VR/Virtual Reality, Oculus, Vive Support

G E shared this feedback 4 years ago
Submitted

I am aware there is one other post for virtual reality, but since it did not include "VR" in the title, it does not appear in a search. Therefore, I felt the need to make another topic so that others may find and up vote this if they search "VR." I was originally discouraged when I searched VR and found nothing. I certainly feel more of the community (and VR enthusiasts) agree that VR support would be stupendous.

Adding it would bring a enormous wave of new players of all types. Many would buy a headset just to experience this incredible universe SE offers. No Man's Sky has already done so, but this game has much more to offer than NMS in my opinion. Anyone mildly interested in space would have to experience SE in VR--moreover it would pioneer an incredible leap into what is possible with VR.

VR Controller/movement support is not a priority in my opinion, if that would hold back development. Just the headset would be a huge enjoyment.

Replies (14)

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You may want to rethink that. Minimum search is 4 letters.

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All I do is VR now, it's here now and it's also the future.

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Converting the video output to render properly in VR, and take in accelerometer data to look around in game, would be a breeze, the software to make any game viewable via a VR headset already exists, it's the controls that become the serious issue here.


SE uses nearly every key on the keyboard when playing. From rotating blocks, (Which idealy would be done via the controller orientation, such as tipping the controller forward and the block rotates that way), to removing your helmet and turning on your lights.

Hotbar would either have to be removed entirely or they'd have to copy Minecraft VR's design, which is ugly imo.


The rest is simply button combinations or accelerometer data crunching.

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This thread is pretty dead but I'm leaving this here anyway. This is a suggestion of how the controls and gestures could work.


Movement:


Running is done with the left stick, which is analog and player rotation is done with right stick. Jumping can be done with a button on Quest style controllers and by pressing on certain areas of the touchpad on the Vive wands. Crouching can just be done by crouching IRL, unless in seated mode, which can just use another button. the jetpack can be toggled by pressing both grip buttons at once. left stick for movement horizontally, right stick for up, down and rotation, and grip buttons for rolling, if the user has it enabled, there should be an option to automatically allign with gravity whenever its present to prevent motion sickness, as well as an option for a tunnel vision filter for the same reason. Another option for jetpack movement would be just holding the left trigger and pointing your left hand in whatever direction you want to move, and rolling with the left stick. This would likely be the most convenient but is less usable for flying without dampers.


UI:


The game could take some amount of inspiration from No Man's Sky's VR support, which uses gestures. For example, pulling the trigger on the right side of your head would turn on the light, on the left side it would toggle the visor. For the hotbar, one that pops up on the panel of the engineers forearm could be used because its already there on the player model, and could work with a sort of virtual touch-screen. Only two extra buttons would need to be added to this to open the full block picker menu and the inventory and or controlpanel. The block picker could function as a sort of pallet, where the toolbar remains on the wrist, and you can grab blocks from the blockpicker to pick them up and drop them onto the toolbar by tapping there. For removing them, just dropping them onto a dedicated delete area on the toolbar should work.


Building:

Tapping a block or tool on your toolbar equips it to your right/left hand (Option available for left handed players). This appears as a hologram floating above it similar to how a projector in-game would display it, and you can point where you want to place it and pull the trigger to place it. Block variants can be selected with left and right grip or right and left on the offhand controller's stick. Pressing the grip toggles move and rotate mode, and the stick on the main hand controller rotates whatever block you're holding, or moves it further or closer from you depending on what mode you're in. For block management and changing parameters, instead of having to go into the control panel every time, a native build vision of sorts could be implemented.


Block Interactions:


Control panels can be interacted with by touching the panel, or by pointing at them with the offhand controller and pulling the trigger, or with the main hand if it is empty. When done through touch, a hologram of the usual UI pops up out of the control panel, otherwise in front of the player out of the wrist panel like the block picker.


