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JoeManji08's avatar
5 years ago

Feedback on VR, Controls, and Flight Model (Need input from others!)

This some info from my Steam review, but I am posting here in hopes of getting some visibility to devs with either concurrence or disagreement from users.

GOOD
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First, on a positive note, the VR support is excellent. I know some very vocal people had issues getting into VR (And I feel bad for those guys. It sucks when things don't just work), but I did not have any problem. For me, it just worked. And I'm betting for most people it just worked, and they were too busy playing the game to post about it. I had my headset (Rift S) on when I launched it the first time by using the virtual desktop in Oculus Home to navigate my steam library to launch the game. When I clicked "Play," it popped up asking if I want to launch in VR or not.

I left all of the graphics settings on Auto to see how well it would optimize to my system (i7 4790k and 1080ti), and it did fairly well. The game looks great, but I did get some stutters when a lot was happening on the screen. I will probably customize it to mostly medium settings and see how that works out since I prefer fps and smoothness to max eye-candy. I will say VR performance seemed about consistent with most of the fairly well optimized games on my system.

I LOVE that we finally have a space "sim" (more on that later) in VR with a single player campaign and a decent story! This is the reason my review is positive. We need more of this. Every game made to be played in a cockpit should be entirely playable in VR. (Ace Combat developers, take notes!) It also has specific medals per mission and multiple difficulties, so if you're the kind of person who strove for all of the gold medals on Rogue Squadron 64 after beating the game 20 years ago, then it should have pretty good replayability. (I'm only a few missions in, so I don't know what the game looks like once you've completed it or if you can easily go back and play missions.)


CAN BE IMPROVED
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HOTAS support is *passable*, but it should be much better. I'm using TM Warthog stick and throttle, and trying to map all of the controls to my liking took about an hour before I actually started flying. Some inputs simply didn't register at all to the game (no idea why), and others were not allowed to be changed. Because of this, I had to completely re-do my preferred controls scheme, and I couldn't even make it similar to how I run Elite Dangerous, which has a lot of similar controls. For improvement, there should be an option to clear (not "default" -- CLEAR) all controls and set them, including required ones, to whatever input you want. This would have taken 5-10 minutes rather than the hour of trial-and-error I did trying to make a scheme only to find out that an input doesn't work or can't be changed and having to re-think my entire setup.

On the same line of controls, I see now that this is more of an arcade flight game, but it is clearly trying to appear (and was advertised) as more of the "sim" category, so I will judge it as such. While I didn't expect a flight model as comprehensive as Elite Dangerous, I did expect it to at least behave like the ships in Star Wars. For example, the ships in Star Wars don't just yaw to point side-to-side. They roll and then pitch. They do yaw to an extent, but that's not their primary/fastest way to turn, or that's how they would all turn in the movies. I bring this up for two reasons:
The roll function as programmed in Squadrons is an afterthought. Try loading up an X-wing and rolling. None of the controls in the virtual cockpit even move. Now yaw. The stick moves left and right along with your yaw. This is backwards both in real life and in Star Wars (According to the X-Wing book series). Yaw should be controlled with rudders, and the stick controls roll and pitch. I suspect this decision was made to make the game more controller and mouse/keyboard friendly so that gamers who like shooters can pick it up easily. But you didn't have to nerf the roll controls to be so slow that it's nearly impossible to fight without using yaw primarily. If you still want to be more casual-friendly, just make the rolls snappier, keep the fast yaw as an option, and then let us fly as sim-like or as arcade-like as we want. I know the tie fighter controls are different, and I don't know about the rest of the ships... but the X-wing at least is wrong.

This controls discussion ties into the flight model. There should be at least some kind of physics considered. Watch the flying scenes in Star Wars movies, and you'll see even as far back as A New Hope, there is some drift and inertia when making hard turns. (Early in the Death Star assault, right before Luke says, "I got a little cooked, but I'm okay" for example).  And it's even more prevalent in the newer movies. It's not full-up Newtonian physics style with thrusters being required to make every turn like in Elite Dangerous -- but it's something. Please add something.

Recap: Positive review, because I'm very happy that a AAA (Star Wars, no less) space fighter game can be played fully in VR. But we didn't want a strictly arcade type flying game. We already have that in BF2! This should have leaned more towards "Sim" to be something new, different, and what enthusiasts have been craving for *Decades*. It's already very close to being a sim with the systems complexity -- just fix the flight model.

Other fans, please correct me if you think I'm wrong with these recommendations or my Star Wars lore is out to lunch!  If I'm the minority here, I should probably be ignored lol.  But if you agree, please reply! =)

2 Replies

  •  My VR experience was sadly, tarnished by stutters and blur, it looks like 30fps even though Oculus Debug Tool performance monitor reports 90fps steady. But the idea of a fully VR Star Wars flight game is so awesome that I put up with the laggy, blurry visuals.

     I agree 100% with you on the silly overpowered yaw. It's not faithful to the fight model of the films and it looks and feels ridiculous making the game very arcadey. Seeing ships yaw around at such high speed makes them look like toys. A proper roll into pitch would look so much more graceful and natural and keep with the look of the films. Also, there should be some vertical thruster ability, for example when the Falcon vertically raises up under Luke in the Bespin rescue, or like you see on takeoffs and landings, at least allow it at low speed.

     The real problem with pitch and roll is that is actually broken in this game if you set them on the same stick. When you try to do a full roll into pitch (diagonal on the stick) is super slow! However, if you bind pitch and roll to a separate stick, or another axis that isn't on the stick, then roll and pitch are full speed! So it's  clearly a bug in the game. I hope they patch this bug. Here's evidence:

     https://youtu.be/knknwBKd7Lk

  • Profanicus's avatar
    Profanicus
    5 years ago

    The game is super blurry in VR, and yeah just doesn't feel smooth to fly.

    I suspect the forced TAA, because that also causes horrible blur in Fallout 4 and No Man's Sky in VR, but at least you can disable it there.

    Setting super sampling to 200% doesn't seem to make things any better.

    I tried Elite Dangerous straight after this and it looks and feels so much better.

    Playing on Rift S, Origin release.

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