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TehStu

No Man's Sky - Beyond update inc. VR out now

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PSA for PS4 players:

 

The Hori AC7 flight stick works :)

 

You have to use some of the extra features of the stick to get it going properly though. The throttle has a little 3-way selector on it - in Ace Combat this is used to toggle what the throttle forward/backward does and what the yaw trigger left/right does, so it's never really touched (because throttle forward should always increase thrust).

 

In NMS this basically switches between Move controls and stick controls. So when ready to launch, shift the selector from 2 to 1, and that gives proper ship controls for throttle and pitch (inverted). The only quirk is that yaw and roll are swapped in comparison to AC - moving the stick left and right gives your yaw action, and to roll you have to shift the trigger that's on the throttle. As far as I can tell there is no reason to roll in NMS except to get a good look at the ground so this is no big deal, but I haven't been in a dogfight yet so I dunno.

 

Upon landing the ship, I couldn't get the Move VR hands to appear until I switched the selector back to position 2. I don't mind this, it's an extra level of immersion akin to flipping that start sequence on the Steel Battalion controller.

 

I'm back in love with the game - got myself a nice one-square wooden shack at the top of a grassy hill overlooking a valley bordered by mountains, and illuminated by the rings of the planet at night. It's more of a sheltered viewing spot, I didn't build a fourth wall on the valley side so I can sit out of the rain and watch the view lol.

 

edit - I should point out that what applies to the Hori stick does NOT apply to the Thrustmaster HOTAS - to all intents and purposes the Hori stick is just a fancy DS4 - the Thrustmaster has it's own config screen in AC7 so it is a different beast, and I don't have one to try it out.

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Been "working from home" today. Put quite a bit of time into the game this afternoon. I found turning AA off made a huge improvement to image quality, not performance. With TAA on it's blurry as fuck, just like the PS4 version. With FXAA on it's alright, but I couldn't see a different between FXAA on, and no AA at all. :lol:

 

In the end I went for a mix of Ultra for Textures and animations. High For shadows, and enhanced for everything else (I think). I also whacked Steam's supersampling up to 150%. The game looks really nice, but things in the distance are rather blocky - that could be down to me setting the "windowed" version at 640x480 though. Performance when entering atmosphere, warping to another system, and sometimes flying planetside, can be really bad performance-wise. I'll try those performance tweaks later this evening. Need a break.

 

Everything else is pretty decent. There's a lot of fun to be had with this in VR. Have to say, the Rift S is great for this with the two touch controllers. When I entered a station for the first time, and that music kicked in - goosbumps, just like I got when playing the game at launch a couple of years back. :)

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The first crashed ship at the beacon on this play through ended up being a 5.9M hauler :lol: so I traded it in for a killer ship.

The cockpit design of it is the first time I’ve been interested in trying it in VR, so I might give it a whirl later. 

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Are the PS4 issues on users accessing saved games? I'm looking to start a new game so hopefully I should be ok or should I wait for patches if it is unplayable?

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Ok, tried VR on PS4 and it’s a mixed bag so far:

 

The good:

 

Amazing sense of scale

 

Cockpit interior is wonderful 

 

Using the multitool is a joy just pointing with the Move controller

 

The bad:

 

It’s soooo blurry

 

Walking/Turning controls are terrible

 

Flight controls are even worse

 

Maybe I’m missing something, but there doesn’t seem to be any way to turn smoothly with the Move controllers. It just does very jerky movements left or right, even with just the briefest press on the buttons.

 

Also, I have a headache and feel sick, but that’s just VR. 

 

I think its a fascinating experiment but it’s not the chilled experience I look for in NMS so I think it’ll be normal view for me.

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I try to reach my destinations on foot by strafing as I go forward rather than turning - obviously you have to turn sometimes, but pointing the left controller in the direction you want to go as you move works pretty well.

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Does anyone else find the game overwhelming? Like, how do you keep your focus? I find myself sidetracked so often, and yeah, I get that that’s part of it; you can do a little here and a little there. But I’m finding myself frustratingly getting sidetracked to the point where I lose desire to go back to what I was initially doing. 

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I'm totally not up on current VR headsets and how to get them to work with an Xbox One. Which headset should I go for? Is there only one option? I dunno, pretty clueless here.

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14 minutes ago, NexivRed said:

Does anyone else find the game overwhelming? Like, how do you keep your focus? I find myself sidetracked so often, and yeah, I get that that’s part of it; you can do a little here and a little there. But I’m finding myself frustratingly getting sidetracked to the point where I lose desire to go back to what I was initially doing. 

Yep, for three years now.

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59 minutes ago, Davros sock drawer said:

Maybe I’m missing something, but there doesn’t seem to be any way to turn smoothly with the Move controllers. It just does very jerky movements left or right, even with just the briefest press on the buttons.

 

Yeah, it seems that it's always snap turning no matter what you select (dunno if the actual 'snap' setting results in bigger increments, I haven't tried it). Definitely not the VR dictionary definition of Smooth - hopefully this will be patched.

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Meanwhile on PC, this is sooo good when it's all working. Admittedly, that's only some of the time, but when it does, it's lovely in VR on a PC. I've had to force myself to stop playing to actually, you know, eat. 