Ship flying:


A virtual cockpit, similair to the one in No Man's Sky VR, but with two sticks instead. Any control system could work, but I personally reccomend the right stick to be used for horizontal movement, pulling and pushing it up and down for vertical translation, and the right stick controlling the pitch, yaw and roll with the pitch, roll and twist axis respectively. Pressing the grip buton over them will toggle grab them (Having to hold them works better for their respective type of grip button, depends on what controller we're talking about). Trigger obviously fires whatever weapons are selected. The toolbar is fixed to the cockpit (wherever it makes sense and is accessible, to the side or in the characters lap for example.) and otherwise works the same way it usually does through touch controls.


Use of tools:


Rather self explanatory, tools are used with triggers whenever equiped through the toolbar. The hand-drill can be held with two hands by pressing/holding grip over the second grip with the offhand controller.


That's about it. Probably won't recieve much recognition but I hope someone at least finds it interesting, I suppose.

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Is a VR DLC an option to bring these bautifull feature to the Gamers. The World is so huge and nice . I Owned No-mansky on PS4 and bought it new for PC only to play it in VR . VR is so expensive , then these "little" price for a DLC is no problem. I hope you rethink about it . I Would pay 30€ for these DLC.

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Indeed, just imagine this game in VR! I would play nothing else anymore ;)

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Space Engineers works in VR using a "big hack" called VorpX.

It is far from perfect, but at least you can see your creations in VR.

It takes some time to set up, configure and get used to. You also need a quite beefy machine. But it may worth a try if you already have a VR headset at hand.

Disclaimer: I'm not affiliated in any way with VorpX. This is not an ad. Just sharing my experience.

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This would be a great addition, and probably the most popular addition in the history of this game if it was added. Even if the dev team isn't too keen on working on it right now, this should be on the roadmap.

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Got referred from Steam over here.

I got myself into VR and this is something I wish we could experience. As stated before just VR would be fine with later on added movement and such.


Games feel so much different when you feel like you're actually there, also for me it increases overall playing hours if this would be existing. Hoping that developers will have a thought about this. I personally would even pay DLC for it.

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The community is in the process of adding "proper" VR support:

https://github.com/Math0424/SpaceEngineersVR/

Stereo view works with VR HDMs containing parallel displays, but currently broken with "canted" ones where the display are in an angle. There may be stability issues with certain HMDs.

Steam VR controller bindings already work. Walking/flying around works with the jetpack. Flying ships is still broken (ship does not move), we investigate this.

More is planned as time allows: Hand visuals following controllers (IK), virtualized HUD / UI controls (wrist "tablet"), tools to hold in your own hand and more.

It can be compiled from source, currently. Eventually it should be published via the Plugin Loader, but there are still some technical issues to overcome before that can happen.

Currently it is enough for an "OMG!" experience when you try it for the first time, then some motion sickness shortly after. :)

Keen decided not to do it, so we will.

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Wow , Very Cool , it come some Movement into this Dream . Vorp X Works but the Controls are not very well . So I Hope The Comunity can do it .

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Thanks

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I just start the game and it's amazing, VR sopport would so huge ! Please consider it.

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This thread is pretty dead but I'm leaving this here anyway. This is a suggestion of how the controls and gestures could work.


Movement:


Running is done with the left stick, which is analog and player rotation is done with right stick. Jumping can be done with a button on Quest style controllers and by pressing on certain areas of the touchpad on the Vive wands. Crouching can just be done by crouching IRL, unless in seated mode, which can just use another button. the jetpack can be toggled by pressing both grip buttons at once. left stick for movement horizontally, right stick for up, down and rotation, and grip buttons for rolling, if the user has it enabled, there should be an option to automatically allign with gravity whenever its present to prevent motion sickness, as well as an option for a tunnel vision filter for the same reason. Another option for jetpack movement would be just holding the left trigger and pointing your left hand in whatever direction you want to move, and rolling with the left stick. This would likely be the most convenient but is less usable for flying without dampers.


