Allow the VR '2D screen' to be disabled?

My Arx buying is on hold, I purchased Odyssey in good faith they will eventually provide us VR users with a FPS VR solution other than that 2d theater screen . Just like I'm sure ship interiors could eventually happen, if that does happen then room scale VR should too but for the time being I'd like to see VR implementation similar to the Alien Isolation post I made. I am glad they decided to keep it for Ships and SRV's but not being able to get out of my ship and look up at it on foot in VR is very disappointing and that goes for stations, planets, docks, outposts...etc
Isn't your purchase one less incentive for FD to bother implementing anything? I am just not sure what you have based this good faith on. It seems to me, counter to your wishes to have VR implemented.
 
Isn't your purchase one less incentive for FD to bother implementing anything? I am just not sure what you have based this good faith on. It seems to me, counter to your wishes to have VR implemented.
We will still be able to fly or drive in VR on all these new planets, at first this wasn't going to be at launch but they were listening and made the change. I made posts of having no interest in Odyssey if there was no VR and I'll continue to post about the first person needing VR, so until they reply or just add the option, my Arx and storefront buying is on hold.
 
Isn't your purchase one less incentive for FD to bother implementing anything? I am just not sure what you have based this good faith on. It seems to me, counter to your wishes to have VR implemented.
That's my thinking, which is why while Odyssey remains VR headlook free, my bank statement remains Odyssey and ARX free...
 
Hi all, I don't know if this was mentioned by the OP or somebody else, but the way I see VR in Legs Mode is maybe to allow the VR or the game itself have this intuitive reading of the player's VR direction. Here is what I mean with some extra ideas. Let's say the ship is already on the ground. The transition would be probably easier for the devs to have it almost the same when we leave the ship in an RV. Instead of being in another cockpit, the player would be standing on an elevator, or better yet why not a cargo door for some ships instead of an elevator? You know the ones on the cargo planes :D. Further, once the player is on the ground the VR would show 180 degrees field of view just as before BUT this time once the player exceeds the 180 degrees view, say he or she looks completely all the way to the right, the game will detect the VR's movement above the 180-degree threshold and turn the whole player's body to that direction. Having a slider setting for the adjustment of the sensitivity of the turning speed would be also good as everyone can adjust it to their desire.

What I really have been wanting is to be able to land on different planets like icy ones and taking samples with a drill-probe of the ice crust where the contents can be sold to different labs across the galaxy, or better yet why not dive into discovery quests about alien life forms or more background information about existing ones. You have so many possibilities.
 
BUT this time once the player exceeds the 180 degrees view, say he or she looks completely all the way to the right, the game will detect the VR's movement above the 180-degree threshold and turn the whole player's body to that direction. Having a slider setting for the adjustment of the sensitivity of the turning speed would be also good as everyone can adjust it to their desire.

There are quite a few solutions to locomotion in VR (and synching that with avatar aspects). I'm pretty sure FDev could dial up something reasonably swanky if they go full bore on EDOVR.

This thread is a bit more focused on what very basic access to EDOVR might be like though, with very little dev. And whether Cmdrs would want access to that.

I'm sure we'd all love to have the exploration experience you're talking about there though :)
 
The cockpit would have been the best place to start with that though. Some thing like reach out and grab the controls NMS and VTOL VR style and being able to interact with the panels by touch would be great. So too would Minority Report style control of the Gal Map and System maps, oh and a virtual keyboard would not go amiss either.
I loathe the controls in NMS. I feel that they are a terrible implementation of virtual controls. Ex Machinae, however, has the best virtual controls I've ever used. So good that I didn't even bother to configure my HOTAS for that game.
 
I loathe the controls in NMS. I feel that they are a terrible implementation of virtual controls. Ex Machinae, however, has the best virtual controls I've ever used. So good that I didn't even bother to configure my HOTAS for that game.

Do you mean Vox Machinae? Cockpit does look fun there :)

NMS definitely does the virtual stick thing pretty scrubbily, but VTOL is a great proof of concept for me. Think the general principle would be a great fit for a full EDOVR release. (Just as classic controls would be in many ways). Anything that allowed you to control both ship and player via the same input system would be great in theory.

---

Just sticking to the 'low VR dev' world that we're in though, I am wondering whether we'll get any more use out of mods like this in the meantime:

Source: https://www.youtube.com/watch?v=bCRBfDAD-qk


Not that it would be a great help for transitions between foot and ship. (You can use motion controllers as a standard controller input in ED, so could probably use like that for on foot, but probably a bit of a faff).

But it would be cool ;)
 
I loathe the controls in NMS. I feel that they are a terrible implementation of virtual controls. Ex Machinae, however, has the best virtual controls I've ever used. So good that I didn't even bother to configure my HOTAS for that game.
I agree, VTOL is very cool but my HOTAS is the only way I want you fly, I'm not opposed to some virtual buttons but that's about a I'd use in Elite, now if we have ship interiors then I'd like to see full VR with motion controllers, how cool would it be to call the elevator on my type 10 or use a keypad to open a bay window in my captains quarters, these are dreams that I highly doubt will come true in Elite.
 
