The Vive discussion Thread

Geforce experience is only telling you the game's configured resolution, which in VR mode is only used for the preview window, not the headset.
 
Geforce experience is only telling you the game's configured resolution, which in VR mode is only used for the preview window, not the headset.

Yep, gone are the old DK2 days when it was seen as a monitor in extended mode. Now whatever we do on the adapter doesn't make any difference when displaying directly to either the Oculus or Vive HMDs.

I've just had DHL confirm my Vive shipment has left the Czech Republic, but I too am not going to bother with ED until the output is rendered properly- I remember the DK1's resolution made ED's text unreadable- I don't need a flashback... :\
 
Silly question here - I thought that ED was to have native support for HMDs. I can't find a way to enable my Vive in the options... how do I do that?
 
My Vive arrived yesterday and ED was the main reason behind the purchase. While I'm extremely happy with how every other game perform, ED has been the only disappointment so far.
I hope that whatever is causing this issue will be solved soon, as the potential for a great experience is clearly there.
 
My Vive arrived yesterday and ED was the main reason behind the purchase. While I'm extremely happy with how every other game perform, ED has been the only disappointment so far.
I hope that whatever is causing this issue will be solved soon, as the potential for a great experience is clearly there.

They showcased Vive Pre with Elite so whatever issue there is it's going to be temporary...

[video=youtube;yiKyfMBhVDo]https://www.youtube.com/watch?v=yiKyfMBhVDo[/video]

Can't wait for my Vive.
 
Hoping for a fix too. This was going to be my goto VR game (played a lot with DK2). I am having fun with all the little roomscale games that are out there though.
ED has to wait until they fix this.
 
I still can't get over the fact that these devices remove you from your other devices... eg: You just want to press a key on the keyboard...
 
I still can't get over the fact that these devices remove you from your other devices... eg: You just want to press a key on the keyboard...

The J and F keys have raised notches on them for touch typist to orient their fingers. J for jumping (FSD), I set M (directly below) for Galaxy map. The WASD keys are easy to find as D is to the left of F. Not tried it with a VR set but I sometimes play without getting up to switch the light on when it gets dark! Yeah, I know, THAT lazy! :rolleyes:
 
I still can't get over the fact that these devices remove you from your other devices... eg: You just want to press a key on the keyboard...

Yes.

This is one of my worries with VR. THat it will dumb down gaming, moving typical PC genres towards the console end. So much simplified controls and so on.
 
The J and F keys have raised notches on them for touch typist to orient their fingers. J for jumping (FSD), I set M (directly below) for Galaxy map. The WASD keys are easy to find as D is to the left of F. Not tried it with a VR set but I sometimes play without getting up to switch the light on when it gets dark! Yeah, I know, THAT lazy! :rolleyes:

I know... But I use the keyboard for so many ancillary functions, Jump, Hyperspace, Wingman selection, screenshots, orbit lines on off, not to mention typing in system names etc... Seems a bit of an achilles heel to me.
 
I know... But I use the keyboard for so many ancillary functions, Jump, Hyperspace, Wingman selection, screenshots, orbit lines on off, not to mention typing in system names etc... Seems a bit of an achilles heel to me.

OK, it was just in case you didn't know.

Interesting point both yourself and bitstorm raise. I wounder if we'll see "viewable" devices in future iterations of VR. Like a keyboard with sensors in each corner so the VR headset can position and render in game.
 
OK, it was just in case you didn't know.

Interesting point both yourself and bitstorm raise. I wounder if we'll see "viewable" devices in future iterations of VR. Like a keyboard with sensors in each corner so the VR headset can position and render in game.

Considered the same... And TBH, as long as it could be rendered "clearly enough" I think it could be brilliant. Especially as it could be rendered in any fashion you like. eg: Imagine during a tutorial if when the game suggested pressing "H" on the keyboard, if the "H" key was glowing!


And of course a VR compliant coffee mug would be required too :)
 
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I know... But I use the keyboard for so many ancillary functions, Jump, Hyperspace, Wingman selection, screenshots, orbit lines on off, not to mention typing in system names etc... Seems a bit of an achilles heel to me.

One of the reasons I have an X52 is it matches what you see in VR. However, it's always puzzled me that FD claim they supported VR earlier on, but so far other than curving some panels I've not seem any useful iterations or evolution of that support since (other than keeping the game functional in VR).

A keyboard in the galaxy map for example. Even Steam in VR mode has a keyboard useable in VR, and whilst I'm well aware of VoiceAttack I would like to see FD consider functionality like this so people can feel more immersed. Or (one they've fixed the Vive looking terrible) they could see if the Vive Chaperone could be engaged to allow use to toggle the view of our keyboards- that would help.
 
One of the reasons I have an X52 is it matches what you see in VR. However, it's always puzzled me that FD claim they supported VR earlier on, but so far other than curving some panels I've not seem any useful iterations or evolution of that support since (other than keeping the game functional in VR).

A keyboard in the galaxy map for example. Even Steam in VR mode has a keyboard useable in VR, and whilst I'm well aware of VoiceAttack I would like to see FD consider functionality like this so people can feel more immersed. Or (one they've fixed the Vive looking terrible) they could see if the Vive Chaperone could be engaged to allow use to toggle the view of our keyboards- that would help.

If the Vive Chaperone could somehow let you see your actual keyboard when you want, brilliant. And if you could see your hands too... Great!

Alternatively, release a VR compliant keyboard that these devices support. ie: Can detect where it is. The application than then simply render a keyboard in game/application exactly where the real keyboard is. However, I guess the problem would then be, the problem of not seeing your hands moving over the keyboard in VR world. Might be confusing!
 

No spill 3rd generation

25pPJkH.jpg
 
OK, it was just in case you didn't know.

Interesting point both yourself and bitstorm raise. I wounder if we'll see "viewable" devices in future iterations of VR. Like a keyboard with sensors in each corner so the VR headset can position and render in game.
+1 for your commander name.

The Vive has a camera so you can get a quick view of the real world as Picture in Picture. An obv needed feature for an HMD. Has anyone tried to read a keyboard with it yet? I dunno.
 
+1 for your commander name.

The Vive has a camera so you can get a quick view of the real world as Picture in Picture. An obv needed feature for an HMD. Has anyone tried to read a keyboard with it yet? I dunno.

Yes. You have to stick your face (+HMD) in the keyboard to read the keys as it's a fisheye lens and not a very high res sensor. The Vive wands have a virtual split keyboard that you can swipe-type with your thumbs with. I guess a tracked keyboard and something like Leap Motion would be the best way to interact with a physical keyboard.
 
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