Odyssey Alpha - let us try VR 3D stereoscopic headlook on foot and alpha test its nausea trigger / gameplay

Robert Maynard

Volunteer Moderator
Personally, I wouldn’t like to go up against a m&kb player while using motion controllers, and I consider myself a decent shot in real life.

The upcoming slightly enhanced version of System Shock 2 should be interesting with respect to this - apparently VR & flatscreen players will be able to play multiplayer against each other.
That depends on whether the KB/M player will have "insta-aim" or whether the weapon will track at a pre-determined angular speed towards the aim point.

If KB/M is implemented as point & click to shoot then it would be at a similar advantage over players using other controllers..
 
No VR at all was never on the table, it was pretty obvious that current VR capabilities were to be kept, so obvious that they didn't even felt the need to specify it, but then they had to.

Zac clarified that their initial position of 'No VR in EDO' meant: 'All Odyssey content is not VR compatible'. No flying under blue skies in VR etc.


That is no longer the case. We'll now get some VR access to EDO content.
 
Dirt rally 2 Vr. going over 100 mph doing a ton of barrel rolls, also in a Motion Simulator. (fun)
Fallout4 Vr playing for hours.

These are a couple of examples, and I never once had any nausea issues.

I guess some developers use an excuse as a scapegoat to not develop.

VR to me:

1. In the game​
2. 3D depth​
  • VR Flatscreen:
  • Might as well strap a monitor to my face and loose the two features I mentioned above.

A) Some people just don't experience VR nausea. It's possible you're one of them. (Back in the early days, the Oculus guys had it down as roughly: '60% of people feel some nausea, but get better over time / 20% always feel nausea / 20% never feel nausea').

B) Fallout 4 comes with locomotion options that are designed to massively side-step the nausea issue. (Controller-relative & HMD-relative motion, and of course teleportation.). What locomotion options are you using?

Nausea is still a thing for many new players, and a sub-set of veteran players, regardless of your experiences there ;). FDev would still need to design around it (and add other QoL and quality aspects) to officially port the game to VR. They're not just making these things up.
 
Having taken delivery of a Quest 2, the experience I have had of the motion controllers suggests, to me at least, that a player using them with a headlook device would be at a significant advantage compared to a player using more conventional controls while on foot.
I am happy we are getting what we are getting for now because despite what an earlier poster said NO VR was on the table at 1st, FD specifically said assume zero VR in ED:O when asked can we at least fly under blue skies in VR

So I will take what I can get VR wise but regarding it being unfair....

1) I am not convinced. VRnplsyers would have some advantages but equally have huge disadvantages. Playing in VR limits you to more sensible.movement , only those with the most iron guts of VR tolerance would be able to play like the average quick scoping spin around instantly on the spot KB/M player

But 2) more importantly... When was ED ever fair? Imo IF they used that as an excuse that is a weak sauce argument. Does this mean 3 screen setups will be blocked or adjustable FOV? I really hope not. Even super high resolution and high framerstes gives an advantage.
ED has never been close to fair and I really hope FD never don't support cool hardware which improves the game just to keep players with a 17 inch 4:3 monitor happy.
 
VR sickness is something you get used to. It fades in time. The only time I feel rough in VR is when something is very wrong with it.
If RE7, Skyrim, NMS, Half Life 2, Alien Isolation, Wipeout, etc etc can all do VR then Elite can do VR on foot.
 
The trouble with that is I don't recall FDev saying anything about nausea issues being the reason.

They've touched on a few areas:

Design concerns:

Time Smith: the new gameplay, mechanics and features that will be introduced with Elite Dangerous: Odyssey means that we had to re-examine if we could deliver that same experience without compromise (source)

Luke Betterton: Being able to run around on foot, though, is very much a different experience. We're still looking at the way that we would tackle that if we need to. Or if we decide that we think we can get a good way of doing it. (source)


Nausea mitigation:

Stephen Benedetti: Obviously especially with VR it's a very difficult... you have to get it really right, because people can get motion sickness and everything else, and all this other stuff. (source)

Stephen Benedetti: Nobody wants to play VR if it isn't done right, coz I mean it's not just like 'oh this isn't going to play well', it's you'll probably throw up on your lap. We don't want the bill for that, for people throwing up everywhere and having to clean stuff up [joking]. So it's very important when it comes to VR and the implementation of it that we do it right. (source)


Resourcing:

Luke Betterton: And sure, like, that's something that we'll tackle, but for the moment, we have to focus on the actual main experience and getting that working the way that we really want it to feel. So on day one, there won't be any VR support. But we're not saying never, it's just we need to focus our efforts elsewhere right now. (source)


I'm sure performance is probably in there too as a concern. And profitability etc. The above are the only aspects they've mentioned outright though.
 
