No Man's Sky

No Man's Sky

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Adreus Bjorn Aug 16, 2019 @ 6:09am
VR Ui Forced to forward facing
Some people myself included use neither smooth or snap turning and instead physically turn in our space. the hud locks to one position and if i turn i sometimes get a return to center of space pop up. thats fine and dandy for psvr but please have the hud follow.


Also on the talk of ui some events that pop up are locked to the hud. it is hard to read them at the angle they pop up and instead suggest having them pop up where the player is facing leave it on screen for a few seconds stationary kind of like the current hud how it locks to one poistion.

ive tried to read a few notifications and missed them because of the angle. Great VR starting point and am looking forward to diving back in after a few patches. also the controls. right thumbstick to sprint felt awkward as did using a trigger to move forward. Again straight rip from psvr controls they dont have thumbsticks or track pads.

Just some suggestions not raging I cant wait to see what you do, keep up the great work Hello Games and thanks for making a online VR RPG :D
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Showing 1-15 of 31 comments
Pseudolus Aug 16, 2019 @ 6:12am 
Secret is this game is not best with room-scale.
Seated VR play (helps with flying in VR as well)

https://steamcommunity.com/app/275850/discussions/0/3185654583874691442/
Last edited by Pseudolus; Aug 16, 2019 @ 6:13am
conejeitor Aug 16, 2019 @ 6:50am 
I agree this is an issue for roomscale. However, with so many ingame popups, this has been actually very nice for me, because since I know the gameplay, I dont need the UI all the time in front of my face.
I dont want to see the UI all the time, its immersion breaker in VR. The way it is now, if I need the info, I look with my head were the UI is. The rest of the time Im glad Im not seeing it.
Last edited by conejeitor; Aug 16, 2019 @ 6:56am
Adreus Bjorn Aug 16, 2019 @ 10:38am 
seated isnt as much fun though.
I would like maybe a delayed follow,its just nicer having it in front wasnt game breaking or anything just feels like a qol improvement.
Tenor Sounds Aug 16, 2019 @ 10:41am 
Yeah, this is a clearly a pretty straight-forward, non-roomscale PSVR port.

I hope after these stability patches they take a good look at this, give us some options to customize our experience and bring it more inline with what PCVR players expect.
Sesharim Aug 16, 2019 @ 10:48am 
in fine with vr so far but this ui thingy is realy annoing i wish there would no popup at al , on pc u have the invisible borders from steam or oculus so why dont use them? there is no need of an popup warning at all
Carl94 Aug 16, 2019 @ 12:11pm 
I agree with this. It’s the only things that’s really bugging me currently. That’s and when you interact with anything, the screen pops up where would be forward, so if your facing the back of the room, you have to then turn around so your facing the front of your set up.

Surely it can’t be too hard to have the UI follow the players head so when I turn around, I can still see my health and the items I’m collecting
IanL Aug 16, 2019 @ 12:16pm 
+1
Migromul Aug 16, 2019 @ 12:41pm 
The VR-mode isn't officially roomscale. It's "sitting" or "standing".
If you adapt to it, it functions pretty well. LT to walk is somthing, you need to getting used to. But eventually you will. And since, you will fly your ship now and then, and this is more comfortable, if you're sitting, I find it a good design-choice, because, you can have your chair behind you, without the danger to falling over it. If you want to play standing, when on foot on planets, you just need to adjust your view manually, just by holding the left menus-button. (at least on Vive-wands.).

I normally prefer roomscale-gaming in VR, when you're on foot. But in this game, the choice against it, is better, if you keep playing a while in VR, imho. Even if you keep sitting, when on foot, just imagine to yourselft that you're sitting in a robotic exosuit, and it will be immersive. (at least for me.)