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There's a Smooth Turning option in the settings on PS4 at least, I noticed it earlier. It makes the X and O turns rotate you rather than snap in increments. 

 

This is pretty great in VR, isn't it? Barring anything more than ten feet in front of you being fuzzy. I spent half hour in the landing bay just gawping at the ships and waving at aliens. 

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16 minutes ago, Wintermute said:

There's a Smooth Turning option in the settings on PS4 at least, I noticed it earlier. It makes the X and O turns rotate you rather than snap in increments. 

The "smooth turning" turns stupidly fast though - much faster than I'm comfortable with. When I mentioned this in an earlier post someone (sorry I forget who) said that turning the move controller also changes your forward movement direction. I haven't had a chance to test this yet, but if it works that would hopefully make it a lot more pleasant. Will hopefully give it a pop shortly.

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1 hour ago, MarkN said:

The "smooth turning" turns stupidly fast though - much faster than I'm comfortable with. When I mentioned this in an earlier post someone (sorry I forget who) said that turning the move controller also changes your forward movement direction. I haven't had a chance to test this yet, but if it works that would hopefully make it a lot more pleasant. Will hopefully give it a pop shortly.

Yes, it allows you to strafe. So if you point the stick straight ahead at a 90deg angle away from you and hit the move button, you'll move straight ahead. If you then angle the move left or right a little bit, you'll walk in that direction a little bit without actually turning. If you stop, aim the move 90deg to your left, and hit the move button, you will strafe left, like you're side stepping.

 

This caught me out playing Skyrim VR early on, because at first I thought pressing the move button to walk always moved you in a straight line. So there I was, sat there playing and walking at an angle all the time. I thought the tracking on my PSVR was off, or my move was knackered. But once that penny dropped about aiming the move controller ... it was perfect. Seriously, it's a genius way of getting around the lack of sticks on the moves. 

 

That said, they should patch in slower smooth moving for the face buttons, it just makes sense. There's an adjustable slider in Skyrim VR for example. 

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The first dog fight I was in, I polished off the bad guys in the starter ship. 

Since the update I suck so fucking hard. Is there no target lock help at all? 

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16 minutes ago, Dimahoo said:

Put 24 hours into this but fear i'll have to restart owing  to the blueprint analyser bug.

Fuck - i've wasted a day playing it today!

 

Oh man that would piss me off! I’ll try this for 30 mins tomorrow to experience the VR otherwise i’ll wait till it’s fixed.

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I just spent 6 straight hours in VR playing this damn game.

 

My cargo repairs for my recovered ship are almost done. I'm nearly done building my first hyperdrive upgrade. My scanner now gives me 140-180k per animal and about 40k per plant. Haven't found a mineral scanner booster yet.

 

The best part though is the crashed ship I've been repairing started with the tech that auto refills the launch fuel. I literally haven't had to use any since I got that repaired.

 

Two top tips.

 

1. Early on salvaged tech that you dig up and normally use for blueprints? Sell them for quick cash. 15 gets you about 1.7 million which is enough to buy a multi-tool with plenty of slots.

2. Make sure you hand in your milestone data in the Nexus. That gets you shit loads of nanites to get you started.

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Tip 1: dog fight in third person and use the brake to turn, then come straight off it to aim. I’ve killed 10 ships now, (except I accidentally hit the fucking freighter you get to defend then given for free, so sentinels popped up, and it fucked up the quest. No free freighter for me this time. Annoyed.)

 

Tip 2: because you can now move technologies around in your exosuit/ship, move your basic shit over to the actual technologies tab giving you more inventory space. 

 

Tip 3: find ancient bones. Mmmmmmm. 

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Tried it in VR (Vive) - just to echo others, the sense of scale is breathtaking, and I like the teleportation movement, it seems slightly faster than normal movement? There is some jankiness, some framerate oddities and bugs, but I can see it only getting better. Love the context-sensitive controls, activating the scanner on your helmet and the glove-menu system (I remember something similar in Tilt Brush?) Anyway, great stuff.

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Mixed up a batch of warp cells and blasted off in search of new wonders, found a fun system to mess about in and possible site for a new base. Lots of mountains and crucially no weather! Also built the thruster recharger upgrade - so will test that out to see how quickly it refills the thruster fuel. Got the week off so expect a lot of updates from me as I try to tackle the new wired base shenanigans.

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Ended up playing for six hours yesterday on my PC version. I'm still tempted to play in PSVR, but starting again isn't appealing when you're already super rich. 

 

Finally figured out the power stuff on the base. The most annoying part of that is the wires, that just look ugly. A quick tip, when scanning for an energy source you might find it is quite far away, that's okay, just approach it slowly with the electromagnetic generator ready to build and place it from a distance. You cannot create a new base at the site and build there directly, as power sources only work for the base they've been built as a part of.

 

Far fewer crashes yesterday as well. I also cracked on with the underwater missions. 

 

It's such a great pottering around game, doing a bit of this and that, tidying up, building, exploring. Makes it such a timesink.

 

We're yet to try a longer multiplayer stint, as previously that was causing masses of crashes.

 

But otherwise the game keeps growing and getting better.

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32 minutes ago, Strategos said:

How on earth do I switch guns in my space ship (pc VR rift)

 

I don't have more than one gun but is it the same way you do it in the multitool? Right hand?

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