ANNOUNCEMENT Odyssey: Update on VR and Ship Interiors

Greetings Commanders!

We hope you enjoyed our first dev diary release and stream. It was our pleasure to bring you the latest news on Odyssey and needless to say we can't wait to share more info around further locations, missions, combat and more in further episodes over the coming months.

We are aware that there are a lot of questions across the community and while we will be bringing a more detailed FAQ for these very soon we felt it was right to update you on a couple of the most discussed topics in the Elite Community at this time, specifically around VR in Odyssey, and ship interiors.

VR and Elite Dangerous Odyssey

We understand that our VR players are keen to know more about how the transition and gameplay will work in Odyssey in VR. With that in mind, we would like to share our current plan for how that will work.
In Odyssey, players will be able to fly down to planets, fly through atmospheres and drive along planet surfaces in their SRVs - all while remaining in VR.

When disembarking your ship or SRV, players will be presented with a projected flat game screen in their VR headset in order to continue on foot. Players will of course be able to remove headsets if they so choose, but this will not be a requirement to continue your adventure.

There will be no requirement to boot between Horizons and Odyssey in order to continue your journey.
We understand that VR is a big part of Elite Dangerous and is a feature that holds a dedicated and passionate community. However, 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. That said, we do hope that this implementation will allow our VR players the best possible transition between their VR experience and exploration on foot.

Ship Interiors

Another topic we know players keen for more information on is around ship interiors, and we wanted to clarify our current position on this.

While Odyssey will see players explore a wide range of on and off world locations including station interiors, ship interiors will not be included at launch.

We understand that the bond between Commander and starship is incredibly strong and know this will disappointing news for some. However, we believe it is right to invest our development time in locations and features which offer the most meaningful experience and gameplay for all players. Rest assured that Odyssey will offer a great variety of long requested locations to explore, both on land and in space, which we'll be sharing more details around very soon.

As always, we value and appreciate your passion and feedback and cannot wait to share more with you.

-Arf
You rock ya bearded wonder
 
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fdev could spend half the money on things they think are important and the other half on things the players want (read ship interiors and VR) but they decided to spend it all on things they thought would be good, the only conclusion when I arrive seeing everything that has been done, it's that they're sabotaging fdev, there's someone in it getting paid to sabotage and make the wrong decisions to break up the company and make them give up the Elite, it doesn't make any sense for them to have taken these decisions thinking that it would really work, someone deliberately convinced them of that to screw up the game, it's a case of police, they didn't make 1 new ship...
 
fdev could spend half the money on things they think are important and the other half on things the players want (read ship interiors and VR) but they decided to spend it all on things they thought would be good, the only conclusion when I arrive seeing everything that has been done, it's that they're sabotaging fdev, there's someone in it getting paid to sabotage and make the wrong decisions to break up the company and make them give up the Elite, it doesn't make any sense for them to have taken these decisions thinking that it would really work, someone deliberately convinced them of that to screw up the game, it's a case of police, they didn't make 1 new ship...
Quite possible they were infiltrated by SC spies. They have the money to afford it. All the ideas that mr Braben had were stolen by Star Citizen.
Ship Interiors, EVA, Planetary Landing, Planetary Atmosheres, Weather, Big Cities, Mining, Missions etc...
Exploration is the only thing that SC couldn't steal - but a DLC with the epic adventures name like Odyssey had almost none of it.
Very susspicious...
 
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Quite possible they were infiltrated by SC spies. They have the money to afford it. All the ideas that mr Braben had were stolen by Star Citizen.
Ship Interiors, EVA, Planetary Landing, Planetary Atmosheres, Weather, Big Cities, Mining, Missions etc...
Exlopation is the only thing that SC couldn't steal - but a DLC with the epic adventures name like Odyssey had almost none of it.
Very susspicious...

Not really. All FDEV had to do was not ignore all the customers that paid for their success in the pursuit of greed.

Thanks for spending all this money on a spaceship game with certain features we are going to stop supporting… we will take most of them away and turn the game into a crappy version of COD in space.
 
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Not really. All FDEV had to do was not ignore all the customers that paid for their success in the pursuit of greed.

Thanks for spending all this money on a spaceship game with certain features we are going to stop supporting… we will take most of them away and turn the game into a crappy version of COD in space.
They could catch more flies with honey than vinegar...
 
The part about all this that kills me is, if the free cam works in VR, to me at least (in my limited compression of coding) it should be pretty easy to implement and fdev is being unreasonable stubborn about it 🤷‍♂️
Pretty much.

They want to "do it right" not hack it in.

