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Oculus Rift UI Drift getting worse
Hello everyone. I recently downloaded Vendetta Online to test along with my Oculus Rift and I will say right away this is the game to push VR to its limits. VO has the possibility to be the addictive Rift game to beat. It truly is an AMAZING experience in VR except for one problem: The UI drifts to either the left or right at an insane speed, which then throw off targetting. Using "/resetovr" only makes it worse as the UI will then expand in width, which also shifts the crosshair to the right of the actual weapon fire.
My suggestion would be if someone could please take a look at the UI using Rift or use the new SDK provided by Oculus Rift that was recently released.
It really is a shame because it is an amazing experience if the UI worked correctly. I know I am probably a small vocal minority, and with a limited development team (from what I understand by reading thru the game's history) it is often hard to implement cutting edge tech for a small minority.
I tested my Rift using the latest SDK in my own c# tech demo, I also tested the hardware in the new Tuscanny demo and the Oculus Rift works perfect, so it is definitely not a problem with my test unit.
I have developed UI components for 2 small dev teams working on Rift-enabled games and understand the complexity of implementing a new UI system into an existing game. Hopefully you guys have a very modular approach to coding and can easily inject a fix soon. If not it would be a real shame since VO is the best space sim for Rift and could be one of the premier launch titles for the consumer unit in 2014.
I was using a xbox wireless controller with my Rift, maybe if I try using the keyboard I will fare better.
My suggestion would be if someone could please take a look at the UI using Rift or use the new SDK provided by Oculus Rift that was recently released.
It really is a shame because it is an amazing experience if the UI worked correctly. I know I am probably a small vocal minority, and with a limited development team (from what I understand by reading thru the game's history) it is often hard to implement cutting edge tech for a small minority.
I tested my Rift using the latest SDK in my own c# tech demo, I also tested the hardware in the new Tuscanny demo and the Oculus Rift works perfect, so it is definitely not a problem with my test unit.
I have developed UI components for 2 small dev teams working on Rift-enabled games and understand the complexity of implementing a new UI system into an existing game. Hopefully you guys have a very modular approach to coding and can easily inject a fix soon. If not it would be a real shame since VO is the best space sim for Rift and could be one of the premier launch titles for the consumer unit in 2014.
I was using a xbox wireless controller with my Rift, maybe if I try using the keyboard I will fare better.
If you haven't already, it might be worth putting in a support ticket.
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I'm really looking forward to that consumer launch; I agree that VO seems built for the Rift.
I just wanted to second abortretryfail's suggestion. Sometimes the devs get to the support tickets a little faster than the forums.
I just wanted to second abortretryfail's suggestion. Sometimes the devs get to the support tickets a little faster than the forums.
We added support for the Rift's magnetic calibration over a month ago. Is your Rift calibrated in their "settings" area, using the latest drivers? It should discipline out the UI drift problems.
The Tuscany demo uses an internal method of compass usage which pre-dates the new SDK/settings based system, and probably works differently internally. It's a program-specific system instead of a device-wide calibration.
We are targeting some updates to our Rift implementation for the near future, so we welcome feedback and reports like this.
The Tuscany demo uses an internal method of compass usage which pre-dates the new SDK/settings based system, and probably works differently internally. It's a program-specific system instead of a device-wide calibration.
We are targeting some updates to our Rift implementation for the near future, so we welcome feedback and reports like this.
We'll be releasing an update soon that uses the newer 0.2.5c sdk lib that has improved drift compensation.
Hi all!
I'm have just started to play this game and I started directly with my Oculus Rift and I have to agree that this game is awesome in the rift!
Had no big issues, just calibrate the rift and every thing works perfect.
My free 8 hours just flew away and I started to pay now.
I'm have just started to play this game and I started directly with my Oculus Rift and I have to agree that this game is awesome in the rift!
Had no big issues, just calibrate the rift and every thing works perfect.
My free 8 hours just flew away and I started to pay now.
