Will VR Ever Be Added To Odyssey

And on that steam survey note, I think this explains why Frontier are not really interested in putting much effort into VR:

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Back in 2014 VR was going to take over the world (some people said). 10 years later...
 
And on that steam survey note, I think this explains why Frontier are not really interested in putting much effort into VR:

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Back in 2014 VR was going to take over the world (some people said). 10 years later...
It varies - up over Christmas, down after everyone goes back to work - but it tends to hover around the 2% mark:
IMG_3321.png

…and 2% of around 132 million users is fairly respectable, I’d say. There are only 3.5% (down 0.24%) of users playing at 4K and I don’t see anyone getting sniffy with them 😁

VR may not have taken over, but it’s definitely here to stay - from my own perspective a VR headset is as an essential piece of kit in the simulation world as HOTAS etc. It’s very rare that I play flatscreen games these days - and then only on handheld devices. When my PC gets flashed up, the goggles go on.
 
What is the cost to their business by not following through
If there was a significant cost to their business, they would have developed further. Not doing so just might indicate that the number of VR users, both currently and projected, is too low to recoup development cost. (They are a development studio, and like many (even considerably larger) studios are cutting costs across the board - it is hard times globally for many businesses)
 
That's why, as mentioned several times, pretty much all VR games (that support turning the camera with the controller) offer a stepped rotation option (which is invariably enabled by default). And that's exactly what 100% of VR games that use first-person-shooter movement mechanics use.

I'm well aware of that. I also know that for me at least, the "stepped rotation" option in VR is also nauseating. The only time I’ll use it on those rare instances where I see I’ll need to take advantage of side cover (my VR space is 2m x 3m) and it’s safe enough to close my eyes while I do it.

Leaving turning to your own body physically turning isn't practical because 99.99% of PC VR headsets out there have a cable running from the headset to the PC. Rather obviously you would get entangled in it. (Even the few people who have the cable running to the ceiling instead on the floor would have the problem of the cable eventually having so many twists that it becomes infeasible, or might even break something.)

I have my cable running through the ceiling myself, and since I haven't been blessed with such an abundance of free time, cable twists have never become a problem. Even the few occasions where I've played for several hours, it has never been an obstacle during the game. Afterwards? I just let the headset dangle until it untwists.

If you happen to be one of the rare people who have some kind of wireless headsets that connect to the PC wirelessly, and thus allow you completely free movement unrestrained by any cables, then congrats. Most people don't have such a thing. (Also, turning chairs do also exist. Even here they may be the better solution because you don't run the risk of becoming disoriented and going too much to one side and hitting a wall or something. Sure, most headsets will show you a red graphic or something when you are approaching the limits of the play area, but that distracts from the immersion of the game. You gain something, you lose something.)

Here's the thing: I don't disagree with you that options exist to reduce VR induced motion sickness. It’s just that implementing those options require development resources. It’s nowhere as simple as “flipping a switch,” At the very least, Frontier will need to hire a new VR expert, and redesign the on-foot HUD to function in VR. Frontier got very lucky on that front during development in 2013. And unless they want a vomit inducing onfoot experience for most players, they’ll need to do a lot better than simple seated VR.

As a for-profit public company, any development Frontier does regarding onfoot VR needs to see a return on investment. Of course, there are many types of returns, not all of them financial. But the “quick and dirty” seated onfoot VR conversions (and not so quick like No Man’s Sky) I’ve played, both mods and in-house, have been universally a horrid experience for me. Which is really saying something, given that I’m less sensitive to VRmotion sickness than most. I don’t need to use the teleport function in games like Fallout Four or Fallout Alyx, after all.

Any “quick and dirty” onfoot VR experience will be panned by most players, and I doubt Frontier wants a repeat of the Odyssey release debacle, especially since Odyssey’s reviews still haven’t recovered yet. Why invest all that time, money, and talent for a negative return on investment?
 
Going by the latest Steam survey, wireless VR headsets (Quest 2, 3, Pro, and Pico) account for roughly 56% of those in use.

Slightly more than the 0.01% you’ve said it to be 😁👍
Uh? The Quest headsets connect to a PC via the Link Cable.

Unless you are claiming that ED is available for the headsets natively?
 
Uh? The Quest headsets connect to a PC via the Link Cable.

Unless you are claiming that ED is available for the headsets natively?
As jojon says, Quest headsets can connect to a PC with AirLink as well as a Link cable - if I’m playing a seated simulator game I connect via cable as it extends battery life, but for stuff like Skyrim/Fallout4/Borderlands2/HL2/HL:A etc. then I go wireless and move freely around my room. I don’t have any visual difference between the two as I’m in the same room as the router and the Quest 3 is the only device on the 5GHz channel.

