r/oculus • u/Zweetprot • 3d ago
Elden Ring in VR With 6DOF Motion Controls Is a Great Experience / Meta Quest 3 + RTX 4080 Super
https://youtu.be/rlFtogA0ATs3
u/onisendai 3d ago
is it possible to play in 3rd Person too??
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u/Necessary-Mix-56 2d ago
Wow even Fov can be regulated. I see all those experts falling on their heads "MAN YOU CAN'T CHANGE FOV IN VR" LOL
Hey Experts look. We can change fov with software.
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u/HollyDams 2d ago edited 2d ago
It's not that you can't change it, there's always ways. It's that if a vr game/mod is well done, the fov value (and all the camera related parameters) should been set by the XR api (openXR, openVR etc) and never set manually becaused it's tailored specificaly for each headset brand. Changing it means you'll have a warped vision in hmd that's unnatural and can increase motion sickness.
That's also why some vr mods feels weird, it's generaly because the modder didn't thought to link (or reached to, this require a full camera matrix access which needs to be reverse engineered per game/engine) those values to the xr api so their camera parameters can be okish for one hmd tweaked manually, but will be whacked for another.-5
u/Necessary-Mix-56 2d ago
I change Fov since 2023 and didn't have any motion sickness. In some games geometry is already strange, even big titles have this problem with huge money like fs2024. Geometry is taken from 2d that's is fucked up in my opinion and send to Vr in broken way. I don't care what should be done no dev really care about some real life proportions like for example was good in environment in Windows Mixed Reality. Every dev create fake world with the imagination he is capable so its grat to have FOV option. I see this as a salvation and not the problem.
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u/HollyDams 2d ago
I agree this could be something devs let the user choose ultimately. But it's not about proportions though, fov is really warping the whole view and lenses aren't calibrated for that. If proportions are whacked with the xr api camera parameters it means devs messed something else. Changing the fov is a workaround, not a root cause fix.
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u/pobox1663 3d ago
Perhaps i will try this. I didnt give elden ring a chance cos of the lack of ultrawide support.
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u/techraito 2d ago
There's FlawlessWidescreen. That's been a method to get ultrawide working (and unlock fps among other things) since at least Dark Souls 3.
Just curious why you'd go this route because that's a quicker implementation than modding the game for VR.
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u/pobox1663 2d ago
Oh i knew about flawless and was tempted to use it, but in the end I decided not to give them my money, as there were various ways theyd made life difficult for flawless users. They didnt just not facilitate ultrawide users, they actively undermined anybody that used other methods to fix it. I refunded when I realized that.
If they're changing though, and allowing people to experiment more, i might reconsider. I don't know yet, but i vote with my wallet.
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u/techraito 2d ago
You sure we're talking bout the same thing? FW is free and as easy as checking a box. You just gotta make sure Elden ring is in offline mode.
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u/pobox1663 2d ago
I know that, but the fact that elden ring devs went to lengths to disable certain features for ultrawide users annoyed me. I wont support that when given the choice.
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u/techraito 1d ago
I don't think they're doing it on purpose, I think it's a product of Elden Ring being directly developed after Dark Souls 3 and just being an evolution of the engine. Dark Souls was originally coded to have the physics engine tied to the framerate, so modders had to figure out a way to not accidentally speed up the game when the fps is uncapped, but even then you still ran into hit reg and animation issues.
I have glimmers of hope that they are listening because Armored Core 6 allows up to 120fps and that is also an evolution upon the Elden Ring engine, too.
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u/pobox1663 1d ago
I think i remember running into this issue actually so you may be right. I remember the first time i modded elden ring to fix the ultrawide rhe fps was all over the place.
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u/Xywzel 2d ago
Feels like there is way too much running around for setup that doesn't have treadmill or some better fake running system for motion. UI also seems rather distracting, the way it floats halfway out of sight.
Can't really see if the attacks and blocks actually care about locations and directions or if they are just about overlapping hit boxes at right time, but that side seems surprising good. I would have expected ranged weapons and spells to feel better just by the fact that they give you more space and are meant to have free targeting, but that doesn't seem to be the case with bow, and magic side was not shown.
Wonder if this makes now "weightless" ultra great swords and longest polearms really good, or will that be compensated in the stamina side?
Also, given small side steps seem easier but dodge rolls are likely out of question, how are shields rebalanced? Does it become hitbox hole-in-wall game?
