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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:
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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