Please link a source to that statement because I'm still looking for confirmation as others on this forum said it too, and I only found him saying to opposite:DB already said they plan to support ALL the major VR types.
http://arstechnica.com/gaming/2015/...e-best-damn-spaceship-game-ive-ever-played/2/While Frontier is open to directly supporting VR platforms other than the Rift, David Braben explained to Ars at GDC that Elite almost certainly won’t implement support for the OSVR initiative.
"The fact that we’ve already got it working," said Braben, referring to the game’s existing 3D support, "would mean we’d have to take a step back to take a step forward, because we’re already using our own tools." Braben explained that when Frontier began adding Rift support in 2013 to the proprietary Cobra engine that powers Elite, OSVR didn’t exist, and that adding OSVR support might compromise the game’s performance.
What he is saying about OSVR also holds true for any other VR platform in my opinion. So basically he is telling they are open to directly supporting VR platforms, but only when the implementation is problem-free from the start.
And I am very disappointed with the Oculus presentation today, so I want to choose the Vive, but only if it's supported by Elite: Dangerous.
Proceeding with further general discussion of today's presentation:
I think the touch controllers are near useless for VR. You have to hold on to them, which lessens the freedom. When you let an object go in virtual reality by letting go the controller in reality, the controller will fall, and hang on a thread to your wrist. This breaks immersion twice. First the falling controller will reach the end of the thread, you will then feel a force which hasn't any representation in virtual reality. Next, you have to search for your controller in reality.
I hope the design isn't finalised yet and hope they will fix that.
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