VR support 'not at launch' for Odyssey

To be fair HOTAS/HOSAS makes absolutely no sense in an FPS...:cool:
Has anyone even addressed this in their complaints? Currently Elite Dangerous VR means relying solely on a HOTAS since you can't look at your keyboard. How exactly did they think that setup was going to work with an FPS module? It would mean having to take off your headset to reorient yourself onto KB+M or VR handsets every time you disembark or embark your ship. Every. Single. Time.

Or were you lot really planning to play an FPS with a HOTAS?

Tbh it kinda makes sense why FDev decided to forego VR for this update. It would be incredibly clunky given the current environment VR players are playing in.
 
Yes and what about textures?

They're nasty things you don't really need, cost a fortune in coding time, memory that many can't afford and make the developers late for tea...
 
They are in damage control mode right now, I think. If they realize how big of a mistake they're making, they have a little time to at least add a bare bones implementation of VR.
I'd be happy with that.

Has anyone even addressed this in their complaints? Currently Elite Dangerous VR means relying solely on a HOTAS since you can't look at your keyboard. How exactly did they think that setup was going to work with an FPS module? It would mean having to take off your headset to reorient yourself onto KB+M or VR handsets every time you disembark or embark your ship. Every. Single. Time.
Or were you lot really planning to play an FPS with a HOTAS?
Tbh it kinda makes sense why FDev decided to forego VR for this update. It would be incredibly clunky given the current environment VR players are playing in.
It's a piece of p1ss to play FPS on K&M with a headset on, most of the necessary keys are on the left - WASD (F has a notch for blind people), SHIFT is one key above CNTL and two below TAB and your fingers soon learn to dance around the closer keys. Even easier with a gaming mouse which allows preprogrammed keypresses. Or, y'know, use a games controller!
And most VR users are clever enough to ensure their K&M setups are within reach of their HOTAS.
 
I'd be happy with that.


It's a piece of p1ss to play FPS on K&M with a headset on, most of the necessary keys are on the left - WASD (F has a notch for blind people), SHIFT is one key above CNTL and two below TAB and your fingers soon learn to dance around the closer keys. Even easier with a gaming mouse which allows preprogrammed keypresses. Or, y'know, use a games controller!
And most VR users are clever enough to ensure their K&M setups are within reach of their HOTAS.

Doesn't change the fact that it would be a very clunky transition every time you leave your ship (and if you're playing Odyssey, you'll be doing that frequently). Not to mention that if they implemented VR only to flight gameplay and not FPS, it would mean a very jarring switch; you may still have 3D but you won't have any head movement.

I can fully respect FDev for not wanting to make such a clunky experience. Besides, it's not like they flatout said "nope", they just said it's not on the list of launch features.

Y'all need to start acting like adults and not like a bunch of children that just had their Nintendo taken away.
 
Has anyone even addressed this in their complaints? Currently Elite Dangerous VR means relying solely on a HOTAS since you can't look at your keyboard. How exactly did they think that setup was going to work with an FPS module? It would mean having to take off your headset to reorient yourself onto KB+M or VR handsets every time you disembark or embark your ship. Every. Single. Time.

Or were you lot really planning to play an FPS with a HOTAS?

Tbh it kinda makes sense why FDev decided to forego VR for this update. It would be incredibly clunky given the current environment VR players are playing in.
I think there's a lil thing called a gamepad, you can reach for it without taking off your HDM.
 
Yes and what about textures?

They're nasty things you don't really need, cost a fortune in coding time, memory that many can't afford and make the developers late for tea...
You got a point, basically all you need is wireframes, no need for all those fancy graphics...
 
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."

