Odyssey VR specific bug reports - please contribute!

This issue report: https://issues.frontierstore.net/issue-detail/43551 isn’t getting added to the OP - why are players putting Suggestions in the bug reporting system when they could be adding to the most Liked proposal on the forum?

Remember people: Issue Tracker is where bug reports go - Suggestions Forum is where ideas go to die 😁
 
FSS orbit lines (https://issues.frontierstore.net/issue-detail/204) has moved up to position 12 in the most recent Top 20 list 👍

Having just filtered Issue Tracker to show the most voted for Acknowledged bugs, all our VR issues are in the top 100 out of 233 with most of them sat between the 70 to 100 positions.

If you’ve got any spare votes, please spare a couple of minutes to do the biz, and while you’re on Issue Tracker please consider adding a Confirmation to any outstanding VR problems. The SRV disappearing shadow and spot shadows moving with HMD movement are really annoying hint hint hint 😉😁
Woot!

My personal bugbear

FSS orbit lines (https://issues.frontierstore.net/issue-detail/204) has moved up to position 12 in the most recent Top 20 list 👍

Having just filtered Issue Tracker to show the most voted for Acknowledged bugs, all our VR issues are in the top 100 out of 233 with most of them sat between the 70 to 100 positions.

If you’ve got any spare votes, please spare a couple of minutes to do the biz, and while you’re on Issue Tracker please consider adding a Confirmation to any outstanding VR problems. The SRV disappearing shadow and spot shadows moving with HMD movement are really annoying hint hint hint 😉😁

I believe when there are too many issues the issues get diluted. [Obviously we need them to not expire but once they are locked in...] The orbit lines got bumped up because we focused on it. I think we should focus the pain in the neck issues one at a time and get them into the Top20. Why don't we do the same the SVR shadow bug? See if it works? For science?
 
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I think we should focus the pain in the neck issues one at a time and get them into the Top20. Why don't we do the same the SVR shadow bug? See if it works? For science?
I’d love for https://issues.frontierstore.net/issue-detail/42911 - Shadows moving with head movement - 6/10 - and https://issues.frontierstore.net/issue-detail/42913 - SRV shadow disappears like the Cheshire Cat - 3/10 - to both get Confirmed so we can get voting for them, but we still need a few folk to do the honours 👍

The next highest voted VR issue (currently at position 32) is https://issues.frontierstore.net/issue-detail/28904 - Galaxy & System map reticle problem - with the next VR issue down in the 70’s, so I’d suggest going for that one next.

Edit: the FSS issue has Update 8 scheduled next to it, which I believe is due before the end of the month - so if something does finally happen with it, after the next Update would be a great time to migrate all those votes to the next issue.
Edit2: many thanks to whoever just added their Confirmations, they’re at 7/10 and 4/10 now 👍
 
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Has anyone mentioned/or had a situation when flying on a planet that the cockpit shadows will appear and disappear by intervals while you are in motion?

Stop the ship in either state and they'll remain either visible or invisible while you are stationary, start moving in a direction and they'll start toggling again.
 
Has anyone mentioned/or had a situation when flying on a planet that the cockpit shadows will appear and disappear by intervals while you are in motion?

Stop the ship in either state and they'll remain either visible or invisible while you are stationary, start moving in a direction and they'll start toggling again.
I’ve had that problem very often - I think it’s part of this issue: https://issues.frontierstore.net/issue-detail/42913 (disappearing SRV shadows) as it affects ships as well as SRVs. Doesn’t look to be restricted to VR either, though probably much more noticeable if you’re in a headset. When the cockpit shadows disappear, the seat shadows remain.

Any confirmations on the issue report are most welcome 👍
 
Does anyone else experience brief (1-2 secs) but major frame stutter and pausing when opening the galaxy or system map? Im finding Im having to close my eyes every time I open these so as not to have to experience it in the HMD.
 
Does anyone else experience brief (1-2 secs) but major frame stutter and pausing when opening the galaxy or system map? Im finding Im having to close my eyes every time I open these so as not to have to experience it in the HMD.
I get a very brief (less than 1 sec) stutter that looks a bit like ASW wobble, and the Galaxy map stars all flicker for a few moments (though this seems to not happen after opening the map a few times). There”s a brief loss of some graphical filter during the pause between selecting the map and it opening.

I’ve just checked Horizons - it has a similar thing happening but it’s even briefer.
 
A new bug report:

https://issues.frontierstore.net/issue-detail/43937 - Displaced view awaiting CZ respawn

I haven’t done a CZ recently but have seen this in previous Updates - I wasn’t aware the flatscreen game did it differently, so I’ll be checking it out and adding my confirmation to it.

The disappearing shadow bug (https://issues.frontierstore.net/issue-detail/42913), which is affecting flatscreen as well as VR, has got ten confirmations but hasn’t ticked over into Confirmed - anyone fancy adding another contribution just to be on the safe side?
 
The disappearing shadow bug has been Confirmed and can be voted for 👍

Next up on the Expiration chopping block is:

https://issues.frontierstore.net/issue-detail/42911 - Shadows moving with head movement - 9/10

…which only needs one* more Confirmation before it expires on Sunday - will you be the one to force this annoying bug under FDev’s scopes?

*a couple of recent bugs I’ve been watching have seemingly needed 11 contributions before getting over the Confirmed threshold, so two more on the issue report would be good 🙂
 
Thanks to the sterling contributions of other CMDRs, issue #42911 is now Confirmed and safe from Sunday’s chop-off point.

