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While you're changing up the UI for VR, why not show multi-monitor support some love?

Jul 14, 2016 abortretryfail link
Truncated topic:While you're changing up the UI for VR, why not show multi-monitor support some love?

...because this is just downright silly.

Jul 14, 2016 tarenty link
Could you make a multimonitor skin? With the UI properly adjusted? Or does the game need to support those resolutions directly for that to work?
Jul 14, 2016 look... no hands link
Yea that is pretty silly. Best suggestion I can come up with is to have the chat in the top of the center screen, leave the center HUD portion alone (power, speed, jump range) and then just shove the left radar, and weapons display to the left, and the other stuffs to the right . Simply trying to make the HUD do a stretch Armstrong routine would look just as bad as this does.
Jul 23, 2016 Luxen link
or perhaps add toggle-able repeat info around the hud; on the left is health/shield(when applicable) bar; the right have health for the enemy. anything else doesn't need to be viewed 24/7, right?
Jul 23, 2016 incarnate link
So, what we're doing with VR is actually completely orthogonal and unrelated to the "interface" as you know it, or as it applies to things like this.

The traditional interface is a 2D thing that is overlaid on top of the game's 3D content. The VR interface is actually a fully 3D interface that exists in the real 3D world with you.

Long term, I would like the interface in general to use the 3D concept, but iterating on that cockpit is a bit involved. I do want a more elaborate cockpit for PC users in general, which then people could use on non-VR devices (hence the Simulated VR mode).

Working on the old 2D interface is.. unrelated to anything. I'm not saying it isn't worthwhile to do this, just being clear that it doesn't fall out of any related work. We could easily stretch the HUD across the whole view, but I thought that was super stupid, and also unhelpful.. because it moves the radars and things outside your immediate field of view (assuming angled multi-monitors). The current solution is aesthetically lame, but functionally ok.

We could probably stretch the HUD but leave the radars in the center? That might not be too bad. You'd have to look off to your right to see the selected ship/object info, though.

Or, we could just keep iterating on the newer 3D stuff until it replaces the 2D hud entirely.
Jul 23, 2016 draugath link
Or maybe do something like this? Prototype MDI HUD
Jul 23, 2016 incarnate link
That's the ideal solution, but much more involved than what I'm offering.

Basically, if we did something like that, it should be in 3D space and not just 2D space, so it's usable by VR as well.
Jul 23, 2016 draugath link
It might be an involved solution, but there's working proof-of-concept code right there that you are free to use or modify if you so desire.