Re: this, and also for @Golgot who linked my original question ... for transparency what happened is that on Thursday's livestream I was requesting clarification, basically on the issue of exactly what was and wasn't going to be supported in VR. I know they'd said base game and Horizons were and Odyssey wasn't but it seemed to me (and a lot of other people) that it was the on foot stuff that would be a problem - surely we'd still be able to sit in our cockpits and look around, perhaps even when flying around under the new blue skies. Anyway, just as the stream was finishing and I made one final plea, Zac jumped in chat and asked what I wanted clarified. I pointed him at my flying under blue sky question and he said he'd try to find out. On Saturday I was on the superfriends discussion, one of the topics of which was the VR question. Alas I couldn't stay for the whole discussion but half an hour after I left I got the message from Zac saying it would be best to assume that all Odyssey content isn't VR compatible. I immediately passed this info on to the superfriends discussion which I gather they talked about (haven't heard it yet). Zac did also tell me that the dev's were planning on posting a clearer statement about this on the forum (I can only assume/hope next week) which would be better than me simply copy/pasting his brief remark. I would therefore urge people to wait for that official statement before making a final judgement on all this although, in the short term at least, perhaps prepare for the worst (i.e. no VR support for any Odyssey content on launch).
 
I would therefore urge people to wait for that official statement before making a final judgement on all this although, in the short term at least, perhaps prepare for the worst (i.e. no VR support for any Odyssey content on launch).
Thanks Alec.
Hopefully whoever makes that statement, is able to do so from a credible technical or business viewpoint, be able to field subsequent clarity questions and we don't end up with PSVR marketing platitudes...
 
Thanks Alec.
Hopefully whoever makes that statement, is able to do so from a credible technical or business viewpoint, be able to field subsequent clarity questions and we don't end up with PSVR marketing platitudes...
If one of Frontier's 'Management' explicitly says, "There will be no VR support for Odyssey" that is all he/she needs to say, no need to explain why or respond to questions from users as the decision is made and being implemented. Some of us won't like the decision, the only power we have is to not buy, it's their ball...
 
If one of Frontier's 'Management' explicitly says, "There will be no VR support for Odyssey" that is all he/she needs to say, no need to explain why or respond to questions from users as the decision is made and being implemented. Some of us won't like the decision, the only power we have is to not buy, it's their ball...
That's true, but its rare these days you'll get a C level exec willing to be that blunt with social media, where they can't control the message.
 
Re: this, and also for @Golgot who linked my original question ... for transparency what happened is that on Thursday's livestream I was requesting clarification, basically on the issue of exactly what was and wasn't going to be supported in VR. I know they'd said base game and Horizons were and Odyssey wasn't but it seemed to me (and a lot of other people) that it was the on foot stuff that would be a problem - surely we'd still be able to sit in our cockpits and look around, perhaps even when flying around under the new blue skies. Anyway, just as the stream was finishing and I made one final plea, Zac jumped in chat and asked what I wanted clarified. I pointed him at my flying under blue sky question and he said he'd try to find out. On Saturday I was on the superfriends discussion, one of the topics of which was the VR question. Alas I couldn't stay for the whole discussion but half an hour after I left I got the message from Zac saying it would be best to assume that all Odyssey content isn't VR compatible. I immediately passed this info on to the superfriends discussion which I gather they talked about (haven't heard it yet). Zac did also tell me that the dev's were planning on posting a clearer statement about this on the forum (I can only assume/hope next week) which would be better than me simply copy/pasting his brief remark. I would therefore urge people to wait for that official statement before making a final judgement on all this although, in the short term at least, perhaps prepare for the worst (i.e. no VR support for any Odyssey content on launch).

Hmmm, I guess this might be the official response.

Hi Alec,

We’re still reading everything, rest assured! :)

We don’t have any more details at the moment on how that split would work yet, however we’ve heard the questions and the feedback. We’ll be sharing more information closer to release.

To reiterate (it’s a long thread, things easily get lost!) you will still be able to play the base game and Horizons with VR, that isn’t changing.

Cheers,

Tim

Is it encouraging that even Frontier don't know where the split is yet? It does at least suggest that Odyssey might not definitely be 100% VR incompatible and that there could still be a split?
 
The worrying thing about this is the 'closer to launch'. Not even Soon™...
Or else they try to the last minute, working on getting as much VR inside Odyssey as possible?
Can't bring myself to believe, they just cut VR lightly, not trying to keep it, getting things done after realise.
 
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