And later, you will be more in some interior, than on foot, when your vehicles are available. Trust me, you will stay seated.
Tenor Sounds Aug 16, 2019 @ 12:44pm 
Originally posted by Migromul:
The VR-mode isn't officially roomscale. It's "sitting" or "standing".
If you adapt to it, it functions pretty well. LT to walk is somthing, you need to getting used to. But eventually you will. And since, you will fly your ship now and then, and this is more comfortable, if you're sitting, I find it a good design-choice, because, you can have your chair behind you, without the danger to falling over it. If you want to play standing, when on foot on planets, you just need to adjust your view manually, just by holding the left menus-button. (at least on Vive-wands.).

I normally prefer roomscale-gaming in VR, when you're on foot. But in this game, the choice against it, is better, if you keep playing a while in VR, imho. Even if you keep sitting, when on foot, just imagine to yourselft that you're sitting in a robotic exosuit, and it will be immersive. (at least for me.)

And later, you will be more in some interior, than on foot, when your vehicles are available. Trust me, you will stay seated.

You can get used to it, sure. But I still think they should make the game compatible with roomscale VR.

I'm normally someone who will give a game the benefit of the doubt and try to meet it on its own terms, but this stuff is would only make the game better if they at least added the option to toggle between seated and roomscale setup.
AshBhlaster Aug 16, 2019 @ 4:00pm 




Originally posted by conejeitor:
I agree this is an issue for roomscale. However, with so many ingame popups, this has been actually very nice for me, because since I know the gameplay, I dont need the UI all the time in front of my face.
I dont want to see the UI all the time, its immersion breaker in VR. The way it is now, if I need the info, I look with my head were the UI is. The rest of the time Im glad Im not seeing it.

if you are first person view in a highly advanced technical spacesuit that provided you with a heads-up display in your visor, you would see that heads up display regardless of how your head was turning, and any associated notifications would show as well. In the very least, having the option to toggle HUD Tracking would be preferable.

My main complaint is jump boosting... If you jump boost while not facing in the direction your HUD, you will jump in the direction of the HUD and not where you are looking. I've had more then one time where I've jumped sideways, off cliffs or even backwards since I was not facing my HUD direction. I would like to see this addressed as well.
Last edited by AshBhlaster; Aug 16, 2019 @ 4:01pm
Wrothbog Aug 16, 2019 @ 4:05pm 
Originally posted by AshBhlaster:

My main complaint is jump boosting... If you jump boost while not facing in the direction your HUD, you will jump in the direction of the HUD and not where you are looking. I've had more then one time where I've jumped sideways, off cliffs or even backwards since I was not facing my HUD direction. I would like to see this addressed as well.
seconded. took me a while to figure out why that kept happening because the hud elements disappear when they aren't needed so you can't always tell where forwards is either
tmaddox Aug 16, 2019 @ 4:11pm 
It is obviously a front facing VR game. The store page itself lists Seated and Standing only.

If very likely could be an issue with the PSVR currently being front facing only.

I don't mind it at all. As an old guy, I can't spend the continuous hours on my feet that I have played spent playing this in VR.

Maybe they can patch it in after they have the bugs and issues fixed but I don't see it being changed anytime soon.
Adreus Bjorn Aug 16, 2019 @ 9:40pm 
ah thats why boosting is broken. i was like what is the jet pack mapped to not left controller not right controller but the huds direction.
not_amused Aug 16, 2019 @ 9:52pm 
would love an option to minify the hud to the HMD for us physical turners.
Chaunsey Aug 16, 2019 @ 9:57pm 
the VR had to be developed for both PSVR and PC, PSVR is front facing and not room scale.

my guess is they simply didnt have the time to develop 2 different systems.

they have said this is only the beginning for VR, that they will continue to add features and improve the experience as they go.

so hopefully before long we get a PCVR update that will add features like room scale, index finger tracking, sitting in chairs, gestures, photo mode and various quality of life improvements like locking the UI to your head.

PCVR NMS is incredible and is definitely the way this game was made to be played all along, and hopefully they make it as good as it can be.
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