VR support 'not at launch' for Odyssey

Converted a Pancake user today, Fired Up NMS in VR from the Mircosoft Game Pass (£1 a month, plug 🙈🙊🙉🤪)

Funny thing, he liked NMS, but in VR to him was wow, and now he understands the power of VR.

When WMR 2.0 comes out, he will be buying one, that`s for sure, I did warn him about VR threads on steam.
"It` only 1.1 blah blah %", "VR is so niche", "don't waste time when other features could be done" and so on and so on...

Well I`ve done my job, only another 99999999.0 Flat earthers to convert, hope I don`t need to covert any FD developers¯\(ツ)/¯ (you know it makes sense)
 
Despite being stone cold sober I did a bit of tracking and so far I found this bit, where Adam B-W refers back to a previous broadcast/stream where he was asked if he had tried VR and had not at that point, but had by the time they streamed this episode - tracking down the video he was referring to in this one (PS. 1:19:00 onwards if the timestamp doesn't work):
and found it:
Adam's a great guy and I felt for him there...
Thanks for doing the leg work there appreciated. (y)

I tend not to watch their live streams as they can get a bit "rambly". It's ironic that the second video you posted where Adam looks very awkward, they're projected as sitting in a ship... you know, just like us VR players can enjoy! And that VR players like myself want to continue to do in Odyssey...
 
Despite being stone cold sober I did a bit of tracking and so far I found this bit, where Adam B-W refers back to a previous broadcast/stream where he was asked if he had tried VR and had not at that point, but had by the time they streamed this episode - tracking down the video he was referring to in this one (PS. 1:19:00 onwards if the timestamp doesn't work):
and found it:
Adam's a great guy and I felt for him there...
Good sleuthing Teatime.

Adam is a great guy, and passionate about the game, I do like him.
 
That Obsidian Ant video was such a puff piece. I was rolling my eyes before I even got halfway through it.
Really looking forward to Star Wars Squadrons myself.

I'm one of those who predict a significantly expanding VR user base going forward, as there's continued major investment in the tech, and a specific type of technology in active development will make VR rigs cheaper whilst simultaneously making performance and graphics fidelity better. This will increase the percentage of the potential VR market by making it a more economically inclusive prospect, and by satisfying the quality of experience requirements of the more critical. That will in turn have a feedback loop effect in attracting more game and software development, which brings in more users.

There are concurrent technologies in the works focusing on aspects of QoL and comfort, and there is a growing convergence of accessibility across eco systems as well. All the indicators I'm seeing convince me that Frontier allowing Elite to fall off the VR MVP list by dropping VR support in Odyssey is a near-sighted decision.
Excuse the odacity I've shown by highlighting sections of your post in blue and orange, but I am on side and highlighting them in different colours allows me to better refet to the points to which I am replying.

The orange section is just common sense, if VR "hit the ground running" and "gained traction" (to use business terms) in it's initial "bit janky but much better than monitors" state, we are 10-20 million headset unit sales later and the tech has now progressed to the point we have 4k-VR thanks to the Reverb G2 (2160x2160, per eye) . That translates to 4x the resolution on the screens and 2-3 generations of lense development making the new VR posterboy the HP Reverb G2 at least eight times "better" than the OG Oculus Rift that really kick/re started the VR hypetrain. The tech is maturing, the customer base for games that support it is growing, so surely now is the wrong time to pull away from VR?

On the blue point, I keep using the term trickle-down, but as new headsets with higher resolution appear, and graphics cards that support them come onto the market, hello incoming RTX30 series, New Old Stock, or Used components for current-gen graphics performance ad headsets will trickle-down into the "bargain basement", last gen stuff, which is still perfectly serviceable will become cheaper still, and as has been pointed out elsewhere, you do NOT need a super-computer to enter into VR, so by the time "Odyssey" is quivering and shaking on a bargain price shelf waiting on the imminent announcement of its successor, VR-Capapble will be the main stream, with players "electing to" partake in VR in much the same way as they decide to buy a gaming mouse or a budget hotas for elite. So once again cutting VR now is a backwards/ move for Frontier/Elite.

