VR support 'not at launch' for Odyssey

Frontier could be the first developer to provide this kind of mixed support. Full VR flying and driving and switch mode (VR cinema mode as suggested by @777Driver ) with legs.
Frontier has been the first developer in doing many things in the passt so they should keep following the path of the braves and keep doing original things that bring innovation and fun to the players.
Well, they have already mentioned a 'cutoff' so it's on the table. Personally I'm fine with the 'flat screen within VR approach for those that want it, or simply allowing us to turn of 3D as we can now (which I prefer, and I already use it sometimes when I hop into the SRV).
 
Frontier has been the first developer in doing many things in the past so they should keep following the path of the braves and keep doing original things that bring innovation and fun to the players.

I'm sorry, but there's nothing "brave" about such approach. It's nothing but lazy if anything.
Brave and VR don't go in the same sentence anymore. It's a 6 year old tech at this point.
 
Gonna drop this here so I can make it my signature:
 

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Do you know where they talked about it?
The word used was 'split'.
 
A few people who have chimed in on the debate have experience of working with VR and explained the process as basically putting hooks to call the VR API (Oculus/SteamVR). Others have cited a video from way back when in which David Braben explains that it only took "a guy called Greg" a handful of day to put Oculus Rift support into the initial Alpha in 2013. Other people have cited VR mods created by players for other games such as the GTA-V VR mod, or the Alien Isolation VR mod. So this isn't some blindly biased unscientific guestimate, the research we have done suggests that adding VR to a modern game isn't a moonshot, its more like a Monday afternoons work.
 
The word used was 'split'.
Ah yes I know that. Tim has actually "stolen" the term from Alec's question but then he contraddicts himself when he only confirm VR support for base game and horizons which means that the split could be also directly in the launcher.
 
A few people who have chimed in on the debate have experience of working with VR and explained the process as basically putting hooks to call the VR API (Oculus/SteamVR). Others have cited a video from way back when in which David Braben explains that it only took "a guy called Greg" a handful of day to put Oculus Rift support into the initial Alpha in 2013. Other people have cited VR mods created by players for other games such as the GTA-V VR mod, or the Alien Isolation VR mod. So this isn't some blindly biased unscientific guestimate, the research we have done suggests that adding VR to a modern game isn't a moonshot, its more like a Monday afternoons work.
Let me add to your modded games list also EuroTruck which is very well done.

edit: I'm afraid that some issue of ED could come from the use of 2D shapes mixed with 3D models. This would explain the lack of moon orbit lines in the FSS plus all the rotating effects (night view edge, smoke, star flares etc).
But in the end they should start to get rid of these cheap effects, especially when they creates atmospheric fx like clouds. This is something that existed in the early versions of Flight Simulator, so 20 years old technology.
 
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A few people who have chimed in on the debate have experience of working with VR and explained the process as basically putting hooks to call the VR API (Oculus/SteamVR). Others have cited a video from way back when in which David Braben explains that it only took "a guy called Greg" a handful of day to put Oculus Rift support into the initial Alpha in 2013. Other people have cited VR mods created by players for other games such as the GTA-V VR mod, or the Alien Isolation VR mod. So this isn't some blindly biased unscientific guestimate, the research we have done suggests that adding VR to a modern game isn't a moonshot, its more like a Monday afternoons work.
It does appear that way, as long as you use existing 'standard' control inputs and stay seated.
 
Ah yes I know that. Tim has actually "stolen" the term from Alec's question but then he contraddicts himself when he only confirm VR support for base game and horizons which means that the split could be also directly in the launcher.
I mentioned this in another thread, but if Odyssey is completely 2D, that will also remove the new CQC queuing in-game feature for those of us who play in VR, even if we bite the bullet and play Odyssey in 2D. There's no way I'm going back to CQC in pancake mode!
 