UI:


The game could take some amount of inspiration from No Man's Sky's VR support, which uses gestures. For example, pulling the trigger on the right side of your head would turn on the light, on the left side it would toggle the visor. For the hotbar, one that pops up on the panel of the engineers forearm could be used because its already there on the player model, and could work with a sort of virtual touch-screen. Only two extra buttons would need to be added to this to open the full block picker menu and the inventory and or controlpanel. The block picker could function as a sort of pallet, where the toolbar remains on the wrist, and you can grab blocks from the blockpicker to pick them up and drop them onto the toolbar by tapping there. For removing them, just dropping them onto a dedicated delete area on the toolbar should work.


Building:

Tapping a block or tool on your toolbar equips it to your right/left hand (Option available for left handed players). This appears as a hologram floating above it similar to how a projector in-game would display it, and you can point where you want to place it and pull the trigger to place it. Block variants can be selected with left and right grip or right and left on the offhand controller's stick. Pressing the grip toggles move and rotate mode, and the stick on the main hand controller rotates whatever block you're holding, or moves it further or closer from you depending on what mode you're in. For block management and changing parameters, instead of having to go into the control panel every time, a native build vision of sorts could be implemented.


Block Interactions:


Control panels can be interacted with by touching the panel, or by pointing at them with the offhand controller and pulling the trigger, or with the main hand if it is empty. When done through touch, a hologram of the usual UI pops up out of the control panel, otherwise in front of the player out of the wrist panel like the block picker.


Ship flying:


A virtual cockpit, similair to the one in No Man's Sky VR, but with two sticks instead. Any control system could work, but I personally reccomend the right stick to be used for horizontal movement, pulling and pushing it up and down for vertical translation, and the right stick controlling the pitch, yaw and roll with the pitch, roll and twist axis respectively. Pressing the grip buton over them will toggle grab them (Having to hold them works better for their respective type of grip button, depends on what controller we're talking about). Trigger obviously fires whatever weapons are selected. The toolbar is fixed to the cockpit (wherever it makes sense and is accessible, to the side or in the characters lap for example.) and otherwise works the same way it usually does through touch controls.


Use of tools:


Rather self explanatory, tools are used with triggers whenever equiped through the toolbar. The hand-drill can be held with two hands by pressing/holding grip over the second grip with the offhand controller.


That's about it. Probably won't recieve much recognition but I hope someone at least finds it interesting, I suppose.

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we NEED this I'll be honest I haven't played SE for very long only just got into it from a friend but from what little I have played I can see how good it would be in VR. Having an VR head set my self and playing other VR games it just seems so sensible that SE should support it.

Reading some on the other comments on here about how one would go about the controls there are some UI ideas that come to mind for me. Something as simple as pressing a button on the controller to open a holographic UI (holomenu) where you can select building blocks or parts. or even a touch screen on the wrist of the player where you can just press a digital button on it to open the UI you could even have some of the basic controls on there such as the player lights, dampeners, antenna. you could even have a small toolbar there for quick item selection. that would allow for the limited number of physical buttons on the VR controllers to be used for more necessary controls like walking around and enabling/disabling the jetpack.

Block placement could be done by selecting the block from the "holomenu" and could be rotated and by using the right controller joystick or cycle through block variants by holding the side trigger down then using the Joystick to go back and forth through them maybe using the up and down movement to switch between large and small grid. having a snap rotation would be good as well maybe pressing the joystick button down to enable and disable it.

That's just what I can think of as of rn but I'm sure others might have some even better ideas on how they would go about controls. It would be awesome to see this game get the VR mode it so desperately needs. the only issue I can seen would be the amount of effort it would take to implement such a change to the game. but I'm no software developer it might be super easy to add VR support but I'm sure its probably pretty hard if its not been done yet.

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Man, this is probably just a dream, but SE in VR would be insane, being able to see the actual proportions of your ships and bases would be surreal.

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I wish this game would get VR support, there's no other game quite like this and having support for at least Oculus, HTC, and Index would be awesome to have. It'd probably bring in a large number of players since VR has become so readily available these days. Sadly barely of the VR plugins work anymore and have all abandoned development. I hope Keen try and implement this into SE or even SE2 when it releases.

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This would be insane to roleplay star trek crew in se while in VR and simplest things such as mining or piloting ship would feel insanly fun in vr

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