oh! i thought that was normal…lol.
So did you get a chance to try Everspace is it working well for you yet? I was thinking about this earlier and I wonder who’s at fault here. I don’t think mentioning it to the dev’s is going to do anything ,as it feels like they have programmed their game correctly and any weirdness we are seeing with HUD not appearing correctly could most likely be something Pimax is doing in their rendering pipeline.
Are game specific tweaks something that you think Pimax will start doing in Pitool? I’m comparing this to emulators like Dolphin where they usually apply game specific tweaks for problem titles.
Haven’t gotten back to it. But it did play well when launched from Steam desktop choosing Oculus vr instead of SteamVR.
If I get a chance will take a deeper play. But went from unplayable to seemingly no problem.
I wanted to get back to it but it ran incredibly choppy. I found a solution for that (it renders with way to high ingame supersampling from what I read) but I haven’t tested it yet because some other user wrote it is basically unplayable because of the UI not working right with wide FOV.
As mentioned the HUD elements (UI) are not displayed correctly. This problem also occur on my Pimax 4k. I don’t think it is Pimax fault.
Have you tried launching Everspace in Oculus mode? I think someone said thud issues; I think someone said it’s past a certain stage?
I know launching in Steamvr mode is a jittery unplayable mess.
I have tested it. Oculus mode is not needed. Reduce Steam VR rendering to 30% - launch game and reduce the supersampling from 200% to 100%. Steam VR back to 100% - no more choppiness. The game looks fantastic and runs well. Sadly it is unplayiable because of the mentioned HUD issue.
I didn’t notice a hud issue when I tried Oculus launch mode. But it was said in level 3 or something?
Pimax is the only headset with this issue. Its definitely their fault. Or Pitools Fault.
If only they were officially recognized as a SteamVR headset maybe games like this would work without issue .
Most games dont even realize they are rendering at an FOV wider than 110. Arizona sunshine objects disappear out side of 110 degrees. (So Distracting I have to play on small)
Now imagine Pimax actually delivered on that Kickstarter stretch goal about working with developers and stuff. There should be meetings with SteamVR dudes and offical recognition by SteamVR that headsets with canted displays and FOV wider than 110 officially exist.
Yes it is unfortunate the rendering chain is not checking the rendered Camera perspective & presuming the object is not on screen.
Fortunately some devs are correcting bugs like this. Like the y2k bug sometimes programs are made without considering future developments like going from Pan & scan to Widescreen.
BalisticNG was originally not great on Pimax & now works quite well in visuals. Originally I couldn’t play it due to it looked odd with warping. Now looks good & am enjpying being able to play.
The Visual bug in the hud mentioned in Everspace is supposed to be on Vive as well but need to play more & get to the area of the game mentioned. (Launching it in Oculus mode to see if present).
As far as I know samsung odyssey users have the same problem
You are correct. The HUD is fixed in oculus mode. It is perfectly playable that way. Sadly the FPS achived are not high enough but it is perfectly playable with motion smothing on at 45 FPS.
i installed Oculus Home again yesterday and it actually works with my 5k+. no problem with the hud and it runs smoothly.
are you sure? did they issue any updates to EF lately?
I played it again yesterday and it also works in Steam VR mode. I haven’t read anything in the update news about new updates from Everspace. Maybe it is because of the Pitool version .144. Anyway, I am glad that I can play everspace finally with big fov