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But holy cow the game looks amazing when I'm swimming around. Eagerly anticipating further updates.
such a shame for such a nice VR game!
While the game looks stunning in VR (despite the controller bugs in all the menus) the current state of the PDA is unbearable.
After about 30 minutes in-game I literally get severe BRAIN DAMAGE ( :P ) and must remove the headset.
Yesterday I really wanted to still play the game so I switched to flat screen.
I really can't understand how the devs feel the PDA is ok, the minuscule text is really hard to read and the PDA positioning 1 inch from the face is crazy, my reaction when I opened it for the first time was to pull back with my chair 6 feets away!
Seriously I can feel how the game's PDA is hurting my health.
The PDA not only is like this...
http://steamcommunity.com/sharedfiles/filedetails/?id=145257482 ...it actually FEELS like this!
Don't get me wrong devs, I love the game but this is a very serious issue for me and other people too.
My suggestion is to ditch the PDA idea completely for VR and opt for a more suitable UI that takes advantage of the space around the player.
Just take a look at the Oculus Home 2.0 and Steam VR menus.
I am not on a Rift nor Vive but on a Pimax 4K (better resolution, not sure about the FoV). Also I have med myopia with a bit of astigmatism. While I think that the PDA is quite close and wish it were a bit farther, and I have trouble focusing on it when there is an uneven background that I can see through its transparency, I can read it just fine and it does not give me any physical discomfort. I am much more annoyed by the tooltip that should be out of the PDA window.
On the other hand, when I open the PDA inside the Seamoth, it is way too far for me and I have trouble reading its fonts.
There's a reason why in the major VR games the menus are further away from the player.
By the way I use a Rift CV1 and I have 20/20 vision.
Just read some text walls on the PAD for some minutes and you can feel how the eyeballs hurt.
Edit - I meant the Seamoth.
Resorting to workarounds really is sad for one of the most stunning VR experiences out there.
As someone already said it's quite a wasted potential.
I still believe they should make a slider so you can decide for yourself where you feel comfortable. I'd think it would be a simple thing for developers to do but since its not happened, I'm wondering if they genuingly can't fix the tablet issue and so there hoping we just go away
I used their Feedback system long ago about this issue, this and the text-too-low-to-read issue. The latter is especially annoying because, due to the spherical shape of the eyeball, looking straight ahead I can just glimpse the text when it pops up, but when I turn my eyes to look straight at it, it's completely out of sight. So annoying to only get to see the text out the corner of my eye.
Devs, seriously, if you got these complaints for so long and so often, the logical course of action would be to, way back during Early Access, change the settings a bit for all players and not just yourselves, to see what the reaction was. Why haave a Feedback function in-game and just ignore it?
The resolution of the current tech, the limited FOV, the response to motion sickness and the inability to control focus are only some of the factors that make VR a very tiring and stressful activity for the brain and the eyes so it needs to be handled with some extra attention.
Understanding the best practices in the matters of UI, locomotion and comfort is something still very much discussed in the VR field and I think "it's just fine for us" is a strange attitude for a game that is so loved in the VR community. Devs I really hope you're not really like this!
And let me say another thing, usually, even when it sounds like whining, the gamers know what are they talking about, they are your clients after all, and this is way more true with the VR public where a physical discomfort is something very real and different for everyone.
This weekend for example I played several hours and it was fantastic, but only 30 minutes of it were in VR.
I literally had to lay on the sofa 20 minutes with the eyes closed to relieve the strain before returning on the game but in flat mode on a screen.
And I think I have some tolerance in VR, I can play Lone Echo in that zero gravity setting at least for an hour and an half, I literally drew for hours in TiltBrush and let's not talk about RecRoom.