Let me add to your modded games list also EuroTruck which is very well done.

edit: I'm afraid that some issue of ED could come from the use of 2D shapes mixed with 3D models. This would explain the lack of moon orbit lines in the FSS plus all the rotating effects (night view edge, smoke, star flares etc).
But in the end they should start to get rid of these cheap effects, especially when they creates atmospheric fx like clouds. This is something that existed in the early versions of Flight Simulator, so 20 years old technology.
I could have sworn they fixed that rotating solar flare bug once. It returned after another patch. Anybody else remember this?
 

Viajero

Volunteer Moderator
I do agree that it's not really a question of how many people use VR, and the percentage depends a lot on the hardware cost, which is out of Frontier's control.
VR is however one of those features that make headlines, such as "BEST VR GAME" in the game reviews, and those certainly give Frontier the image of a company that is at the cutting edge of game tecnology in general. I would be very surprised if Frontier are seriously 'phasing out' VR from Elite, but that doesn't mean it isn't worth using the forums to argue our points. If the accountants and marketing people have taken control of Frontier I would worry, yes ...

Indeed.

It is probably true (speculating here) that VR does not represent enough of a market size to take it as a priority, and economically the cost/benefit equation may not be very favorable, but even so there is much more than meets the eye here. The fact that Elite has been (or even still is) one of the main references in quality VR probably confers a lot of benefits to FDEV that are less obvious and more difficult to quantify because they are maybe based in purchase decisions that in turn are based in the game´s reputation and prestige, weather the buyer has VR or not. Or simply due to the additional market prominency and visibility that this leading VR position offers to the Elite brand.

Being one of the most well recognized VR games out there can also open up a significant ammount of doors in terms of business relationships with other industry related houses, be it other developers, distributors, suppliers, investors etc.

Overall the issue is much, much more complex that the simple cost/benefit equation, which is why I think (or rather hope!) that FDEV will not leave it easily to rot on the sideroad.
 
It does appear that way, as long as you use existing 'standard' control inputs and stay seated.

Yeah, I really don't feel like the existing user base is asking a lot for VR support here. We would probably be able to guide them in the right direction to do it fairly easily (or get them in touch with mod makers who put VR into existing games that aren't designed for it).

Their highest view count is over 3 million for a VR video on Elite. The interest is there. This whole thing feels like when you're trying to talk your drunk friend out of doing something really, really stupid but they plod on.

Source: https://www.youtube.com/watch?v=Fa0b2Kd2xhU
 
A biased poll can only provide some valid insights (and maybe not even the ones you need at that) in so far as you are fully aware qualitatively and quantitatively of the exact bias (biases) that apply, which is obviously not the case here.
This is not true either. You can make valid conclusions based on some prior assumptions regarding the bias distribution and then looking at the extreme cases of those distributions.
 
Indeed.

It is probably true (speculating here) that VR does not represent enough of a market size to take it as a priority, and economically the cost/benefit equation may not be very favorable, but even so there is much more than meets the eye here. The fact that Elite has been (or even still is) one of the main references in quality VR probably confers a lot of benefits to FDEV that are less obvious and more difficult to quantify because they are maybe based in purchase decisions that in turn are based in the game´s reputation and prestige, weather the buyer has VR or not. Or simply due to the additional market prominency and visibility that this leading VR position offers to the Elite brand.

Being one of the most well recognized VR games out there can also open up a significant ammount of doors in terms of business relationships with other industry related houses, be it other developers, distributors, suppliers, investors etc.

Overall the issue is much, much more complex that the simple cost/benefit equation, which is why I think (or rather hope!) that FDEV will not leave it easily to rot on the sideroad.
Are you suggesting they don't have their finger on the pulse? ;)
 

Viajero

Volunteer Moderator
This is not true either. You can make valid conclusions based on some prior assumptions regarding the bias distribution and then looking at the extreme cases of those distributions.

Not really, making assumptions about unkown biases only compounds the error. Come to that point you are just basically playing roulette.
 
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