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VR HUD target direction indicator mismatch

Open electronstudio opened this issue 1 year ago • 3 comments

Version: 24_0_0_RC2 Hardware: Quest Pro, Nvidia 4070 Ti

The target direction indicator in the left eye points in a different direction than the one in the right eye.

electronstudio avatar Feb 15 '24 04:02 electronstudio

This is due to the fact, that, as of now, the entirety of the screen is re-rendered for each eye. This includes the HUD, and as such, stuff like target indicators. As a consequence, the indicators in each eye will point to the ship in question individually, and thus not exactly fit on top of one another. For most ships, the distance to the eyes is large enough for this distance to be negligible though. Unfortunately, rendering the HUD for some sort of "midpoint" is not trivial, and would need a significant change in how we do things. While I'd love for this to be fixed in the long run, I don't see it happening soon.

BMagnu avatar Feb 15 '24 09:02 BMagnu

Could the indicator be disabled for one eye? (Or failing that, for both eyes?)

electronstudio avatar Feb 15 '24 15:02 electronstudio

This is due to the fact, that, as of now, the entirety of the screen is re-rendered for each eye. This includes the HUD, and as such, stuff like target indicators. As a consequence, the indicators in each eye will point to the ship in question individually, and thus not exactly fit on top of one another. For most ships, the distance to the eyes is large enough for this distance to be negligible though. Unfortunately, rendering the HUD for some sort of "midpoint" is not trivial, and would need a significant change in how we do things. While I'd love for this to be fixed in the long run, I don't see it happening soon.

It seems like it mostly needs to determine the direction/point for the target arrow to be based on the head/midpoint, but the rest of the rendering of the hud could remain the same, does that simplify the problem?

ferralverrall avatar Feb 18 '24 17:02 ferralverrall