VR support 'not at launch' for Odyssey

If the "not walking in ships (etc)" rumour was just that, a rumour, surely they would have been better to squash it? But I know they haven't released much info other than the trailer and the VR bombshell, but it strikes me as odd that they don't dispel negative rumours, given to not repudiate something is to tacitly acknowledge it.
 
"It's tricky" generally means that they haven't got anyone who is stepping up to take responsibility for it... Which would imply they don't have anyone who is confident enough to do so. At least, that's my take.
 
If the "not walking in ships (etc)" rumour was just that, a rumour, surely they would have been better to squash it? But I know they haven't released much info other than the trailer and the VR bombshell, but it strikes me as odd that they don't dispel negative rumours, given to not repudiate something is to tacitly acknowledge it.
Nah, they got ahead of the curve on the VR issue as it's different from "will we be able to do x? what about y?", they were never going to answer other questions until they were ready to reveal what is/isn't in the update. Some of which we might not know until close to release, for marketing/hype reasons.

But lets assume Odyssey is an all-in-one dlc, not a "season". That means we will know before buying what is in it.

Which makes me think there must be quite a lot in it, if they expect people to buy the content in one go.
 
But lets assume Odyssey is an all-in-one dlc, not a "season". That means we will know before buying what is in it.
That's one thing that does concern me, if it's all in one with VR not at launch...

... On the brighter side, I was thinking about this earlier today, in essence Odyssey has had a much development time as the base game and horizons, or at least the first two point updates of it, so it ought to be good?
 
That's one thing that does concern me, if it's all in one with VR not at launch...

... On the brighter side, I was thinking about this earlier today, in essence Odyssey has had a much development time as the base game and horizons, or at least the first two point updates of it, so it ought to be good?
And they've said on more than one occasion its the largest update they've done, so larger than Horizons?

From Will's March 2019 post:

Back in August, we mentioned that the team had begun work on the next major era of Elite. We believe this will be a defining moment in the history of the game and it will be our biggest update yet.
 
I was meaning larger than horizons AND base game, or if not larger than both, not far off it.


Think that's overselling it. It's definitely comparable to the launch run

Horizons is harder to assess (at what point did each strand start dev? The only one we know of strictly is the initial Plandings offering, which started R&D a year before launch). I don't see how EDO could amount to both core + Horizons in terms of dev though.
 
Think that's overselling it. It's definitely comparable to the launch run

Horizons is harder to assess (at what point did each strand start dev? The only one we know of strictly is the initial Plandings offering, which started R&D a year before launch). I don't see how EDO could amount to both core + Horizons in terms of dev though.
With a larger dev team? The company has since concluding horizons moved to bigger premises and proudly announced that it's grown past 500 employees, so there are more personnel on hand, with a similar lead time could suggest more work has gone into it?
 
With a larger dev team? The company has since concluding horizons moved to bigger premises and proudly announced that it's grown past 500 employees, so there are more personnel on hand, with a similar lead time could suggest more work has gone into it?


It seems the dedicated staffing has increased over time, IE:

  • During Horizons they talked about 100 'staff', and numbers growing. [1],[2],[3],[4]
  • In the Aug 2018 - Sept 2018 period, with EDO in full production, the evidence suggests this had bedded in at approx 100 dedicated devs.
  • FDev’s brokers Liberum now guesstimate that ED has the highest dev numbers of the franchises, with 120 devs.

But without knowing what percentage of the team are working on EDO (IE how much 'the majority' is), there’s no real way to hazard a guess at the relative staffing.

I wouldn't big up EDO too far essentially.

(Personally I'm imagining it as the same amount of dev as Horizons, just delivered all in one go, with the various design/dev benefits that brings over staggered deliveries. It's a more natural parallel to lean towards, as EDO has the same disadvantage of having to build on top of technical debt, and they're both PDLCs. If it turns out to be more than that, then so much the better ;))
 
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Yeah but their pricing model for the DLC for their other games puts Odyssey in the £10 to £15 category, where you could get away with a pared-back release.

I am not saying that is going to happen but it could be achieved if they want it.
I'm expecting it for around £30, maybe more. None of the other DLCs for the other games have been over 2 years worth of work.
 
Hello, popping back here in case there are still VR gamers lingering about just to say VTOL VR came out of early access a few days ago.
This game would be the primary example of how to do motion controls in a cockpit-based flight sim RIGHT. It's light years ahead of the fiddly functionality of the NMS virtual joystick. Honestly controls like these would be more than good enough for something like ED, given that VTOL is around the same ballpark in flight model and systems complexity. I'm not really missing having a physical joystick at all, and I can't overstate the immersion and intuitiveness afforded by the diegetic buttons, switches and multi-functional displays IN the cockpit that you can actually see and use with your hands. Not to mention not having to suffer the frustration of having to bind/remember a bazillion of keys/HOTAS buttons every time you decide to return to a game like this after a couple of months' hiatus.
Want to retract the landing gear? Just flip the switch that says "GEAR". Open the bay doors? Right, there's a switch that says "DOORS". Wow. How do they come up with this stuff?
 
