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 16-30 of 31 comments
Adreus Bjorn Aug 17, 2019 @ 1:17am 
Originally posted by Chaunsey:
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.
I know i know, i wasnt looking to cause a huge stink and wanted to make the devs aware of some stuff to add in future patches. (performance is the number one issue) just like the base game grew over the years, im sure the vr game will improve. but if we dont say anything the devs wont know. No mans sky vr is pretty sweet though.
CptTangerine Aug 17, 2019 @ 1:28am 
I haven't had the boost issue, unless I'm just thinking of the jet-pack, which works fine for me and goes in the direction I'm physically facing. To me, the issue of the HUD not facing your direction isn't a room-scale issues, it's a standing issue.

It's not a game-breaker but it would be nice to know what I've picked up without having to turn and look over my shoulder.

I would say to the developer: if in doubt, more options.
Carl94 Aug 17, 2019 @ 6:24am 
The game knows if you physically turn in real life, as the compass at the top actually moves around with the player. We just need a way to fix the HUD to that, so both follow you around as you move in real life.

The reason I bought my 3rd sensor is because snap or smooth turning felt so immersion breaking to me. I've gotten so used to room scale now, that I can't go back to turning with a joystick. For now I'll just have to keep turning to the HUD when I need to check something, but it's certainly not ideal.
conejeitor Aug 17, 2019 @ 6:51am 
I personally preffer the hud not following my head. That way I look at it only when I need it. The rest of the time I preffer the free view.

Granted, I already know the game's mechanics. I dont need the hud all the time and I barely need the pop ups.
Last edited by conejeitor; Aug 17, 2019 @ 6:55am
Umgha Aug 17, 2019 @ 6:59am 
There is another implication of the fixed HUD direction. That is where your character is facing, so if you are in multi-player anytime you are not aligned with it you look completely bugged (like your arms are coming out inverted from your back).

And honestly forcing turning with buttons (snap or smooth) makes more people sick. I know I never have problems otherwise but I am borderline in closed areas (like bases) when using turning with buttons.
Voidflakes Aug 17, 2019 @ 7:09am 
A lot of people are saying that this HUD issue is because "the game isn't suited to roomscale", but here's the thing - it's just as annoying whether I'm standing, sitting, hanging upside down off the side of my bed, whatever. The HUD should be locked to the direction you're facing - Tony Stark would have straight-up deleted Jarvis/Friday if it started throwing up warnings and speedometer/altimeter displays BEHIND HIS HEAD o.O
Metalton Aug 17, 2019 @ 7:10am 
NMS is currently a forward facing VR game to accommodate all vr setups including psvr. Turning your head does not turn your body. The HUD is locked to the direction your "body" is facing.

The HUD is also the only reference point you have to know which direction your body is facing. Hitting your jumpjets will launch you in the direction you body is facing, not where you are looking so that is extremely useful in some cases ;)

It's kinda like piloting a ship.. you can look around in your cockpit/helmet all you want, but to see the control panel where you are looking, you have to bring the your ship/body about.

Currently loving the current setup personally, as I can't do roomscale. Feels very intuitive to me :)
DoomGuy Aug 17, 2019 @ 7:12am 
The game is meant to be played seated. It ends up being more confortable when riding the ships. Which btw the controls are awfull in VR
Moriibund Aug 17, 2019 @ 7:13am 
Originally posted by Metalton:
NMS is currently a forward facing VR game to accommodate all vr setups including psvr. Turning your head does not turn your body. The HUD is locked to the direction your "body" is facing.

The HUD is also the only reference point you have to know which direction your body is facing. Hitting your jumpjets will launch you in the direction you body is facing, not where you are looking so that is extremely useful in some cases ;)

It's kinda like piloting a ship.. you can look around in your cockpit/helmet all you want, but to see the control panel where you are looking, you have to bring the your ship/body about.

Currently loving the current setup personally, as I can't do roomscale. Feels very intuitive to me :)

Great as an option... not as a forced experience for all those who DO have room scale. Most current games have a smooth/snap turn option but also let the ui follow the players view.
DoomGuy Aug 17, 2019 @ 7:16am 
Originally posted by Janellope_Schweets:
Originally posted by Metalton:
NMS is currently a forward facing VR game to accommodate all vr setups including psvr. Turning your head does not turn your body. The HUD is locked to the direction your "body" is facing.

The HUD is also the only reference point you have to know which direction your body is facing. Hitting your jumpjets will launch you in the direction you body is facing, not where you are looking so that is extremely useful in some cases ;)

It's kinda like piloting a ship.. you can look around in your cockpit/helmet all you want, but to see the control panel where you are looking, you have to bring the your ship/body about.

Currently loving the current setup personally, as I can't do roomscale. Feels very intuitive to me :)

Great as an option... not as a forced experience for all those who DO have room scale. Most current games have a smooth/snap turn option but also let the ui follow the players view.

To be honest I think the devs dont want this to be roomscaled because you dont need to be close to an item or a thing to use it (like grabbing plants or talking to merchs). Maybe they went for a simpler mechanic in terms of VR interaction with the world, lazy? Maybe, but works. I dont mind losing the "roomscale" feeling just to play this game in VR
IanL Aug 22, 2019 @ 6:39am 
For those of us used to room scale and physically turning this is a complete pain in the ♥♥♥, constantly having to turn again to relocate the UI. It would not be hard to simply have this as a switchable option, it is simply repositioning of a UI object based on the camera direction after all.
[EW] Mitsie Sep 29, 2021 @ 7:49am 
Can't believe this still hasn't been added. I play all my VR games in Roomscale and not having the ability to have the HMD attached to the head is disorientating. This game feels great in Roomscale, it makes you feel like you actually walking around on the planets, then you walk up to speak to somebody and the game flips you 180 degrees and makes you feel sick, you then have to turn around to face the exact same location you initiated the conversation. It totally breaks the immersion. I don't want to use a thumb stick to snap turn, I want to look and move around naturally in the world. Have installed No Man's Sky 3 times in a hope the HMD facing forward in VR had been fixed, seen how disorientation it is trying to play, uninstalled. Surely it shouldn't be too hard to lock the UI and facing forward to the HMD? Please add it as a option. Borderlands 2 VR does a great job at keeping the UI in front of the player, No Man's Sky should have the same option so the game is playable in roomscale.
2025 and it still hasn't been added ;-;
Actually thinking of refunding since I walk around my room and the gun doesn't follow my shoulder either.
DoomGuy Apr 8 @ 7:36am 
NECROOOOOOOOOOOOOOOOOO
Designed for seated playstyle. But roomscale option needed for sure :lunar2019piginablanket:
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Date Posted: Aug 16, 2019 @ 6:09am
Posts: 31