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VR head movement restrictions under the new game engine


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Posted

The head movement restrictions in the BoX series unfortunately I found to be very over the top, to the point where it felt like I was wearing a fishbowl/space helmet, not letting me get close to the canopy or instruments. This would not have been a problem were it optional, but unfortunately in MP it was controlled on the server side. As I understand it it was something to do with external views but maybe someone could correct me there.

 

Is there any chance these restrictions are different under the new game engine, either set to be less restrictive and let me get closer to objects, or to make it purely an optional feature for those who want the "immersion" of those restrictions?

  • Upvote 3
  • 1CGS
Posted

There likely will be, but that sort of info will have to come at a later date.

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Posted (edited)
31 minutes ago, LukeFF said:

There likely will be, but that sort of info will have to come at a later date.

 

Thanks for the response. I loved the experience and performance in VR, but the head movement restriction flat out ruined a lot of planes for me in VR MP unfortunately.

In general it always felt intrusive/unnatural due to how conservative the restrictions were, and it would take me right out of the experience whenever I bumped into an invisible wall.

Edited by MoleUK
Posted

GB VR head movement restrictions make it superior to the DCS immersion-killing experience where your head goes through canopy and sheet metal in some modules.

  • Upvote 2
Posted (edited)
12 hours ago, Dagwoodyt said:

GB VR head movement restrictions make it superior to the DCS immersion-killing experience where your head goes through canopy and sheet metal in some modules.

 

Ideally we'd want the best of both, either with the restrictions being a bit more accurate or simply optional on the user side entirely.

 

I don't want to take away head movement restriction from those users that enjoy them.

Edited by MoleUK
Posted

Removing the restrictions completely would be unfair in MP, since you would be able to spot aircraft in dead spots, that a real pilot couldn't see.

  • Upvote 1
Posted
1 hour ago, Aapje said:

Removing the restrictions completely would be unfair in MP, since you would be able to spot aircraft in dead spots, that a real pilot couldn't see.

 

While I'd personally prefer the option to remove the restrictions entirely, I'd settle for being able to feel like i'm getting my head close to the instruments/canopy. Right now it can feel like an invisible gremlin holds back my head from getting within 6-12 inches of anything.

 

Trying to accurately draw out those restrictions without going over the top for every plane could be a lot of work, though I suppose with only 8 to start maybe not as much as re-drawing all existing restrictions for IL2:GB planes and tanks.

 

Unfortunately there are sweaty people who will always try and exploit something mechanical in a game engine to their advantage in MP, but I would prefer that steps taken to address those type of people not ruin my experience in the process.

Posted

What might help a great deal would be to have VR pilot eyepoint finely customizable in game as in DCS. The need to use f10 key or edit a .cfg file in GB is very crude.

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Posted (edited)

As I`m also not happy with the rigid VR Cockpit limitations in IL2GB and this type of discussions came up in other games too. My suggestion would be the following:

 

An option/compromise especially for MP would be to blur the vision, once the virtual eye leaves the cockpit structure.

That way it would mitigate the out of cockpit visibility, but allow for relaxed head limitations for those who feel uncomfortable with the current hard limits.

 

A video of the suggestion is in the spoiler, as I made the video in DCS.

 

Spoiler

 

 

 

Edited by iFoxRomeo
typo
  • Upvote 2
Posted (edited)
1 hour ago, iFoxRomeo said:

As I`m also not happy with the rigid VR Cockpit limitations in IL2GB and this type of discussions came up in other games too. My suggestion would be the following:

 

An option/compromise especially for MP would be to blur the vision, once the virtual eye leaves the cockpit structure.

That way it would mitigate the out of cockpit visibility, but allow for relaxed head limitations for those who feel uncomfortable with the current hard limits.

 

A video of the suggestion is in the spoiler, as I made the video in DCS.

 

  Hide contents

 

 

Yeah that would be a compromise I would be more than happy with. I know some people say they are fine with the restrictions atm but I don't understand how, unless the restrictions vary by VR headset a good deal.

Edited by MoleUK
=MERCS=JenkemJunkie
Posted (edited)

With the blur, you could still stick your head out the window and track a plane pretty easily. You wouldn't be able to ID it, but in a dogfight where you've already IDed him, it wouldn't matter. The screen outside the cockpit would have to go fully black, or I wouldn't trust it. 

 

The restrictions should be the same for everyone regardless of headset. People just have different tolerances.

 

I forgot, one thing you can do to make things more comfortable in VR is to increase your world scale. The restriction will be the same, but the cockpit will be bigger so you can move your head farther in the real world before you hit the invisible wall in-game.

Edited by =MERCS=JenkemJunkie
Posted
14 hours ago, =MERCS=JenkemJunkie said:

With the blur, you could still stick your head out the window and track a plane pretty easily. You wouldn't be able to ID it, but in a dogfight where you've already IDed him, it wouldn't matter. The screen outside the cockpit would have to go fully black, or I wouldn't trust it.

Or simply make every aircraft visually disappear when the blur kicks in?

 

15 hours ago, =MERCS=JenkemJunkie said:

I forgot, one thing you can do to make things more comfortable in VR is to increase your world scale. The restriction will be the same, but the cockpit will be bigger so you can move your head farther in the real world before you hit the invisible wall in-game.

Fine if it helps you. I prefer the correct scale.

=MERCS=JenkemJunkie
Posted

Making the planes disappear would work too.

 

The default scaling isn't accurate, if you wanted an accurate scaling you'd have to go somewhere like a museum and sit in the real plane, then just take your best guess at home by playing with the world scale, but do what you want.

Posted (edited)
18 hours ago, =MERCS=JenkemJunkie said:

With the blur, you could still stick your head out the window and track a plane pretty easily. You wouldn't be able to ID it, but in a dogfight where you've already IDed him, it wouldn't matter. The screen outside the cockpit would have to go fully black, or I wouldn't trust it. 

 

The restrictions should be the same for everyone regardless of headset. People just have different tolerances.

 

I forgot, one thing you can do to make things more comfortable in VR is to increase your world scale. The restriction will be the same, but the cockpit will be bigger so you can move your head farther in the real world before you hit the invisible wall in-game.

 

I will give tweaking the world scale a try to see if I can get a comfortable off-set so it's not so oppressive, cheers.

 

What scale do you use, and do you find it varies per airframe or are they all off to the same degree?

 

I know some modules in DCS suffer from a similar issue of varying world scale, there doesn't appear to be a universal standard there.

Edited by MoleUK
=MERCS=JenkemJunkie
Posted

I settled at 169% in oxr toolkit. You'd have to tweak it per airframe most likely to get it accurate. Some do feel too big, others feel good, but I don't want to constantly change my setting. I've never sat in a real plane though, so I dont know whats accurate but 169 feels right for me. 

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