I haven’t tried Virtual Desktop or the new Steam Link, but those are both wireless connection options as well. VD in particular has a lot of fans.
 
Personally I'd love to have a stereoscopic view on foot. I want to stand behind my Cutter, look up, and go "Whoa, she's huge!"

But honestly, the virtual screen is serviceable for now. My biggest beef with VR in Odyssey is the flickering shadows while flying. Those can actually hurt to look at. Main reason I don't play much these days, to be honest.
 
No. VR is limited to space and SRV, just as it was in the now-legacy game iteration. On-foot is 2D except for the ext camera.

Now, in a perfect world it would all be VR, but then, what we got is still exceptional. There is no other game where you can fly to some random moon just to stare at the sky, in VR. I use that often for getting my mind clear and thinking about IT problems or other stuff. Puts these things into their dimension again.

O7,
🙃
 
So from a developer's perspective, I don't understand why there is no on-foot VR. I mean, as soon as you get into the SRV, everything is VR, but when you get out, it's not. That doesn't make sense.
 
It was a political decision back then. Initially, VR was planned to be dropped from Odyssey altogether, but after month-long campaigns from VR users here it was decided to make the cut elsewhere, which is what we got today. It's good enough to still be great ;)

O7,
🙃
 
Simply, it would probably have cost too much.
As Odyssey didn't make its development costs back, I guess not spending extra for on-foot VR was a wise decision.
Technically or in terms of the engine, there shouldn't really be any difference between SRV and On-Foot. But anything is possible :)
 
Technically or in terms of the engine, there shouldn't really be any difference between SRV and On-Foot. But anything is possible :)
From a biological standpoint, in-cockpit seated VR is much less likely to inducing nausea than on-foot seated VR is. As it stands, the SRV is rather notorious about inducing nausea, even with all the options turned on. The best solution to minimize on-foot induced nausea is room-scale VR, rather than seated VR. Which requires a lot more work to function.

VR isn't a visual technology. It's a whole body experience, which uses visual input to hack the body. Fail to do it right, and your body interprets what it's seeing as you having ingested something poisonous, which results in puke city. 🤮🤢

Source: https://www.youtube.com/watch?v=LsAzSq749Iw&ab_channel=GameThinkingTV
 
As jojon says, Quest headsets can connect to a PC with AirLink as well as a Link cable - if I’m playing a seated simulator game I connect via cable as it extends battery life, but for stuff like Skyrim/Fallout4/Borderlands2/HL2/HL:A etc. then I go wireless and move freely around my room. I don’t have any visual difference between the two as I’m in the same room as the router and the Quest 3 is the only device on the 5GHz channel.

I haven’t tried Virtual Desktop or the new Steam Link, but those are both wireless connection options as well. VD in particular has a lot of fans.


Not tried AirLink, but I did start with Steam Link because it's free, then tried Virtual Desktop, and Virtual Desktop gives me results that I prefer so that is now my default. Elite really is something else in VR, not just in terms of how it changes Elite, but also in terms of how there is no other game that does VR so well. I have long stopped hoping we'll see on foot VR, even small changes let alone full implementation, but it is a shame given how transformative it is to the experience.

Also,
Source: https://youtu.be/0tHKx3-N6EM?si=ELitIbtEmNo5ivBt
is something I just watched yesterday :)
 
The last time the Steam survey popped up for me, my VR headset wasn't plugged in. I wonder how many other people are like me, and only connect the headset when they are doing VR? Not every game I play is VR!
 
Technically or in terms of the engine, there shouldn't really be any difference between SRV and On-Foot. But anything is possible :)
I guess that only the developers who work on the COBRA engine can know for sure how "easy" it would have been.
Other game engines are likely to be much simpler to integrate VR fully.

We do have a plethora of "developers" on this forum who consider many actions to be simple, yet I'd put money on none of them ever working on COBRA to be able to comment authoratively.
 
Which they absolutely should, if they really do lack the competence and enthusiasm, posthaste. ...for all that this is one hell of a thing for me to say, just after so many good people have lost their jobs.

As for the original implementor, and Youtube sources (assuming this wasn't of somebody from FDev, past or present), I don't know that I would take the word of anybody who wasn't themselves in any way involved.
It's Malic who said it - he's reliable. Check his Twitch streams for the info, he gives it freely.

The total reworking of planetary surface tech probably led to Odyssey not being supportable for VR. At least, not yet.
 
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