Nuclear Option

Nuclear Option

Question about the planned VR...
Will it be entirely based around the normal controls and HOTAS, or will it be a more proper experience with virtual hands like VTOL VR?

I don't have a HOTAS setup, and playing the game with normal controls but a TV on my head would just feel... Wrong, just asking so I know what to potentially expect when the time comes.

Of course, if this has yet to be decided, you know my vote, if you're asking the community, lol.
Last edited by Blitz ÂceRosin; Oct 22, 2023 @ 12:56pm
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醉仙望月 Oct 22, 2023 @ 5:15pm 
It doesn't look like it was developed with VR in mind.
There are even in-game UIs that only work on flat screens. You can see the nav map and radar warnings on the bottom left of the screen, the kill list on the top left, the weapons and countermeasures on the top right, and the damage on the bottom right, all of which are interfaces only available on a flat screen but not found on the physical instruments and dashboard displays in the cockpit. They cannot be easily retrofitted into VR without a complete overhaul of the cockpit layout.
Last edited by 醉仙望月; Oct 22, 2023 @ 5:16pm
Blitz ÂceRosin Oct 22, 2023 @ 5:48pm 
Originally posted by 醉仙望月:
It doesn't look like it was developed with VR in mind.
There are even in-game UIs that only work on flat screens. You can see the nav map and radar warnings on the bottom left of the screen, the kill list on the top left, the weapons and countermeasures on the top right, and the damage on the bottom right, all of which are interfaces only available on a flat screen but not found on the physical instruments and dashboard displays in the cockpit. They cannot be easily retrofitted into VR without a complete overhaul of the cockpit layout.

VR Is planned for a future update, someone else asked about VR in the future, and a developer answered "Yep, it's planned in a future update!"

But, yeah, they're definitely going to have to overhaul stuff like the UI and cockpits.
醉仙望月 Oct 23, 2023 @ 12:20am 
Star Wars: Squadrons is a positive example. It was designed with VR in mind from the ground up, and as such was committed to building as much of the critical game feedback (radar, target information, threat indicators, damage feedback, ammo count, speed gauges, etc.) directly into the physical components of the cockpit, rather than relying on immersion-breaking UIs. After much iteration, resizing, repositioning and reshaping the individual components, it managed to fit all of the critical information that a player would need in combat onto displays, gauges, and counters that were built into the cockpit models. It also had to fit them within the safe area where someone playing on a flat screen would have access to all of the required information.
As a developer, you always have to think how much code you will have to rewrite, what other systems may be affected and how much risk it can carry. Major changes are rarely just plug-and-play. You have to tear down nearby elements and be ready for surprises.
Last edited by 醉仙望月; Oct 23, 2023 @ 12:21am
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Date Posted: Oct 22, 2023 @ 12:45pm
Posts: 3