I really wonder how Hotas only will work with space legs. I have over 4000 hrs in VR only and only use the keyboard for searching.
 
Am I the only one who would welcome this?

in short, what gred did worked wonders for cockpits, but that was just luck: it will not work for the many problems arising when people is on foot an seeking cover. they are all solvable but take time.

additional effort for vr has been negligible for more than 5 years, the label "designed for vr" was false advertising and the whole hype was just opportunistic marketing. the opportunity has passed and is no more.

ofc a small and enthusiastic community ensued thanks to greg's "legendary" hack (he just kind of plugged in oculus support and it worked, what would you expect :D) but on the higher decision level frontier will never react to such minorities. you will get nothing but cheap appeasing.

like an arxing bigscreen, in a game "designed for vr". lol, that's actually real, and it's the best you can expect.
 
More people use VR than use HOTAS. If either feature suddenly isn't supported then it's not going to look good for FD.

VR users are 2% and rising each year.

no idea where you got your numbers from but it would have to get substantially higher than that. like, a few million sales on consoles ... that fish pond alone kept them busy for over a year.

even then, if there was actually any financial interest ... there's still the technical challenge. a cheap crappy hack will not work on foot, doing it right will mean ... actually building it for vr. i can't help but admire the unbreakable faith of anyone who sincerely hopes for this happening anytime soon (and i'm measuring in years).
 
I'd like to reiterate that this change isn't a 6-month undertaking, not even 6 days as far as I can tell given the mythos of greg, one man one day and we had VR, so it would not necessarily delay the game for the wider playerbase.

I've been a software engineer for a very long time. And I am so, so SO sick of presumptions by the unwashed masses of what is and is not easy to do in software. I propose that, henceforth, anyone who expresses their belief that Feature X should be quick and easy to implement should have to post an accompanying screenshot of their diploma in Computer Science and a working snippet of pseudo-code to serve as proof-of-concept.
 
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no idea where you got your numbers from but it would have to get substantially higher than that. like, a few million sales on consoles ... that fish pond alone kept them busy for over a year.

even then, if there was actually any financial interest ... there's still the technical challenge. a cheap crappy hack will not work on foot, doing it right will mean ... actually building it for vr. i can't help but admire the unbreakable faith of anyone who sincerely hopes for this happening anytime soon (and i'm measuring in years).

The numbers were from the Steam survey about a year ago. It's probably higher now.

It doesn't need "building for VR" , VorpX is a 1 man band and shows that with some 3rd party hack you can play most first person and a lot of 3rd person games quite easily in VR, if a little rough sometimes due to VorpX halving the frame rate. This argument from people who don't play VR is poor. The game was sold as a VR supported title, it was advertised as a VR supported title since the beta, it got a lot of publicity and a following due to it having fantastic VR support. If the shoe was on the other foot and FD announced Odyssey was going to be a VR only experience I'm quite sure your attitude towards it would be somewhat different.

If this was a few years ago they'd get a pass due to the GPU's not being powerful enough and the headsets not having the resolution. But the latest HMD and graphic cards can handle Elite in VR very very well with good image quality.

Frontier are going to get a shock if they suddenly alienate a large portion of players by shutting out their main selling point to these people. I imagine a hell a lot of us VR players are long term Elite players and we will leave and play other things once we're locked out of major updates.
 
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I really wonder how Hotas only will work with space legs. I have over 4000 hrs in VR only and only use the keyboard for searching.

I also only use the keyboard on the Galaxy map. The Galaxy and System maps are, by FAR, the worst part of the VR experience. I find it very difficult to select systems in the Galaxy map and the System map is zoomed in much too close by default, and it take too long to navigate to system bodies using HOTAS controls.

Aside from that, VR has been the biggest game-changer in my Elite Dangerous experience. It did take me a few days to get over the nausea but that has long since passed. I can't play without it. To me, it's the accumulation of little things that make it such a superior experience. For instance, being able to target something in the HUD just by looking at it and hitting "target ahead" is SO much better than having to point your ship at it. And the differences between the ship cockpits really cannot be appreciated until you've seen them in VR (especially when using @GeorgeCostanza HUD color mod). That's why my opinion that the AspX has the best cockpit view in the game is objective fact and the opinion of anyone who disagrees is demonstrably wrong. :)
 
I really don't think nausea is the problem. It's an excuse rather. And, you can have games like this:
Source: https://www.youtube.com/watch?v=fJl0QGSdxkg

which don't give a flying... caress.

