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B1PPER's avatar
5 years ago

VR play is crippled

Initially, the VR experience was impressive.  Aside from the HUD markers being WAY out of position for the target locations, it was fun flying the various fighters.  However, as soon as I dropped into multiplayer, the shortcomings of their VR implementation were very striking.

The instrument/control panel in the TIE-series fighters needs to be made smaller or moved closer to the pilot and/or the pilot's perspective origin needs to be closer to the front window.  Right now, the control panel sits smack-dab in the middle of the pilot's field-of-view.  The pilot's perspective is so far back that there's little to no forward visibility at all.  I realize this is inherent in the TIE's design, but the FOV is just too narrow.  BattleFront's FPV for the TIEs was a little better for visibility.

Squadrons TIE Cockpit:

BattleFront TIE Cockpit:


Finally, the sheer amount of particles and micro-debris flying around along with the haziness and grain makes it nearly impossible to spot fighters at anything beyond short range.  This is a problem with all fighters.  It's not as much of a problem in single-player vs. AIs where they fly predictable patterns, but once you're taking on human opponents in multiplayer, it becomes a serious handicap.  I don't know if or how much of this can be fixed, but these are some pretty glaring problems that should have been caught during development or beta testing.


8086K
64GB

1080TI Kingpin
HP Reverb

5 Replies

  • Sit far back and reset the VR view.  Then move forward a bit.  You can get far enough forward to see the edges of your wings and still see your dashboard readouts.  

  • It seems much of the visibility issues have been corrected.  They have corrected the shifted HUD reticles and the obscured fighters appear to have resolved as well.  It must have been incorrectly applied lighting or filters that shadowed out the fighters.

  • turning off the film gain in the video ptions also clears up the images a lot and allows too too beette see object farther away as well.

  • Not sure if it is directly relevant, I did see this suggestion by Bimhellbender:

    A question to Windows Mixed Reality VR HMD (Odyssey, Reverb...) users with framerate issues: do you have motion reprojection enabled in the driver settings?

    • Go to:

      ..\Steam\steamapps\common\MixedRealityVRDriver\resources\settings

    • Edit (with Notepad or Notepad++):

      default.vrsettings

    • Change the value from "auto" or "disabled" to "enabled":

      {
      "driver_Holographic" : {
      },
      "driver_Holographic_Experimental": {
      // Motion reprojection doubles framerate through motion vector extrapolation
      // motionvector = force application to always run at half framerate with motion vector reprojection
      // auto = automatically use motion reprojection when the application can not maintain native framerate
      // disabled = turn off motion reprojection
      //
      // Comment out or remove this line to use the SteamVR settings for controlling motion reprojection
      "motionReprojectionMode" : "enabled",

    This should always lock all SteamVR games at 45fps with motion reprojection/asynchronous spacewarp on, which gives you a steady 90fps.

  • I'd say they could add the "in-helmet" some extended vision for tie fighter to match some visibility of X and A wing.

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