

Hotas isn't half bad, but motion controls on a space sim are BETTER, not worse. Some people are unable to switch mentally, and that's okay too. When implemented properly, they (to me) feel like a neural link to my Albion Skunk. Motion controls offer a range of movements a traditional hotas setup cannot. X-Rebirth VR has excellent motion controls, and after you mentally switch to them you will be wondering why did you even use hotas in the first place. No serious or experienced VR player uses them beyond initial menu navigation.Ĭlick to expand.That is IMHO so far from the truth that it hurts. Which means it doesn't have to be good, it just has to be available.ĭon't get me wrong, I love my G2 headset but the sole reason to buy the G2 was for the headset only, not the controllers. This is a concept where a company releases the bare minimum design just to gauge whether a product will gain any market traction.

In marketing parlance, they give this a name MVP ( Minimum Viable Product). All HP did was productize it and distribute it. So why not do it? Answer: Because HP didn't design the G2, Valve designed the Headset and the Microsoft designed the controllers. One could argue that it would be in HP's best interest to go back and add an HP G2 binding to the top 100 Steam VR games because it would increase adoption of their product. HP did nothing like that and in fact, they always have the option today create SteamVR bindings for HP G2 which would solve a lot of the evils plaguing their design. Anyone could adapt any third party controller to a SteamVR hosted game. I mean hell, they couldn't even be bothered with creating an HP specific utility to leverage the G2.īy comparison, when Valve released their Index, they went out of their way to support competitors games by adding the SteamVR custom bindings utility to Steam. They just took the MR controllers from the Microsoft reference design available to any developer and implemented the most minimum options to meet the design requirements for Mcirosoft's MR. HP didn't even try to make their controllers usable. HP Program Manager: You're right, let's use method A anyway. If one could imagine being in the room with the G2 design team the design review probably went something like this when it came to design choices A or B: HP really screwed the pooch on this design. Let's be candid, the G2 controllers are a joke. Now on the topic of the G2 controllers in general. Unless the game is designed from the ground up using VR inputs, no game I've found thus far adapts well to VR controllers.

Unfortunately, it just doesn't work with most games even if the game was adapted after the fact. Like you, I had a new hammer and I wanted to find every nail to use it on. Sure, you can play with a mouse but after getting a HOTAS, you'll never want to play it any other way. To be candid, ED is a game that is just best suited for a HOTAS. The experience I had using the third party overlay with the rift controllers was totally unplayable. Once you're under the goggles, one needs the tactile feedback of a physical controller which VR controllers simply do not have as of yet. If you have the patience and want to attempt to adapt the G2 controllers, you could try the Elite VR overlay But if you're experience is like most other's you'll quickly discover that VR controllers just don't cut it in a VR Space Sim game, PERIOD!!! The problem is in the inherent nature of VR.
