion/143612/submarines-in-vr-some-suggestions
  • DystroxicDystroxic USA Join Date: 2016-07-15 Member: 220270Members
    All good points. I most strongly agree with these ones:
    Jim_ wrote: »
    • Beacons should be drawn in accordance with their distance from the player. Currently, the beacons look like they are about 6-10 feet away from the player. They should almost always have the convergance set on infinity, unless the player is close to the beacon.
    This is a hot mess, it sucks having your field of view cluttered with giant beacon bubbles. Have them get smaller and/or fainter as you get further from them.
    Jim_ wrote: »
    • The walking speed in bases in VR is way slower than normal. At least let us change it, or if using an xbox controller just let us move at whatever speed we feel like with the analog stick.
    Not just in sea bases, but in the Cyclops and on land/Aurora as well. It is insanely slow, should be at least twice the speed.
    Jim_ wrote: »
    • There doesn't seem to be a key binding for changing batteries with the xbox 1 controller.
    This should be default, but in the meantime you can bind it yourself in the options menu. I have it bound to D-pad DOWN.
  • ManeVrManeVr norristown pa Join Date: 2016-07-18 Member: 220381Members
    Jim_ wrote: »
    The VR mode is really cool, but some things really pull you out of the experience and need improving. This is in relation to the stable branch as of July 13.
    • Beacons should be drawn in accordance with their distance from the player. Currently, the beacons look like they are about 6-10 feet away from the player. They should almost always have the convergance set on infinity, unless the player is close to the beacon.
    • The crosshair cursor is also very distracting when it is drawn on close up surfaces. I think the convergance should be set to not draw it closer than about 5 feet from the player (or something like that). As it stands, the cursor can the drawn very close to the player if they stand next to a window or wall.
    • There is a bug where leaving a multi-purpose room will draw the cursor on the invisible junction of the room and corridor. This pulls the player out of the experience. <img src="http://i.imgur.com/hU2YkZe.jpg&quot; alt="image">Example image (one eye)</img>
    • The walking speed in bases in VR is way slower than normal. At least let us change it, or if using an xbox controller just let us move at whatever speed we feel like with the analog stick.
    • When you turn your head left or right, the horizon will tilt for a few seconds. Not only is this against VR best practices, but it makes me seasick, even on a monitor. For the love of all that is good in the world, please, please, please turn this off or give an option to turn it off. Holy ****, I can't say it enough; help me Obi-wan Kenobi!
    • The frame rate when driving the cyclops is way worse in VR than almost anything else.
    • External cameras can't be used when driving the cyclops in VR. Trying to click the button just exits driving mode.
    • The feedback system (F8) can't be used in VR. It opens, but doesn't let you type or submit anything (xbox 1 controller mode, even trying the keyboard)
    • There doesn't seem to be a key binding for changing batteries with the xbox 1 controller.
    • When swimming around, I often see diagonal artifacts as I get into different areas. Hopefully getting rid of the terraformer will help with the pop-in and loading issues. As it stands, it's horrible; even in 2D mode.

    omg I agree with all of these and would add we need more controls options the way Half-life 2 vr gave us options on how we control. I for one want the look decouple from turn
  • justi18562justi18562 Join Date: 2017-02-28 Member: 228386Members
    My friend can't click on engine on in VR which button is he supposed to use.
  • Sparhawk765Sparhawk765 Join Date: 2018-03-02 Member: 238510Members
    Jim_ wrote: »
    • The walking speed in bases in VR is way slower than normal. At least let us change it, or if using an xbox controller just let us move at whatever speed we feel like with the analog stick.
    Second this, I made a quick test on todays experimental and walking a distance in my base took 8 seconds in the normal version and 12 in VR. I tested with both controller and keyboard just in case there was something off with my Steam controller. VR walking/running speed is too slow imo.

    I would also like to suggest repositioning the players POV in a few cases. I know this might not be a best practice for VR but for a couple of transitional animations like putting a tablet in or activating the machine in the controlroom I would rather be moved to the charactermodels position than having to look at my character from a meter away.

    And as above, when entering the Seamoth I feel it would be nice to be positioned and aligned with the character model. Since there already is a transitional animation for it I can't see much reason not to move/rotate the POV so it aligns with the model. Ending up beside the model staring into the back of the seat feels a bit odd to me.

    A way to arrange the hotkey items would be really nice too, maybe by holding A and moving the thumbstick left and right to choose slot. I always get confused when the items are in random slots.

    Other than that, the VR experience is pretty dang awesome. :smiley:
  • PhiliChezPhiliChez United States Join Date: 2018-03-03 Member: 238562Members
    One thing that would be nice is if we could set a home orientation for the vr headset so that I don't have to mash f2 to fix things when I enter vehicles.
  • QboQbo Join Date: 2016-10-20 Member: 223264Members
    I've got one. The bubbles that you need to breathe to get oxygen have a blindingly bright animation. It hurts the eyes in VR. Could cause headaches/seizures.

    <a href="https://ibb.co/hLjf5a"><img src="https://thumb.ibb.co/hLjf5a/2017_03_29_00011.jpg&quot; alt="2017 03 29 00011" border="0" /></a>
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