Targ's VR experience with the Oculus Quest 1
Targ's VR experience with the Oculus Quest 1
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- Posts: 243
- Joined: Mon Mar 03, 2008 12:01 am
I've finally found some time to do a more extensive test of the new VR feature using my Oculus Quest 1 via Link Cable.
The overall experience is good and quite immersive.
A few issues still need to be resolved though. If they have been reported before, I apologise.
The menus move with your head, which isn't very helpful if you can't fully see them. This is especially bad when you've looked in adifferent direction during flight before returning to debriefing, as the menu stays "frozen" in that direction so you can't see much of it, not even by looking around.
Most VR-games have 2D menus always stay on the same spot to prevent issues like this.
Another issue is that when you start a mission, the VR camera is positioned above the cockpit. That issue can be fixed by pressing the period-key repeatedly until the camera's position is correct.
Also, I've noticed that the experiences tends to be a bit shaky, causing some minor dizzyness.
I suspect that it is caused by my head shaking, which isn't a problem in any other VR game I've played so far.
Using some sort of movement filter or dead zone would probably fix that.
One thing I've noticed is that the hangar part is a 2D experience.
I don't know whether or not something can be done about it.
But for VR mode (and perhabs TrackIR aswell), I think it may be a good idea to disable the outside views to prevent any potential feeling of dizzyness. That is, if it is possible at all.
To finish with a few positive aspects:
The head tracking is very good and, probably in no small part thanks to the new dynamic cockpits, you feel like you're actually sitting inside the cockpit.
The experience also improves situational awareness like never before, as you can look around you to find your target more easily.
Using a proper HOTAS like the Thrustmaster T16000m plus Throttle improves the experience further.
Thanks to the simple Joystick Configurator, you don't need any extra software like T.A.R.G.E.T.
Overall, I give XWA's VR Experience 4 Golden Emkays out of 5.
The overall experience is good and quite immersive.
A few issues still need to be resolved though. If they have been reported before, I apologise.
The menus move with your head, which isn't very helpful if you can't fully see them. This is especially bad when you've looked in adifferent direction during flight before returning to debriefing, as the menu stays "frozen" in that direction so you can't see much of it, not even by looking around.
Most VR-games have 2D menus always stay on the same spot to prevent issues like this.
Another issue is that when you start a mission, the VR camera is positioned above the cockpit. That issue can be fixed by pressing the period-key repeatedly until the camera's position is correct.
Also, I've noticed that the experiences tends to be a bit shaky, causing some minor dizzyness.
I suspect that it is caused by my head shaking, which isn't a problem in any other VR game I've played so far.
Using some sort of movement filter or dead zone would probably fix that.
One thing I've noticed is that the hangar part is a 2D experience.
I don't know whether or not something can be done about it.
But for VR mode (and perhabs TrackIR aswell), I think it may be a good idea to disable the outside views to prevent any potential feeling of dizzyness. That is, if it is possible at all.
To finish with a few positive aspects:
The head tracking is very good and, probably in no small part thanks to the new dynamic cockpits, you feel like you're actually sitting inside the cockpit.
The experience also improves situational awareness like never before, as you can look around you to find your target more easily.
Using a proper HOTAS like the Thrustmaster T16000m plus Throttle improves the experience further.
Thanks to the simple Joystick Configurator, you don't need any extra software like T.A.R.G.E.T.
Overall, I give XWA's VR Experience 4 Golden Emkays out of 5.
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
I have the quest 1 as well. I felt like small scale skirmishes looked great, the larger skirmishes caused some serious choppiness.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Thanks for your review, Fek'LeyrTarg!Fek'LeyrTarg wrote: ↑Thu Apr 15, 2021 10:50 amI've finally found some time to do a more extensive test of the new VR feature using my Oculus Quest 1 via Link Cable.
Yes, this is broken in the XWAU patch, but I believe I just fixed this problem on the latest beta (1.1.5.4)The menus move with your head, which isn't very helpful if you can't fully see them.
Does this happen on every cockpit? Does this happen all the time?Another issue is that when you start a mission, the VR camera is positioned above the cockpit. That issue can be fixed by pressing the period-key repeatedly until the camera's position is correct.
We're still investigating this issue, but in the meantime there's some tips you can try here:Also, I've noticed that the experiences tends to be a bit shaky, causing some minor dizzyness.
https://forums.xwaupgrade.com/viewtopic ... 36&t=12827
I can probably implement a simple filter to see if that helps. Thanks for the suggestion!I suspect that it is caused by my head shaking, which isn't a problem in any other VR game I've played so far.
Using some sort of movement filter or dead zone would probably fix that.
What do you mean by this? Head tracking was broken in the hangar, but that was fixed in the latest beta (if that's what you mean here).One thing I've noticed is that the hangar part is a 2D experience.
Not bad at all. Thanks!Overall, I give XWA's VR Experience 4 Golden Emkays out of 5.
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- Posts: 243
- Joined: Mon Mar 03, 2008 12:01 am
You're welcome.