Full VR with "hands" would be a nice dream, but at the moment for me it would be OK to play with gamepad, like Resident Evil 7 in VR
Just the same than 2D, but in 3D with headtracking and headaiming !!!! 😍
 
To reassure FD regarding motion sickness,

Assuming a toggle in an .ini file somewhere, maybe FD could add a commented out line saying something like, "Warning: FPS VR may cause motion sickness! By uncommenting the line you agree that FD take no responsibility for a wasted meal or chunks on the shirt"

"I aint no developer" but I think a caveat like that, in an .ini file, might be workable. They could even have two separated lines requiring both being uncommented for the toggle, if they were worried about people complaining?

Just a thought
 
Maybe vorpx will be an option once the modding community gets into the alpha.

Yeah if the vorpX guy, or a fan, were to set up a decent template that could be something.

Problem is I’m not sure what vorpX can actually do with the virtual 2D view. That’s not a starting point it usually has to deal with.

And if there are solutions there, how would it deal with the transition back to functional VR in the ship? (Injecting forced VR on top of native VR doesn’t sound like a great recipe ;)).

My suspicion is we’d have to end up playing the game entirely in classic mode via vorpX. Which could work for a consistent pseudo-VR experience, but means we’d lose out on the full native VR of ships and SRVs. Bit meh :/
 
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Hey, haven't read the whole thread, so apologies if this has already been covered. Is one of the Frontier against EDOVR (now that is a acronym) arguments is that FPS VR players would have an unfair advantage ? Not sickness ?
If so, then tough, we have the same advantage now with ship combat ! Anybody played Pop One ;-)
Yesterday I played ED in flat screen on my TV, found it very restrictive, looking forward and limited by the flat screen cockpit, YUK.
I am lucky in playing ED wireless on the Quest, so transitioning from seated to standing is very easy :cool:
 
Is one of the Frontier against EDOVR (now that is a acronym) arguments is that FPS VR players would have an unfair advantage ? Not sickness ?

They haven’t mentioned balance to date. Their general stance is this:

we do strongly believe that VR should only be enabled for on foot gameplay when we have an experience that truly matches the same quality bar that we set for cockpits.

The only detailed takes I know of are these:

Resourcing focus:

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)

Design concerns:

Tim 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)
 
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I like that suggestion. A lot. :) Certainly better than having a 2D screen. Anything's better than pancake mode.

It seems that Odessey will be a must-buy for me. Okay, I would be even happier if they included more ship-based missions, as FPS are not for me (I'm an old fart, my reflexes aren't great, and I am so bad at FPS games, it's not even funny... my son (12 years old) tried to tutor me in Fortnite, a one on one. Five kills later, he told me that I was not cut out for this. I didn't even scratch him, and he wasted me five times in a row. :D )
 
Yeah if the vorpX guy, or a fan, were to set up a decent template that could be something.

Problem is I’m not sure what vorpX can actually do with the virtual 2D view. That’s not a starting point it usually has to deal with.

And if there are solutions there, how would it deal with the transition back to functional VR in the ship? (Injecting forced VR on top of native VR doesn’t sound like a great recipe ;)).

My suspicion is we’d have to end up playing the game entirely in classic mode via vorpX. Which could work for consistent pseudo-VR experience, but means we’d lose out on the full native VR of ships and SRVs. Bit meh :/
Vorpx is not an option
 
It'd be an option of last resort for me. But yeah, I'd much rather have something superior on the stereoscopic vision, headlook and performance front. Something more 'in game'. Hence this thread ;)
if your start Elite in VR I dont see how Vorpx would work ,seems like it would conflict and from my vorpx experience it would be a major downgrade anyways.
 
if your start Elite in VR I dont see how Vorpx would work ,seems like it would conflict and from my vorpx experience it would be a major downgrade anyways.

Yeah that's what I was pondering in that post you quoted. I think its only use would be with the classic flatscreen version. Which means we'd lose the native VR for ships and SRVs. (Or have to swap back to VR mode for them, then back to pancake for Legs... to use vorpX again...)

So, just, very far from ideal all round.

Def hope we can get something which leverages the native VR somehow. Either via this suggestion, or something like it ¯\(ツ)
 
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@Arioch

Just stumbled on this again, and it raises the possibility of basic 3rd person play maybe?

Are there to be any significant changes to the camera suite for Odyssey, on-foot or off?
The original camera suite will be available in Odyssey. We are also in the process of adding the vanity cam for the on foot character. We are very excited to see what our community come up with at launch.

If it allows for basic player locomotion, without UI, it could be intriguing to play around with. If we got that in stereoscopic VR it would at least look cool ;). (3rd person characters always do, if not as involving as first person play, for my money etc)

Doubtless designed to be no good for gameplay / vanity only. But jetpacking exploration over terrain could still be done, and swanking around stations :)

Feels like it might dodge the lurking question of whether the VR camera would be hooked to track character motion in first person too. (Presumably the vanity cam definitely would, and we would just view its output stereoscopically).
 
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