HTC Vive resolution and  focus

I want to play Elite in my current generation Vive. I really want to. I try, it is passable, but it is not what any sane person would call "compatible." It is more like a crappy VorpX like program. Actually never mind. VorpX might look BETTER than the current state of Elite VR for the HTC Vive.

People, don't give up. We are all coming back and checking this thread for a reason. It's time to accept that FD is not going to come to this thread and respond. We need to catch the attention of the media as well as the non VR fanbase. FD needs to be shamed for it's treatment of some of Elite's most loyal customers.

Yes, Elite is giving the Vive a bad name. Every day this problem goes unfixed, another person chooses the Oculus over the Vive. HTC and Valve need to realize this.

I'm sick of replying to this thread. If every one of us would start a NEW thread in as many of the forums as possible. Threads on fan sites. Posts on Reddit. All of the VR media sites. Just one good article about this situation by a popular VR News Site would more than likely squeeze and answer out of the Elite devs.

Please, do not just check every week for a response. Ask for one, but not on these threads.

Does anyone else get the feeling that these threads exist so that nobody else recognizes this problem persists? Where are the Elite w/ Vive reviews? Where is the latest article about this, in my humble opinion, rather large hole in the VR community. I also get the feeling Oculus users feel justified in their purchase by this Vive+Elite issue. They shouldn't. Every one of us wants to think we backed the right horse, but in a year or two this current HMD "war' will have evolved. The fact is, Elite: Dangerous just does not look good on any HMD. I'm sure there are reasons and the list to correct the issue is quite large. It's probably on a parchment roll, and still not completed.

Frontier Developments needs to tell us the current state of VR in their game truthfully, and give us honest updates to ANY progress. Even if there is none.


I'm going to go report the issue to them again. Then make a new thread in several forums on several sites. I am going to tell people how the Super-Sampling "fix" is merely a small cover up over a large blemish. I need people to know it is not the Vive, it is Elite.
 
I think they care but they conduct their public relations like Valve: they don't speak until they have something to share. That's caused Valve some serious dust-ups with their communities over the years, as radio silence is often interpreted for the worst. Their general theory is that telling people what they want to do but is not yet done creates delivery date expectations that they may not be able to keep, so they say nothing.

Maybe Valve is right, because the reason many of us (I was basically the originator of these concerns back at the end of March) are growing bitter is because FDev representatives DID speak to us here on this forum and said they're working on it and gave us no reason to believe a fix/solution would go into August and potentially beyond. Not saying anything at all is probably better than saying something and failing to deliver in a reasonable time period.

I don't agree. Think of it like this: Right after they spoke to us, most people were "relieved" (I can't say happy) to know they were doing something. As time goes on and we have no feedback AT ALL, we're obviously getting restless because there's no fix, and worst of all there's absolutely no official response from FD. If they had a little tiny bit of psychology they'd speak to us every week or so giving us some status update. That'd give all of us some hope at least, knowing that they ARE doing something about this problem.
Radio silence will always be interpreted for the worst. And they should give us a delivery date, one that they can keep of course. We can't demand them to fix it right now (well that was almost three months ago), but I believe we at least deserve to know what's going on and when are they fixing this.
 
I agree with not agreeing to this point. If fd, or anyone for that matter, says they will keep someone updated then there should be some regular communication of some type. It doesn't matter if it's we haven't looked into it yet because of xyz, or whatever. That would be fine. People would accept that even if it continued for some time. What people are more puzzled and upset over is not the lack of a fix, it's the lack of any word when word was promised. That's just rude and actually quite a lot weird. Just say something. Won't take much. Won't cause more adverse reputation than not saying anything at all. I'm still of the opinion that telebombing them with phone enquiries will be more effective. You have to pay people to answer phones. Ignoring forum threads costs nothing. Anyone with me?

Further to my previous post I just called them to speak to a support representative. They don't answer the phones apparently. They just recommended opening a ticket or emailing support@zaonce.net will try to get them to say something on this forum by that means. Wish me luck.
 
So then I just emailed this to zaonce.

Hi -
        FD Support stated that they would keep us posted on 8th May 2016 regarding an issue raised in the frontier forums.  The forum has remained highly active and yet no further comment has been made by FD.  I wondered if someone could just update this as the lack of any kind of response is strange and damaging to the reputation of FD.  I'm sure someone could just jump on there to state something.  Even if no progress has been made on the issue or that it's behind xyz on the list of priorities or words to that effect then that would be fine.

        I would recommend saying something on there soon though as the lack of response (not the lack of resolving the issue) is causing people to begin considering taking action that could be detrimental to the game, and no-one really wants that.  They just want regular updates regardless of progress, especially considering that is what was promised on the outset of the thread.  If the issue cannot or will not be fixed then that's fine. Just please give us some word.

Thanks,
        Mike.
 
Alternative plan of action: we could form a band of vive pirates, murdering pixellated newbies in eravate until our demands are met. We might even get on educating ed.
 

