Hello, While driving the championship Kartcup I noticed that the horizon is not 'where it should be'. The driving viewpoint in VR is tilted at an angle towards the ground. Not all viewpoints have the same offset, so cycling through them is an easy way to notice the bug in the main driving viewpoint. Since I'm using vr, it's not possible to use keyboard buttons to sort out the viewpoint. proposed solution: The driving viewpoint/camera should be aimed directly ahead, straight towards the horizon. I didn't check the behavior on normal displays (without vr).
No, no camera movement buttons are working in VR. neither pressing u for 'freelook enable', which while driving only brings up the message "Freelook: Disabled" on the side console/HUD text display.
Yes. also centering VR never affects the pitch of the horizon. which should always be where the true horizon is.
The vertical lines are my 'Room boundry visuals' (I'm using a WMR vr headset). These lines are in fact, vertical to the real world frame of reference. (that is, they appear perfectly vertical to the viewer in VR). In the screenshot, I held the vr goggles to be horizontal with the in-game racetrack. *However, I wasn't holding the goggles horizontally in the real world. they were slanted by a couple degrees.* Note that the picture is taken straight to the left side of the kart. For all of you non believers hit insert (the default key for Driving cameras in game) a couple of times while on the track. note that the horizon changes for each camera. (which should not happen) look sideways as you hit insert to see the magnitude of the change. (it will appear as a change in angle) NolaMP kart track, both the F1 and junior Kart have the same bug. Actually let me make it easier on you and just make a video.... the only driving camera that is aimed correctly (straight ahead) is the third one, bonnet camera, where the Kart is completely transparent. see the screenshots. You can go right ahead and confirm that you see the same behavior. A very simple bug to solve. If any/some of you are rF2 devs, I hope I made my point very clear.
control. But in the video I was not pressing it at all. I'm only pressing insert to change Driving cameras.
Of course not! Center view only changes your translations (your position) and none of the three rotations!
Roll or pitch your head and press the button and you'll see that it works. Or could be a barrier language and i'm not undersanding you.
Iagg, did you watch my video? did you try to replicate? do you understand that if the pitch of the horizon changes between the 3 driving cameras, well, at least two of the driving cameras must have a pitch angle that is not set to directly ahead? Other cars also have different pitch angles between the 3 driving cameras (which always causes a player in VR to pitch their head either up or down, and is never a comfortable experience but I wasn't trying to complain about that), but the 1st camera is the one that is normally used for VR, and the Kart is the only car (that I noticed, at least) where the main driving camera isn't aimed directly ahead with 0 pitch. -------------------- I assume that the driving cameras pitch rotation value is a part of each car model. If studio397 wants to improve VR comfort throughout the simulation, without checking each individual camera pitch value in every car model, there should be an override in the code so all VR cameras should have zero pitch value. Another solution is to enable pitch control for the player by keyboard shortcuts, However I didn't wanted to go so far with my suggestion, and just wanted to get the specific issue with the kart model fixed... -------------------- I'll gladly take another video to show you that pressing the 'Center vr head position' doesn't change any of the 3 translations, just please let me know you're a dev so that I won't feel like I'm wasting my time here