Thanks much, glad to hear it. We have some other improvements in the pipe related to the new Oculus HD stuff as well.
Great! Cause I have ordered the new one too.
In the beginning I was missing the cockpit-view (or does it exist?) but now I really like it when I can even see down/under the ship/me.
What improvements? I do understand if I was in a cockpit view it would be nice to move your head forward and to the sides... to see better, but as it is now I could not even guess how you could use that new feature...
In the beginning I was missing the cockpit-view (or does it exist?) but now I really like it when I can even see down/under the ship/me.
What improvements? I do understand if I was in a cockpit view it would be nice to move your head forward and to the sides... to see better, but as it is now I could not even guess how you could use that new feature...
as it is now I could not even guess how you could use that new feature...
Ships have dimensionality measured in meters; this might be used to scale the player's relative lateral head tracking while inside the Rift. Note the length values given are not exact. The point is the game does have an absolute distance scale which might be translated to the CC/DK2's lateral head tracking feature.
Currently, there are no rendered cockpits. I think this is more due to Guild's limited resources than optimum design choice.
Ships have dimensionality measured in meters; this might be used to scale the player's relative lateral head tracking while inside the Rift. Note the length values given are not exact. The point is the game does have an absolute distance scale which might be translated to the CC/DK2's lateral head tracking feature.
Currently, there are no rendered cockpits. I think this is more due to Guild's limited resources than optimum design choice.
I would like to implement a cockpit view, but if we do so.. it will still be virtualized (semi-transparent), to allow you retain as much situational awareness as possible.
Most of our current work just stems from retaining compatibility across internal changes in the Rift SDK. The "HD" hardware is considerably different from the original devkit, and we have to make some rendering alterations to compensate (nothing to do with the resolution, rather other factors).
We also have some related improvements we hope to make, which I think will be pretty exciting, but I'm not going to announce them until I'm pretty sure they're going to happen.
Most of our current work just stems from retaining compatibility across internal changes in the Rift SDK. The "HD" hardware is considerably different from the original devkit, and we have to make some rendering alterations to compensate (nothing to do with the resolution, rather other factors).
We also have some related improvements we hope to make, which I think will be pretty exciting, but I'm not going to announce them until I'm pretty sure they're going to happen.
I would like to implement a cockpit view, but if we do so.. it will still be virtualized (semi-transparent), to allow you retain as much situational awareness as possible.
Making it translucent would defeat the purpose of implementing it in the first place, though, which, and I could be wrong here, is to create the illusion that one is in a real cockpit of a real ship.
Making it translucent would defeat the purpose of implementing it in the first place, though, which, and I could be wrong here, is to create the illusion that one is in a real cockpit of a real ship.
Making it translucent would defeat the purpose of implementing it in the first place, though, which, and I could be wrong here, is to create the illusion that one is in a real cockpit of a real ship.
We can potentially make the transparency a player-definable thing. For those who want to limit their field of view down to half the screen, go nuts!
But no, it would not defeat the purpose. It would look awesome, and also serves an entirely different purpose of allowing player orientation in a VR environment. VR presents a whole other set of problems, related to the player's self of "self" and inner-ear challenges, etc. Something conceptually fixed around you helps subconsciously anchor you into the environment.. regardless of whether it's semi-transparent.
We can potentially make the transparency a player-definable thing. For those who want to limit their field of view down to half the screen, go nuts!
But no, it would not defeat the purpose. It would look awesome, and also serves an entirely different purpose of allowing player orientation in a VR environment. VR presents a whole other set of problems, related to the player's self of "self" and inner-ear challenges, etc. Something conceptually fixed around you helps subconsciously anchor you into the environment.. regardless of whether it's semi-transparent.
Suggest this thread needs moved to "Bugs" or better yet move all "Oculus Rift" threads to a new FORUM titled "Oculus" similar to the OS Forum pages.
I guess I can move it to bugs for now.