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Posted

There were issues with VR in Combined Arms but I can't say the new solution is any improvement. You don't lock off head motion in VR ... it's just a big "DO NOT DO THIS".

 

Binding the root of the VR camera to the motion of a connector is absolutely the right direction to go (points for that) BUT locking off 6DOF head movement after that is the wrong way to go.

 

Here is hoping that this is just a glimpse of an implementation under heavy construction and the brokeness is just evidence of MUCH bigger and better things coming soon.

Posted

Head Movement is only Locked in down the barrel view.

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Posted (edited)

The driver view which is not attached to a barrel is also headlocked. It is so clumsy that it seems temporary at least.

 

The view which does work is the arcade view and it is fine as an arcade view but HOTAS controls are ignored (in favour of mouse) and the position and tracking behaviour is hard coded so it can't be used as the basis for a mod. Aww.

 

So yeah a way to make VR mods for CA is important to me at the moment and all that is really required is a basic VR head mode ... just like in the aircraft. The VR head mode in DCS aircraft is what I would call "standard" for VR. The VR camera inherits the orientation and velocity of a node representing a cockpit/seat and then adds it's own 6dof values to get the view ... just a standard VR mode for CA would be great.

 

For CA you would just use connectors for the root head node because they are already used and they let you create multiple seating positions and rotating stations and other dynamically generated orientations.

 

VR in DCS is starting to get gud. If CA can be gud in VR too it would be :thumbup:

Edited by vicx
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