Disclaimer: I haven't had time to read this entire thread..
I have VR (Oculus Rift) which I use almost exclusively for Elite Dangerous.. but I am (personally) not too surprised or worried about Frontier's "will not be VR-compatible at launch"(
*) statement.
Firstly, because despite Half Life Alyx's success, less than 2% of gamers own VR(
*). I am sure the percentage is higher among Elite players, however I would still be surprised to hear that it was over 10%. As such, it makes perfect sense that it would not be an "on release" feature, especially given my next point.
Secondly, because VR isn't (yet) a great experience for FPS gameplay (in my experience). I get nauseous driving the SRV and the times I have tried to play a game where you "walk" around (more like slide sickeningly about the place) I've felt even worse. Sure, you could use the "teleport" mechanism for movement, but for a
multiplayer FPS experience.. I just don't think it would work.
The main reason I'm not
worried is this statement ".. we had to re-examine if we could deliver that same experience without compromise .."(
*). This, is a
good thing. It means that if we do get VR space legs it will actually be a good experience and not some horrid sickening nightmare implemented just so they can rubber stamp it and say "we have VR support".
I can imagine 3 possible outcomes for the future. If not #1, then #2 (but preferably both) and least likely #3.
1. We get VR space legs "some time" in the future and it's actually a
good experience.
2. We get a
good way to switch from VR to monitor and back as/when required.
3. We get a way to switch off head tracking and reset the view, perhaps a key press.
Even if #1 is good, some people might prefer #2.. I suspect I am one of those.
#2
has to be good. I
don't want to be playing FPS Elite in a tiny window on my desktop with the view canted up because of the headset being on my forehead. So,
if possible, I would love for the VR viewpoint to auto-reset at some point during the transition from VR to desktop BUT for it to include an adjustment to counter the backward tilt of the headset on my forehead (to calibrate such that this angle is "level"). If this gives me enough time to move the headset to a stable position on my forehead, then this transition could be fairly seamless, with some practice.
#3 is a last resort and the absolute minimum I would expect from Frontier. If we simply have a button to press to disable head tracking and reset the view to "forward" then at least we can transition from VR to FPS.