Converted a Pancake user today, Fired Up NMS in VR from the Mircosoft Game Pass (£1 a month, plug 🙈🙊🙉🤪)

Funny thing, he liked NMS, but in VR to him was wow, and now he understands the power of VR.

When WMR 2.0 comes out, he will be buying one, that`s for sure, I did warn him about VR threads on steam.
"It` only 1.1 blah blah %", "VR is so niche", "don't waste time when other features could be done" and so on and so on...

Well I`ve done my job, only another 99999999.0 Flat earthers to convert, hope I don`t need to covert any FD developers¯\(ツ)/¯ (you know it makes sense)
Well done!

On another note, I'll need to get a link to your £1/month game pass, I'm paying ~£8/month for something similar through Microsoft store?
 
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I just thought I would throw this out. One of the most amazing experiences in Elite using VR is too go to Thaile HW-V E2-7 and visit the Electric Lagrange Clouds. Turn up your headphones and wait till a big strike goes off in your lap, that is an E ticket ride as you ship jumps and your shields take a big hit. Experiences like this makes Elite the best VR game and you can truly only get this kind of gaming experience using VR.


As you sit in your Commanders chair heart pounding flying inside an electrical storm hoping the next big crack doesn’t do too much damage.


It hurts thinking VR won’t be supported with atmospheric planets and all the lost possibilities.

Lighting-1.jpg
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Take on a wide variety of contracts and play your way, from diplomacy and commerce to lethal stealth and all-out combat. Diverse settings, objectives, and NPCs offer endless mission variety and a near infinite amount of content to enjoy.
I wanted to quote this part because... we already have this in the current game. All of these are different mission types already. It's just marketing speak. It's just going to be more of the same. (I hope I turn out to be wrong, but I'm not getting my hopes up.)


Are these facts now? because if so I'm not sure why they think people will pay £50 (Fdev love charging top dollar) for a basic instance locked shooter and coloured sky boxes.
Aside from the lack of VR (boo hiss), I'm pretty sure Fdev will knock this DLC out of the park and that has to include the above three. This isn't like Horizons, bits spread out over two years, it's one big update.
I'm trying to remember, what actually was in Horizons (or added after):
  • Planetary landings (headline feature)
  • SRV + driving (also part of the headline feature)
  • RNGineers (just background math, hardly even worth counting, and it was so bad they had to redo it)
  • New ships, weapons, modules (game already had this concept, new stuff is expected)
  • Alien stuff (goids, guardians, phenomena)
  • Avatars (not even really necessary yet)
  • SLF
  • Multicrew
  • Carriers (after much delay and totally out of touch and are just player movable stations)

Actual "gameplay" things: planetary landing + driving, slf + multicrew, aliens.
Mostly just the headline feature. At full price. That's what we really got plus a couple other general additions. Not much.

Given FDev's history. I am keeping my expectations very low. Barebones "legs" is all I expect: lifeless atmo planets, legs, FPS, guns, and not much else.
I really hope I'm wrong.



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.
I never got around to asking that question directly, but you've pretty much confirmed that NMS failed to add proper VR support. You have to use a mod for regular controls? Pathetic.
It seems they made the exact mistake that I do NOT want FDev to make: Thinking that VR automatically means motion controllers MUST be used. This is the problem with "the industry"... they're all too scared to just let us use whatever input devices we want. I suspect this is the primary reason FDev is so hesitant with VR for Odyssey.


What do we want? VR! When do we want it?
"At launch" if they want my money.




Having watched OA's video summarizing the main issues with introducing VR, it made me pause for thought about walking around in ship interiors, or even outside ships in space: if it is difficult to introduce realistic VR for weightless conditions, would a push to get VR into the game kill walking/floating around ships inside or outside? :unsure:
No. If it works on screen, there is no reason it can't work in VR. It's just 3d + headlook.
 