Hello, popping back here in case there are still VR gamers lingering about just to say VTOL VR came out of early access a few days ago.
This game would be the primary example of how to do motion controls in a cockpit-based flight sim RIGHT. It's light years ahead of the fiddly functionality of the NMS virtual joystick. Honestly controls like these would be more than good enough for something like ED, given that VTOL is around the same ballpark in flight model and systems complexity. I'm not really missing having a physical joystick at all, and I can't overstate the immersion and intuitiveness afforded by the diegetic buttons, switches and multi-functional displays IN the cockpit that you can actually see and use with your hands. Not to mention not having to suffer the frustration of having to bind/remember a bazillion of keys/HOTAS buttons every time you decide to return to a game like this after a couple of months' hiatus.
Want to retract the landing gear? Just flip the switch that says "GEAR". Open the bay doors? Right, there's a switch that says "DOORS". Wow. How do they come up with this stuff?


A virtual cockpit for ED would be absolutely amazing :)

(And doubly useful for stuff like transitioning to and from character gameplay)

I think we're a long way from anything like that though currently :/

(PS come support my pitch to get very very basic VR support for launch if it takes your fancy. Better than n'owt ;))
 
I think we're a long way from anything like that though currently :/
From a full virtual cockpit maybe, but just a virtual joystick and throttle might not to be too much to ask for?
I'm not 100% certain I understand how they made the joystick controls in VTOL VR feel so good, but it seems to have something to do with the flight assist, which I think adds some sort of smoothing to the controller inputs for extra stability. When you turn the FA off the controls start resembling NMS more... which is not a good feeling. Definitely use VTOL VR as reference rather than NMS for this kind of thing.
 

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I know it's a moot point and all, what with VR likely not featuring in ED:O, but I'm less convinced of the benefits of virtual cockpits for everything tbh. I like flying with real sticks, with proper springs and gimbals to work with etc.

I think that whilst it might be a novelty to flip a switch etc with hands, pretty soon it's just gonna slow you down, waste time and not be anything like as precise as proper control inputs on good kit. I can't imagine a virtual joystick setup being anywhere near as good as decent physical controls
 
From a full virtual cockpit maybe, but just a virtual joystick and throttle might not to be too much to ask for?
I'm not 100% certain I understand how they made the joystick controls in VTOL VR feel so good, but it seems to have something to do with the flight assist, which I think adds some sort of smoothing to the controller inputs for extra stability. When you turn the FA off the controls start resembling NMS more... which is not a good feeling. Definitely use VTOL VR as reference rather than NMS for this kind of thing.


Yep it's definitely possible to do badly. NMS's version is pretty meh in the actual feel - just doesn't have much responsiveness or any seeming feedback on fine-grained input / relative position etc. (I've come across worse in the bargain basement indie world too).

Still haven't tried VTOL yet, but Ultrawings's version was pretty satisfying.

On ED I just think it's a case of:

  • We're still a long way from them getting a bespoke VR build out, going by their statements.
  • A full virtual cockpit with proddable panels would just be badass, even if it's pretty unlikely ;). (Like if you're going to have motion controller input for the flight, might as well have it for the ship functions too. Because it's gonna be tough to cram 'lights on/off' onto those minimalist keybindings ;))
 
A full virtual cockpit with proddable panels would just be badass, even if it's pretty unlikely ;). (Like if you're going to have motion controller input for the flight, might as well have it for the ship functions too. Because it's gonna be tough to cram 'lights on/off' onto those minimalist keybindings ;))

You pretty much described my worst nightmare. I really hope that if they ever get around to implementing that, it'll be optional because I would not enjoy that at all...
 
I know it's a moot point and all, what with VR likely not featuring in ED:O, but I'm less convinced of the benefits of virtual cockpits for everything tbh. I like flying with real sticks, with proper springs and gimbals to work with etc.

I think that whilst it might be a novelty to flip a switch etc with hands, pretty soon it's just gonna slow you down, waste time and not be anything like as precise as proper control inputs on good kit. I can't imagine a virtual joystick setup being anywhere near as good as decent physical controls

Can only agree with this. I've tried various games that try and mimic a joystick virtually, and haven't got on with any of them. It's fine for pressing buttons in the cockpit and things like that, but flight control isn't anywhere near as good as it is with a physical stick.

Yep it's definitely possible to do badly. NMS's version is pretty meh in the actual feel

It's what stopped me playing NMS, when the storyline required me to do some flying (for the eggs, which is where I stopped). Though I do keep meaning to try out one of the mods that enables the XBox controller in VR again.
 
You pretty much described my worst nightmare. I really hope that if they ever get around to implementing that, it'll be optional because I would not enjoy that at all...


Given motion controllers are your worst nightmare, this comes as no surprise ;)

And yep it would have to be optional, and so is even less likely to happen, as it would be a big chunk of dev.

For those who are into motion controllers, and VR character gameplay within a game world using them, it could be pretty damn sweet though.

"There is something dangerously awesome about looking up, and pressing a button above your head, to operate the landing gear."

Source: https://www.youtube.com/watch?v=bCRBfDAD-qk&t=3m51s



I rest my case ;)
 
One of the issues that may not have been discussed in this thread (I've not been following it closely) is the sound in 3D. You might be able to get away with things in a ship, but on foot probably a lot more tricky to make things realistic, as revealed in these couple of tweets ....

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