It took me iirc around 6 weeks to build my VR legs. Now there is really little that can upset my stomach. The surefire way is when the game hangs and world stays glued to your face. It's really unpleasant. I don't even react to taking camera control away from me anymore. Nausea is not a problem, it's a temporary issue for most people. Brain just needs to adjust.

Space Selfies will replace the Asp in front of things thingy....

They'll be in front of the Asp ;-)

They've touched on a few areas:
I'm sure performance is probably in there too as a concern. And profitability etc. The above are the only aspects they've mentioned outright though.
Well firstly wasn't it Benedetti who said on one stream that he never got the opportunity to try VR (yet)? I wouldn't give much credibility to a FDev Community Manager wrt new developments etc. I think they're kept in the dark to be honest, as their policy is "be tightlipped" and only "announce" ready made corporate PR.

I think they a) don't want to design for motion controllers - too much work, b) have huge performance problems, c) Braben's stance on VR went from enthusiastic at Kickstarter to "divisive family experience" a few years ago, so... If the CEO doesn't like it, don't expect miracles and millions of pounds in development costs.
 
VorpX is a 1 man band and shows that with some 3rd party hack you can play most first person and a lot of 3rd person games quite easily in VR

i actually gave it a try and, well, underwhelming would be a polite way to put it. ofc, still kudos for that 1 man band and their product, but it is what it is.

The game was sold as a VR supported title, it was advertised as a VR supported title since the beta, it got a lot of publicity and a following due to it having fantastic VR support.

yeah, well, they have your money now and the story has changed. you are of course right but frontier has faced bigger pr blunders like that, they do that quite easily (mostly by simply ignoring all the noise in their high ivory tower, then at some late point making some condescending statement, evidencing that they did actually listen but couldn't be arxed).

If the shoe was on the other foot and FD announced Odyssey was going to be a VR only experience I'm quite sure your attitude towards it would be somewhat different.

you are making assumptions, and they are wrong :D i'm actually on your side, i'm a big elite vr fan, i wouldn't see reason to play elite in pancake at all, i will most likely pass on horizons, or on 90% of it. i am one in that minority ... i just try to have realistic expectations ;-)
 
No VR at all was never on the table
Actually, it was... Here's a couple of quotes from the announcement thread of Odyssey.
Is Elite Dangerous: Odyssey coming to VR?

Currently, Elite Dangerous: Odyssey will not be VR-compatible at launch
Just to add to this, VR will still be compatible with the base game and Horizons!

Let's just be thankful that we are actually getting VR at all in Odyssey. I am sure FD will finish the foot VR when they are ready.
It took a lot of effort on both parts, we kicked up a stink, they listened, and we got some VR, but ever since the announcement of virtual flatscreen, my sig has been:
"THANK YOU FOR ADDING VR TO ODYSSEY!!!
But be advised - we will want proper VR 3D Head-look not virtual flatscreen in the future..."

Work they have already done. How do we know this? Because they told us the outcome of the testing they performed - the conclusion of which was to leave out VR (for now).
Got any quotes on that? Way I'm looking at it is the work they've already done was the VR headlook in the cockpit.

I’d give it a go in a shot, but I’d probably not give much feedback regarding nausea seeing as I’ve got pretty solid VR legs.

If you can play SubnauticaVR or the Alien: Isolation VR mod, then I reckon you’d be set for the type of minimal implementation you’re after.

I’d be super happy if it could be enabled - even if by an ini file change, so there’s no chance of doing it by accident and then complaining when there’s bile streams coming down the nostrils 😁
I could live with an ini hack as well, that could even be made into a tweak covered by Dr. Kaii's gui tool for graphical tweaks ? But I don't see why we can't use code that is already in the game and make it optional. Hell there could even be a couple of warning screens to click through to confirm you are aware this might make some players nauseous, bt you confirm you think you'll be ok and want to proceed at your own risk.

Ah yes cut copy and paste development.

Sounds like that will not cause any issues at all.
It's not like they haven't done copy-pasta before, and the VR implementation was reckoned to be a copy pasta of Oculus demo code, so maybe a little more wouldn't hurt...;)

Armchair devs are the best devs
I don't, and never have professed to be a master of any particular programming language, but I have worked with systems all my life, and have had overall engineering responsibility for multiple oil rigs, comprising numerous mechanical and electrical systems, often with computer control systems. I've had a hand in the modification of the control system for what was at the time of its construction the most biggest and most complex hydraulic system in the world. So while I have zero years games development experience, I've got a very good multidiscipline engineering mindset, and have been project management on projects of which only part of the scope was the software engineering, ergo this armchair dev is pretty confident that his industrial experience has given him a transferrable skillset that entitles him to make some reasonably well educated guestimates on this topic.