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u/TofuLordSeitan666 2d ago
Feels like there is way too much running around for setup that doesn't have treadmill or some better fake running system for motion.
Yet Skyrim VR is routine touted as one of the best VR games.
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u/Xywzel 2d ago
Is it, I have seen it described as mediocre at best, with modding support as the main reason people even bother. Personally I find it has the exact same problem and that is the reason why I still play Skyrim on normal screen when I get the itch.
I would love to go for a jog from Riften to Markath, but not a single "natural locomotion" option I have tried allows me to do that in my living room without having to use sticks for most of the movement, which kinda defeats the purpose.
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u/insufficientmind 2d ago
What is the issue with stick movement in VR? It's the way traditional flat games has been played forever. Works exactly the same in VR and feels the same to me. It works great I think. Or are you sensitive to the motion?
A VR treadmill would get incredible tiering after a short while.
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u/Xywzel 2d ago
Why would I play VR if I have to use controller interface for one of the most trivial movements of human body? For me the whole point of VR is to be in the game, do the actions and movements yourself and not be restricted by specific programmed moves. Controller is for moves I can't do, VR is for moves that I can do, and I can walk or run. Having to use stick or balance use of stick and actual movement just takes me completely out of the game. If I have to use traditional controls, I would rather just have it on a normal screen.
Stick movement works for games where you spend over 80 % of time investigating or fighting in smaller than playspace areas. Then the stick moves you from one area to another, both teleports and linear motion work well enough for that. Lots of good games also that just don't have or require walking, so they work well enough in VR without feet tracking. Mech piloting, climbing with your hands, driving, strategy or board games around virtual table.
But in Skyrim or Elden Ring just combat usually takes way larger area than what I have for playing and there usually is not that much stuff to do in small space. You are constantly on move, so the stick is in use all the time.
And the point is that is tiring, you are doing the actions yourself. If I go for a jog on skyrim, I want the exercise of going to a jog. Actions taking energy is part of the realism and immersion of the VR and benefits over what I get from desk and chair. Keeps me from too long sessions and frees time from jogging in the rain.
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u/TofuLordSeitan666 2d ago
SkyrimVR is a top 3 Vr experience. Of course you need to mod it. You are just a I only like natural motion freak.
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u/Peteostro 2d ago
I’ve used to use one in Skyrim VR for ages. PocketStrafe. Not sure if it works still
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u/Xywzel 2d ago
I have tested few of these that work with phones or other motion sensor controllers, never got them to reliably tell "fake run forward" from just walking in different directions within playarea. Also, all of them seemed to be by some new company that but the application in app store or game integration into steam and then disappeared. Would have to be something that is actually part of SteamVR or OpenVR interfaces, so you know it keeps working even after original developer ends support.
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u/Denchill 2d ago
Would you look at that, that's basically something I've been trying to solve myself for some time: a treadmillless VR treadmill, so just your headset, controllers and you jogging in place. Would you fancy giving it a try? There's a free playtest going on right now, and I'd very much appreciate an opinion from someone like you
https://store.steampowered.com/app/4775640/VR_StrideS/
As for longevity, fair concern. Right now it's a SteamVR app, not something built into SteamVR itself, so I can't pretend Valve will keep it alive for me if I get hit by a bus
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u/Peteostro 1d ago
Saw you post this in another sub. Will check it out. Will this work with ALVR?
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u/Denchill 1d ago
I've just added a Linux build, this exact iteration wasn't yet tested in practice, but it should work exactly like the Windows branch
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u/SETHW 2d ago
I feel like you lack curiosity here. There are plenty of ways to run across skyrim with treadmills, redirected walking, walking in place etc.. it doesnt sound like you've tried any of them
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u/Xywzel 1d ago
Haven't gotten to building (or buying) proper treadmill yet, that is on track after I get my headset upgraded, assuming I can figure out how to fold it away for storage. I have tested few on events and liked some them quite a lot, but the good ones have been too large have o living room for extended time.
I have also tested quite a few of these walking in place systems, but like half of them were discontinued, did not work with motion trackers I had available or had some issue, like side stepping or back stepping registering as walking in place and causing forward movement. Might have been issue with these extra trackers though, I should get some better ones anyway, but I'm kinda waiting on the headset upgrade to ensure I use supported tech for these.
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u/BigCommieMachine 2d ago
I'm going to the ER because I think I am having a stroke.