Gus_Smedstad

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  • in reply to: Struggling with Silme Rancher #176267
    Gus_Smedstad
    Participant

    I tried again, this time using the Vive controller support, mapped to keyboard and mouse. That seemed better in many ways until it simply stopped registering input entirely. I don’t know why.

    After messing with Edge Peek (Vive right grip button), I decided it wasn’t really a substitute for having the HUD within the easily visible area. Sure, it worked, but I found I was using it constantly because the HUD information was too important. That rather defeats the “heads up” part of Heads Up Display.

    in reply to: Vive controller support? #176266
    Gus_Smedstad
    Participant

    Ah, it appears that was largely disabled if the Vive controllers were enabled and a game pad is active.

    However, there doesn’t seem to be any way to map buttons when shift isn’t enabled. For example, I wanted to change the left trackpad to mouse wheel, but “change button mappings” gives only an option for center-click, and an option for what clicking the trackpad does if it’s shifted. No options for changing what it does if it’s not shifted, and no way to have a touch register as a mouse wheel selection.

    in reply to: Struggling with Silme Rancher #176200
    Gus_Smedstad
    Participant

    I really don’t agree about the keyboard. I’ve been a touch typist and PC gamer for 30 years, and my take is that keyboard and mouse is unusable in VR. To take the simplest example of why, if you have to take your right hand off the mouse – which is pretty common – finding the home position on the keyboard is slow and error prone, and then finding the mouse again is also slow and error prone.

    It might be OK if you’re playing a turn-based game, though I still wouldn’t like it much, but it’s a definite dealbreaker in any game where speed of response is important.

    Yes, headtracking is important to me. I’ve used the Vive for 10 months now, and I don’t think I’d bother with VR without it. It’s like the difference between mouse aim and joystick aim, it’s so much faster and more accurate.

    VR is a blurry experience compared to a monitor. I’d just as soon use a real monitor for a sharp image as use the blurry simulated large screen monitor of Cinematic mode.

    Look at it this way – the Vive is essentially like shoving your nose up against a 1080 x 1200 monitor, since that’s the per-eye resolution. If you mask that off so you’re at normal monitor viewing distance, it’s like looking at a 540 x 600 window. Which is why text is so difficult to read at a distance, and why a 1920 x 1200 monitor looks so much sharper. It’s pixels per degree of view, not just pixels.

    I initially tried widescreen, but as I said it made the HUD problem worse. The pop up messages are in the upper-left corner, so they move further out in widescreen resolutions.

    “Disgusting” isn’t exactly the word I’d use for the border bars. Maybe disappointing or distracting? VR has a bit of a goggled tunnel view as it is, and the bars are significantly worse in that regard.

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