That's good information, thanks for sharing. We're going to make use of that. If we don't get a reply by Thursday (15 days since I opened the thread in the main forums, that we know they read) I'll start contacting the media to ask them to review Elite Dangerous with the commercial version of HTC Vive. So they (and everybody else) can see how much it advanced almost an year later. Not much aparently. I'll also contact Steam to see if there's anything they can do. If we can't get a direct reply, maybe we can get it through the media. And again, I hate having to do this; I love this game and I want to keep playing it... but FD is making that very hard.
 
That's good information, thanks for sharing. We're going to make use of that. If we don't get a reply by Thursday (15 days since I opened the thread in the main forums, that we know they read) I'll start contacting the media to ask them to review Elite Dangerous with the commercial version of HTC Vive. So they (and everybody else) can see how much it advanced almost an year later. Not much aparently. I'll also contact Steam to see if there's anything they can do. If we can't get a direct reply, maybe we can get it through the media. And again, I hate having to do this; I love this game and I want to keep playing it... but FD is making that very hard.

While you are at it, why don't you ask HTC and steam why their flagship VR headset gets exactly the same data from the game that the rift does. Yet handles it so badly.

It's the differences in the way either the hardware or the VR software is handling the image.

The game provides the same data to both the HTC and the Vive depending on your settings. So what works on one, should by all rights work on the other too!
 
...
The game provides the same data to both the HTC and the Vive...

I should hope it doesn't; They require different frusta, and I would have expected many of the effects we see to be opposite to what they are (scale/resolution/clipping/redundancy errors).
More likely, by: "same data", they mean it's the same render pipeline rendering the same material, using the same shaders, and so on, *but* with camera properties set according to the render target.
 
While you are at it, why don't you ask HTC and steam why their flagship VR headset gets exactly the same data from the game that the rift does. Yet handles it so badly.

It's the differences in the way either the hardware or the VR software is handling the image.

The game provides the same data to both the HTC and the Vive depending on your settings. So what works on one, should by all rights work on the other too!

Please lets not turn this thread into another Vive vs Oculus.
 
Please lets not turn this thread into another Vive vs Oculus.

It's not, but my point is that the Vive's problems are not all to do with this game. A large proportion of that is to do with the Vive itself, and the software /drivers it is using.

ED can get around (some of) this by turning on super sampling but that obviously requires a very high spec pc to do. But a lot more effort needs to come from the hardware / driver side too FD can't do everything themselves.
 
It's not, but my point is that the Vive's problems are not all to do with this game. A large proportion of that is to do with the Vive itself, and the software /drivers it is using.

ED can get around (some of) this by turning on super sampling but that obviously requires a very high spec pc to do. But a lot more effort needs to come from the hardware / driver side too FD can't do everything themselves.

I have 31 other Vive games and they all work perfectly without increasing supersampling nor pixel density. No jagged lines, no illegible text.
 
That does not mean it's optimised for every game.

Cmdr. MickyG, there's no need to look for arguments where there's none to be found. The headset is not optimized for every single game that comes out, it's the other way around. Every game that supports the headset has to be optimized to use it. In this case, FD is promoting it supports HTC Vive, but it does only half-way. It lacks a lot of work and optimizations. And I'm not saying it's something easy to do, but if they want to keep "supporting" Vive, then they must do all the work that's left to do in order to fully supported as intended. Otherwise they should just remove Vive support completely, but a work halfway done is really bad in this case, because many people got the Vive specially for Elite, and that's because of misleading advertising. It is not something to take lightly.
I really don't see the point of keeping this discussion. I respect your point of view, but I don't share it. And I believe most people in this thread doesn't either.
 
I have 31 other Vive games and they all work perfectly without increasing supersampling nor pixel density. No jagged lines, no illegible text.

This, my Vive games list is sitting at 40, though one of those is lucky's tale from Revive. I can play them all and they all look perfect without having to mess with anything. Elite Dangerous is the ONLY game I have bothered to change the render size for.
 
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Yeah this is an irrelevant offshoot for the discussion. Fd have stated there is an issue and they have stated they will keep us updated on news for future fixes of the issue (see start of thread). Don't get distracted from this!
 
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Hmm, why ever the steamVR config hack started to work this week and refused to work before is beyond me. It seriously improves readability though. This is actually fun to play now, that I can finally read things without straining my eyes too much.
Maybe I might return from my exploration trip at some point after all.

Anyone having flickering shadows at medium? try high if you can afford the FPS. It fixed things up good here but the FPS drop is too heavy so I reverted to off while in the SRV :p
 
I had this problem with a friends set up. Changing the configuration file didn't work until I tried to debug the process by changing the steam vr settings via the drop down menu with steam vr running. I wanted to check that the file we were manually altering was the same one the stream vr software was using. Strangely it was and even more strangely the manual super sampling setting worked thereafter. I think maybe the steam software only looks at the settings file if the steam settings have ever been changed from within steam vr. Could that possibly be a thing?
 
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