It was one of the main reasons stated. I have quite vivid memories of Stephen saying something to the effect of ”we don’t want people vomiting in their headsets”
That was in one of the streams last year.

I think companies believe VR has to use motion controllers. VR and motion controllers are two separate entities and should be treated as such.
The two Oculus dev kits didn't have motion controllers and neither did the first release of the Rift, as that came with an xbox controller. They're still VR.

I don't play NMS in VR due to them not allowing xbox controller play. I do play Skyrim VR a lot because they do allow it, it's the same as playing the 2d game. I would like VR in Odyssey with a controller. I don't need to have to wave my arms about to simulate pressing buttons or aiming.
Golgot and myself tussled a lot on this point, he seems to think VR needed hand controls, I see hand controllers as being another layer of software and another annoying peripeheral to switch between. It's bad enough changing my hands from the sticks to the keyboard for chat, it'd be even worse with hand controllers. And if they made it roomscale, I can guarantee I'd miss the pilots seat and headbut my desk, assuming I hadn't broken my 65 inch "monitor's" screen.

Having taken delivery of a Quest 2, the experience I have had of the motion controllers suggests, to me at least, that a player using them with a headlook device would be at a significant advantage compared to a player using more conventional controls while on foot.
I've never mentioned hand controllers, I'm actually opposed to them as you probably seen when moderating some of the VR threads in which me and golgot bounced our opinions off each other. Hand controls to make "Elite: Alyx" would be a whole different game, and not worth the monumental increase in development work to make that final step in VR expereince.

Personally, I wouldn’t like to go up against a m&kb player while using motion controllers, and I consider myself a decent shot in real life.

The upcoming slightly enhanced version of System Shock 2 should be interesting with respect to this - apparently VR & flatscreen players will be able to play multiplayer against each other.
Mate, I shredded my son when he was using XB1 controller on PC, and I KBAM, when he switched to KBAM, well, he's the man of the house for online gaming now...

Oh hell yeah, I'd totally welcome this :)

I think what you're suggesting (switching on the native VR view for the otherwise 2D-designed EDO gameplay) would indeed be relatively 'easy' for FDev. And also essentially unmarketable, as you say ;). But as a relatively obscure option, for us EDVR hardcore, it would be super welcome. Just to be able to take in the ship scale from on foot, pick up missions from NPCs, go salvaging in a darkened wreck by helmet light, or whatever. Even in that very rough form.

It's worth noting that it would almost certainly be a horrible experience for many players though ;). Even for those with their 'VR legs' regarding nausea. There's likely be UI plastered super close to your face potentially, heavier use of speedy yaw turns than even in standard mods etc, with view tied to the gun hand / reticule. Performance probably in the bin. It'd be rough...

But I'd still take that over no VR for now ;)
Cheers mate, I know we don't see eye to eye on hand controllers, but I'm glad to have your support on this topic.

Zac clarified that their initial position of 'No VR in EDO' meant: 'All Odyssey content is not VR compatible'. No flying under blue skies in VR etc.


That is no longer the case. We'll now get some VR access to EDO content.
A lot of useful comments referenced in there, very informative bud (y)

More people use VR than use HOTAS. If either feature suddenly isn't supported then it's not going to look good for FD.

VR users are 2% and rising each year (I think it's doubling each year, or there abouts).
We are ~2% of steam users, well we were two years ago, but as you say a lot of headsets have been sold since then. However, Elite is a game that was such a posterboy for VR that I think there is a higher percentage of VR users in this game in particular than there is in the games industry as a whole, although I don't know what that stat would be.

no idea where you got your numbers from but it would have to get substantially higher than that. like, a few million sales on consoles ... that fish pond alone kept them busy for over a year.

even then, if there was actually any financial interest ... there's still the technical challenge. a cheap crappy hack will not work on foot, doing it right will mean ... actually building it for vr. i can't help but admire the unbreakable faith of anyone who sincerely hopes for this happening anytime soon (and i'm measuring in years).
The original VR was added to Elite in Alpha by one guy in one day, the VR headlook in the cockpit. I'd live with that same level of integration for the on foot, I don't need a full on built for VR Elite:Alyx type game.
 
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