Good to know. I'll check it out. :=Yes, this is broken in the XWAU patch, but I believe I just fixed this problem on the latest beta (1.1.5.4)
It does happen the first time I start a mission. After pressing the period-key, the issue seems to be gone even in later missions.Does this happen on every cockpit? Does this happen all the time?
Thanks.We're still investigating this issue, but in the meantime there's some tips you can try here:
https://forums.xwaupgrade.com/viewtopic ... 36&t=12827
I think I'll look into cockpit inertia. Perhabs that could improve things a bit.
Anytime.I can probably implement a simple filter to see if that helps. Thanks for the suggestion!
The hangar scene was rendered on a 2D plane. But I'll check out the latest beta to see if that problem is gone in that one.What do you mean by this? Head tracking was broken in the hangar, but that was fixed in the latest beta (if that's what you mean here).
You're welcome.Not bad at all. Thanks!
I believe XWA's VR feature has the potential to compete even with Squadrons and XWVM.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
This should not be the case, unless we're referring to different things here. The hangar should be in 3D, only head tracking was broken. In the latest beta, you should be able to look around inside the cockpit. You can even look around in external view while parked in the hangar, and there should be depth perception. The hangar is a bit choppy for a number of reasons, but it shouldn't look flat. The only thing that doesn't work in the hangar at the moment is positional tracking.Fek'LeyrTarg wrote: ↑Thu Apr 15, 2021 5:16 pmThe hangar scene was rendered on a 2D plane. But I'll check out the latest beta to see if that problem is gone in that one.
The Concourse, on the other hand, is a 2D image rendered on a flat surface.
I need to do something about the jittering. I either can't experience it myself, or I have learned to filter it out in my head. Either way, several people have reported it, so I'll see what I can do.
I think XWA's VR experience will inevitably be behind Squadron's and XWVM's because we're still dealing with a 20-year-old engine. But I think it can still be an enjoyable experience.
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- Joined: Mon Mar 03, 2008 12:01 am
Good news:blue_max wrote: ↑Thu Apr 15, 2021 8:50 pmThis should not be the case, unless we're referring to different things here. The hangar should be in 3D, only head tracking was broken. In the latest beta, you should be able to look around inside the cockpit. You can even look around in external view while parked in the hangar, and there should be depth perception. The hangar is a bit choppy for a number of reasons, but it shouldn't look flat. The only thing that doesn't work in the hangar at the moment is positional tracking.Fek'LeyrTarg wrote: ↑Thu Apr 15, 2021 5:16 pmThe hangar scene was rendered on a 2D plane. But I'll check out the latest beta to see if that problem is gone in that one.
The issue is gone in the latest beta.
I can indeed look around in the cockpit.
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- Posts: 243
- Joined: Mon Mar 03, 2008 12:01 am
With the latest patch out now, I decided to give XWA VR another try yesterday.
Long story short: The experience is far better than ever before.
The jittering is gone. No more dizzyness.
One minor issue has cropped up:
-When videos or loading screens are shown, the headset tends to show the SteamVR loading screen. On the flat screen itself, everything is fine.
Also, the bug with the camera being placed above the cockpit is still there. However, the solution of pressing the period-key still works.
All in all I'm very happy how great the experience has become.
Long story short: The experience is far better than ever before.
The jittering is gone. No more dizzyness.
One minor issue has cropped up:
-When videos or loading screens are shown, the headset tends to show the SteamVR loading screen. On the flat screen itself, everything is fine.
Also, the bug with the camera being placed above the cockpit is still there. However, the solution of pressing the period-key still works.
All in all I'm very happy how great the experience has become.
- m0rgg
- Posts: 268
- Joined: Wed Apr 01, 2020 10:33 pm
It's great to read that! Thanks for the feedback.
There are still more improvements coming...
There are still more improvements coming...
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Thanks for your review, Fek'LeyrTarg! Yes, we're aware of some outstanding problems, but as m0rgg said, we're still working on this and we have a few more updates planned in the near future. So, stay tuned!
- darklord
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Yes the movies not playing has to do with custom videos specifically (HD videos or the animations in TFC). Something to do with not working with the hook that made that possible? Default videos play just fine on my VR headset.
On the other hand though, I can confirm that this is the best release yet! Excellent job guys! I don't even have to set Alliance.exe's priority to high and move the game off the first cpu like I did before to get a good performance experience. It just works now!
On the other hand though, I can confirm that this is the best release yet! Excellent job guys! I don't even have to set Alliance.exe's priority to high and move the game off the first cpu like I did before to get a good performance experience. It just works now!
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
The problem with the movies is that there's a hook that sends the image data from the movie files directly to the display, bypassing the ddraw system. Since ddraw is the part that enables VR, your VR headset will no longer get any information -- but your monitor will. Old movies use the regular ddraw mechanism, so they work in VR. We're aware of this problem, but have yet to come up with a good solution.
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Yes, I've forgotten to mention that I was playing TFTC at that time.
Good luck with fixing these issues.
In the meantime, I stay tuned.
Good luck with fixing these issues.
In the meantime, I stay tuned.