VR support 'not at launch' for Odyssey

Imagine the confusion Kickstarting a bakers.

lol :p
so i rewrite : i am an beta backer (not alpha) but with life pass . but since i am VR addict, my life pass will bring me nothing more than what I already have.
the consolation is that I won't be counting the days until the next extension goes live. I've made 2 billion in one exploration trip finished this week (2ly jumps from the highest to the lowest point of the Milky Way in the galactic center), I'm now going to jump to a point where we can't come back, at worst there'll be fuel rats to pick me up if Frontier changes their mind about the VR.
 
lol :p
so i rewrite : i am an beta backer (not alpha) but with life pass . but since i am VR addict, my life pass will bring me nothing more than what I already have.
the consolation is that I won't be counting the days until the next extension goes live. I've made 2 billion in one exploration trip finished this week (2ly jumps from the highest to the lowest point of the Milky Way in the galactic center), I'm now going to jump to a point where we can't come back, at worst there'll be fuel rats to pick me up if Frontier changes their mind about the VR.
We could all fly to the same place and leave a ship graveyard as a memorial.
 
Source: https://www.youtube.com/watch?time_continue=6589&v=IKJRZdKg42E&feature=emb_logo


At about 1h49m
As for the timestamp in D2EA stream, he read out a post from someone "Alec" that was repeating a PM to him from Zac Antonacci "It's too far out to confirm 100% where the split will be. We will have more details closer to release. For now it's best to assume Odyssey content is not VR compatible, but we can share more when we get close to the launch."
 
To a degree. A lot of these types of elements would be required in a serviceable job that met current market expectations though.



It really doesn't. I agree with you that lots of games have been ported to great success. But ED has some specific challenges:

  • It doesn't even have the FPS aspect in yet. They have to build that too.
    • There are a ton of technical and performance issues here, given the scale, the use of giant player-controlled vehicles, and the proc gen environments. These issues have to be solved first before VR is even possible. Then they have to do a load more to make VR perform acceptably.

  • It's a multiplayer title featuring 'crossplay' with non-VR players & PvP.
    • Design decisions for one mode can constrain another: You can't use prolonged acceleration with jetpacks due to nausea, but your flat-play designers want it for a specific combat mechanic, etc etc etc.
    • Does either mode gain an excessive advantage: Can VR players clip their head through walls or blindfire around corners too easily? Can flatscreen players reload faster and lay down fire far more accurately? Etc etc.

Sorry Golgot,

Hasn't control of large vehicles in VR already been solved by Frontier in ED? - or what have we been doing the last 5-6 years?

Also Jet Packs will be using similar code (if not copy pasted with tweaks) from the SRV and I don't know about others, but bunny hopping my SRV across rough terrain smooths the experience out and makes VR much more tolerable.

I don't think the advantages in combat can yet be weighed one way or the other.

The more I analyse that video teaser the more I realise that, other than the sky with its light scattering (which has been in DX since v9 iirc) the less "new tech" I'm seeing...
 
Man what the hell, so they are just giving up on one of EDs coolest feature that brings the game to life, makes you wonder why they bothered putting vr into the game if they were just going to be all, 'OK, enough of that, go play other vr games now!', ugh, just ugh.
Oh for forks sake ... another one ... how many times do we have to say it .... THEY ARE NOT GIVING UP ON VR quite the opposite in fact, but hey, don't let facts get in the way of a good rage session.
 
Oh for forks sake ... another one ... how many times do we have to say it .... THEY ARE NOT GIVING UP ON VR quite the opposite in fact, but hey, don't let facts get in the way of a good rage session.

You're right, we don't know for certain. And we would like to hear something a little more concrete on this. You certainly can't say that they aren't giving up on it as a fact. Because you don't know. Not taking VR into the future of the game is essentially a death sentence for the feature.
 
Source: https://www.youtube.com/watch?time_continue=6589&v=IKJRZdKg42E&feature=emb_logo


At about 1h49m
As for the timestamp in D2EA stream, he read out a post from someone "Alec" that was repeating a PM to him from Zac Antonacci "It's too far out to confirm 100% where the split will be. We will have more details closer to release. For now it's best to assume Odyssey content is not VR compatible, but we can share more when we get close to the launch."

Ah ok nice one. This must be a reply to Alec's question:

I'm currently still trying to get an answer from FD to the question I posted in the Odyssey announcement thread.

Will people in VR still be able to fly space ships around beneath a blue sky?

Right at the end of last night's livestream Zac spotted my request for clarification on this issue and I'm hoping that he's going to try and provide an answer if at all possible.


Quick transcript from the vid:

Alec Turner: Zac Antonaci just PMed me on my VR question: "Can we fly ships under blue skies in VR? IE: Where's the cut off?"

Zac Antonaci: Hey Alec. Quick follow up to your question. For now it's too far out to confirm 100% where the split will be. We'll have more details closer to release. For now best to assume all Odyssey content is not VR compatible. But we can share more when we get close to the launch.
 
Sorry Golgot,

Hasn't control of large vehicles in VR already been solved by Frontier in ED? - or what have we been doing the last 5-6 years?


Sure. But what I'm saying is: FDev aren't just making a standard FPS shooter in a simple controlled environment. They're adding it to a complex environment with heavy demands on it already.


Also Jet Packs will be using similar code (if not copy pasted with tweaks) from the SRV and I don't know about others, but bunny hopping my SRV across rough terrain smooths the experience out and makes VR much more tolerable.


There's an immediate distinction between vehicles and character locomotion, in that vehicle frames have a lessening effect on nausea. (The lowered vection in your peripheral, the fixed point of reference etc, it all adds up to less nausea).

The question isn't so much: Is it hard to make a jetpack system? Sure, no it's not. What I'm saying is: Making a jetpack experience that works for both VR and flat players is trickier than average. (Especially if they have to integrate it with other environmental & gameplay aspects - such as gravity variety / 'jumping' challenges to enter locations, or what have you).


I don't think the advantages in combat can yet be weighed one way or the other.


Sure but the point is: As a pro games company, they will want to at least try and balance those elements.
 
I hope the lack of an immediate reply is indicative of the possibility of a course correction.
I believe it has nothing to do with course correction. They simply don't know if they manage to add VR support or in which timeframe.
Their goal is to release Odyssey early 2021, with or without (limited) VR support. And I can completely understand that, 5 or 6 years after the last paid expansion.
They just don't want to create expectations they might not fulfill, which is as fair as it gets.
Or it's an evil marketing trick.
 
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