Looks like they're finally making their way back to VR

Bruttle

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Ran into this article (HERE). It looks like they're going to be jumping back into VR integration in the next couple months. It seems like forever ago, but VR is what led me to find out Star Citizen was a thing. The possibility of flying a ship with full VR in a AAA game led me to an immediate purchase. Then there was the "holy sh**" moment the first time I walked out on the deck in Port Olisar and saw my first glimpse of the potential. VR was still the initial draw though. So I'm excited to see it's still a thing.

That said, much like the issues with FPS games trying to merge mouse and keyboard players with controller players, I don't know if cross platform can be a thing here.
 

Shadow Reaper

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Jun 3, 2016
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I love so many things about VR, but losing access to the keyboard. . .I need to be convinced by a vid of someone playing the entire game with just two sticks, and maybe a mouse. I see pilots do it. I need to see FPS in VR.
 
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Han Burgundy

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I am betting that the standard VR setup for folks will be a swivel chair, VoiceAttack, and contextual buttons. Also, remember that the goal is to create a physical switch in-game for every function. I, for one, will be excited to do my pre-flight switch flipping in all of its immersion-y goodness.
 

NaffNaffBobFace

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I love the idea of VR but can't stand the headsets. I understand they need to be that bulky to have the optics to make a screen two inches from your eye viewable but really want for a set which is basically glasses size - a physics impossibility.

I wonder if there could be a semi VR where i can play on screen but pick up motion controllers to be my hands when I need them, like with the Wii controllers of yore.
 

Raven_King

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I'm put off VR by the weight of the larger headsets, which would surely become uncomfortable over the duration of a Star Citizen play session - those tend to be long. Not being able to see your hands and desktop would be a challenge in a game where you switch between using keyboard and mouse and HOSAS/HOTAS. And surely good headsets that have high refresh rate high-res images need to be wired, which isn't as comfortable as wireless.

Bigscreen VR are working on high-end consumer VR in a small lightweight package: bigscreenvr.com , and it seems promising. The website mentions a fibre-optic cable, but it either also carries power or the headset has a battery (weight, time limit). It also requires two (or more?) SteamVR Base Stations, not included. Amazing progress in this field, and it's still improving fast, but I'm not ready to buy one. I bet loads of us would be very interested to hear from anyone who does get VR working well with SC and finds a way to make it a good experience for a multi-hour session with a mix of controllers.
 
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