What "doing it right" means to them is ... Unknown, but it clearly doesn't mean just making it "possible to use in VR"

They spent development time making it so it went into flat screen VR. So they clearly don't want to just use the stuff that works as a side effect of the base code
 
Touche

It would seem the marketing research department decided crap was their best option also
Personally I think, based on the given evidence, they tried to release a product with the least effort possible and fix the few bugs afterwards.
It went wrong and got far out of hands because of bugs they have no longer under control. They are working 24/7 on the gigantic pile of nearly unfixable (youknow). Therefore there are no actual fixes for other things. No plans for anything else. But also the enhancements, that David anounced, will be with the least effort possible.
Not even hire more staff would help because there is no time to train them on the systems.
We just can wait and push them just so much that they know they can't mess with us, but not so much that the staff is quitting their jobs.
Because then we are screwed and Elite will die.
It is a very thin line.
 
Happens in every company. But then you need to know the tools. Or adapt them. And you need to know what you want, or the customer. To avoid complex lore just because the responsibe person is gone is a bad idea.
 
What "doing it right" means to them is ... Unknown, but it clearly doesn't mean just making it "possible to use in VR"

Maybe on foot play in VR gave all the devs/testers heavy motion sickness, and they expected a huge disappointment from the players if they enabled it. I don't believe the issue was simply technical either, given how ppl say in ship gameplay VR is great
 
Maybe on foot play in VR gave all the devs/testers heavy motion sickness, and they expected a huge disappointment from the players if they enabled it. I don't believe the issue was simply technical either, given how ppl say in ship gameplay VR is great
In that case it is quite a misjudgement. Many VR players spend significant amounts of time in VR and have developed quite steady VR legs (the irony of this jargon should not be lost!). I have no issues playing games like SkyrimVR for extended periods of time without motion sickness.
 
In that case it is quite a misjudgement. Many VR players spend significant amounts of time in VR and have developed quite steady VR legs (the irony of this jargon should not be lost!). I have no issues playing games like SkyrimVR for extended periods of time without motion sickness.
Skyrim vr and borderlands 2 vr only really give me motion sickness if I'm seated and using a controller instead of the VR controllers. Because I can move way more freely and rapidly, it still takes more than an hour to sink in for me though
 
Sooo... I just gave https://github.com/fholger/openvr_fsr a shot with Elite (it replaces the game's copy of openvr_api.dll, and injects AMD's FSR between the game and SteamVR), trying a few different resolutions, upscaling ratios, and sharpening strengths...

I don't know... I can't say I, to my taste, discern getting any better image quality to frame rate ratio, than I do by simply letting the game render the same actual rendered resolution normally, without any subsequent "smart" upscaling.

The main problem should of course be the good old: "Sheet in, sheet out"... If the resolution is too low for the game to choose to generate a denser LOD, and then have the resolution to render it out with minimal aliasing or blur, we're upscaling a sparser one, and just "magnifying" its problems.

Mentions are made here and there in the game's config files, of LOD tables... I don't know whether one can try editing those, and see whether that could yield anything, instead of just brute-forcing supersampling, but have to imagine their levels already being optimised for a reasonably 1:1 relationship; Push it, and you are likely to suffer more aliasing; Relax it and: hello lowres...

IMHO; For a Valve Index (about 15ppd), the new terrain needs an absolute minimum x1.5 "HMD Quality" (...or equivalent in e.g. SteamVR render resolution multiplier (EDIT: 225%)) plus x1.25 of the game's inbuilt supersampling; The former for detail and sharpness, the latter for "pre-swallowing" the worst aliasing - both contributing to a more "stable" view.
Below these numbers, the LODs just don't look right, and are too blurry, to boot.

Others may have different sensibilites.
 
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Skyrim vr and borderlands 2 vr only really give me motion sickness if I'm seated and using a controller instead of the VR controllers. Because I can move way more freely and rapidly, it still takes more than an hour to sink in for me though
What really helped me get VR legs was to actively anticipate the motion and thinking about how it should feel. This was particularly helpful in Skyrim when jumping, falling and similar activities. Doesn't work with forced motion of course, but any motion due to your own input it should work for. It was a bit strange in the beginning but I now do it instinctively.
 
In that case it is quite a misjudgement. Many VR players spend significant amounts of time in VR and have developed quite steady VR legs (the irony of this jargon should not be lost!). I have no issues playing games like SkyrimVR for extended periods of time without motion sickness.
Same, i have ironed my mind and my brain in practising VR for hours.
They should have been put an advertisement on a VR option like " beware, this could make you sick, enable it at your own risk ".
Enabling VR in Odyssey is not that difficult : very basically just putting the hud into the free cam mode and walk with an xbox pad OR if you have rudders you can use them for walking ( it also removes motion sickness in this case ).
If i was skilled i would make a mod to enable hud on free cam and perhaps some basic ship interior by editing vessel models and adding a basic corridor from cockpit to stairs ( but no animated door sadly ), just for the purpose to show that it is possible to do without a lot of effort.
 
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