I wanted to quote this part because... we already have this in the current game. All of these are different mission types already. It's just marketing speak. It's just going to be more of the same. (I hope I turn out to be wrong, but I'm not getting my hopes up.)
It may be, it may not be. But even if it is like the missions we already have, that's great as they will require more to them giving them a bit more gameplay depth. They will require the use of our ships as well as our SRV's and Feet. I will look forward to them.
 
But it would require a decent amount of extra work to adapt movement, gunplay and menues to VR.
Genuinely speaking, adding a basic VR implementation to a game, using normal controllers like gamepad or keyboard and mouse is just like interfacing with headtracking devices like TrackIR, the players still use the same buttons etc for moving the character / aiming guns etc. It's only when you start adding hand controllers like the oculus touch to get "virtual hands" and room scale waling around a VR play area to move the character that it gets more complex from a developers point of view. That's why a lot of players have made mods for other games to add (basic) vr onto them, such as GTA-VR and Alien Isolation's VR mod. But generally speaking most VR players would be content with "basic" gamepad / keyboard and mouse VR spacelegs, which isn't really all that hard to do.
 
That's why a lot of players have made mods for other games to add (basic) vr onto them, such as GTA-VR and Alien Isolation's VR mod. But generally speaking most VR players would be content with "basic" gamepad / keyboard and mouse VR spacelegs, which isn't really all that hard to do.
Most VR player could not tolerate Alien Isolations forced headmovement. It would be about that same for EDO, if you just think about the jetpack. How many current FPS VR games suppost mouse and keyboard? And if there are any, what do the users say about that?
 
Most VR player could not tolerate Alien Isolations forced headmovement. It would be about that same for EDO, if you just think about the jetpack. How many current FPS VR games suppost mouse and keyboard? And if there are any, what do the users say about that?
NMS VR works with mouse and keyboard and is playable if you can touch type (witch I can't), sadly the support for gamepads is...

not great.

As for AI's "forced head movement" not sure what you mean as I haven't played that I have however played plenty of VR titles with a gamepad and while it does take some time to get used to but after that it's not really an issue provided it's implemented properly. (For examples see Skyrim VR, Solus project, Subnautica, Detached, Adrift, Hellblade, Robinson: the journey and Doom VFR.)
 
Most VR player could not tolerate Alien Isolations forced headmovement.
Just as a (non-forced) heads-up - virtually all head movement like that has been removed since v0.6.0 which came out June 2018. The latest version of the mod (0.8.0) is very playable with only a few minor quirks, though the modder (Nibre) intends further work on it once they’ve finished playing around with their Halo VR mod.
 
I really doubt they’re ruling out core gameplay decisions based on VR compatibility. Everything to date suggests EDO is being designed on a ‘flatscreen first' basis.

(Also as mentioned in his vid, zero G locomotion in interiors is actually something VR excels at. It just does constitute some significant dev to do right).
There was a game way before lone echo (name eludes me will edit in later) which did full eva in either VR or flat screen. It was pad only nothing extra special for vr and it was great. Not as good as full fledged motion VR for sure but it was fine.

Edit it was ADR1FT

This notion of there being 2 extremes no VR or the full monty is nonsense. EVA with very minimal support in VR can work and is still better than no VR.
 
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Viajero

Volunteer Moderator
There was a game way before lone echo (name eludes me will edit in later) which did full eva in either VR or flat screen. It was pad only nothing extra special for vr and it was great. Not as good as full fledged motion VR for sure but it was fine.

Edit it was ADR1FT

This notion of there being 2 extremes no VR or the full monty is nonsense. EVA with very minimal support in VR can work and is still better than no VR.

Indeed, I played Adr1ft in VR with controller, highly recommendable experience even now. And since then always had the hope the first person zero g in Elite was made similar, i.e. slow and deliberate.

edit: I have also played Alien Isolation with the VR mod, with controller, no major issues.
 
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