The remaining issue reports have very low confirmation numbers so I’d expect them to expire over the next few days - I doubt we’d get the required numbers in time. If they persist after next week’s Update 8 then there are a few I think may be worth resubmitting.
 
This issue report: https://issues.frontierstore.net/issue-detail/43551 isn’t getting added to the OP - why are players putting Suggestions in the bug reporting system when they could be adding to the most Liked proposal on the forum?

Remember people: Issue Tracker is where bug reports go - Suggestions Forum is where ideas go to die 😁
To be fair it seems that feature wishes which get sufficient support in the issue tracker are getting the attention to be implemented.
As proof, please behold the top 20 list where https://issues.frontierstore.net/issue-detail/34569 (Expose telemetry data for motion simulators) is supposedly "fixed" in Update 8, even though it never was a supported feature.

Despite you being correct and the issue tracker is not for suggestions, I'd advise to go by what works fine. The issue tracker meanwhile produces the top-voted issues and these are handled while I never saw any committing feedback to the suggestions sub-forum.
 
To be fair it seems that feature wishes which get sufficient support in the issue tracker are getting the attention to be implemented.
As proof, please behold the top 20 list where https://issues.frontierstore.net/issue-detail/34569 (Expose telemetry data for motion simulators) is supposedly "fixed" in Update 8, even though it never was a supported feature.

Despite you being correct and the issue tracker is not for suggestions, I'd advise to go by what works fine. The issue tracker meanwhile produces the top-voted issues and these are handled while I never saw any committing feedback to the suggestions sub-forum.
If you filter Issue Tracker by Confirmed/Acknowledged then you get 27 pages of bug reports, with #34569 pretty much the only one I’d class as a suggestion and #41781 (“automated accounts”) just blocking a Top 20 space. Everything else looks like traditional bugs to me.

I check the tracker every day for VR-related problems, and the amount of duplicates, suggestions, and occasional sweary rant clogging up the system nearly gets me doing a bemused head-shake every time 😅

I do wish we could get VR suggestions voted up - if we could get all 271 people who liked Golgot’s thread to vote for issue #43551 then we’d be straight in at No.5, but having recently canvassed for Confirmations to expiring issues it’s rare for more than a handful of players to do the business. I’ll support any effort to get that issue up-voted - I’ll add my Confirmations shortly to get the ball rolling - but I reckon it’s doomed to failure and we’ll just get the response from FDev regarding VR that we’ve already had.

As for Update 8 - I’ll believe it when I see it this week, regarding motion simulators (and VR FSS orbit lines!) - still being investigated or discussed internally, but due to be fixed within the next few days? Aye, alright then 😁
 
Do we still have any active issues for texturing stereo discrepancy on scatter rocks, by the way? -Because that certainly still happens. When it does, it seems to depend on viewing angle - a surface can go from stereo correct to differently textured between the eyes, with just a little bit of moving one's head -- I should perhaps check whether there seems to be any direct correlation to the viewing angle in relation to the surface normal... :7

On a nearby, and tentatively happier, note... Has anybody else spotted something that could be a parallax effect "in" ice boulders, as long as they are in shadow (they still look like utterly opaque wet plaster in sunlight)? -I mean, it could just be wishful thinking, in my head transforming specular highlights to something they are not, but it can look kind of like there is some diffuse milky "volume", that appears as if it stays put inside the object... :7

In shadow, there also appears to be a translucency effect, piping light from an illuminated end of an ice mass, to a shaded one (EDIT: ...and this could of course also simply be a matter of lighting and shadows not being able to behave correctly with rasterised graphics, and the object just happening to get that appearence for other reasons (EDIT2: Like all those drifts of sand on settlement landing pads, which appear unaffected by the same ship shadow that shades the pad beneath them :7) -- damn, how I wish everything was raytraced! :7 )
 
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Do we still have any active issues for texturing stereo discrepancy on scatter rocks, by the way?
I’ve previously added my comments to https://issues.frontierstore.net/issue-detail/31610 along with a supporting video - the bug report is still in the top 100 (just) but could certainly do with a few more votes and contributions. I’ll be keeping a good eye on it in Update 8 👍

I’ll have a look for the ice shader - it’s an awesome effect in SkyrimVR with ice cliffs and frozen caves, and I’d love for it to be in Elite too. Job for the next play session 😁

Edit: I’ve been for a gander at some ice boulders and it looks to me like a combo of the ice reflecting “bounced back” light from the planet surface and a stereo mismatch of the ice particle twinkle effect.
 
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I try to vote or contribute on most that you suggest if I can confirm its happening to me.
Is there an issue in the tracker for the rotation of a star rays when you move your head? Does this occur on all headsets?

EDIT: Actually I see it but Im suprised it only has 5, suely every VR player has noticed this since its such an immersion breaking effect.

https://issues.frontierstore.net/issue-detail/43332 - Starlight beams rotate with head - 5/10
 
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Is there an issue in the tracker for the rotation of a star rays when you move your head? Does this occur on all headsets?
There is actually a case to be made for the starbursts, specifically, among all the things that rotate along with the camera (noteably all manner of cloud-type particle sprites, which really shouldn't do it), being one of those which are in fact correct to behave in that manner.

Why? -Because it is not a property of the star, like the star's also (incorrectly) rotating mass ejections are, but a lens flare effect.

The more pertinent question might why there is a lens flare at all - I am a human, not a camera; Although one could probably attribute it to micro-scratches in one's helmet visor. :7

Turn off lens flares, and the questionable rotating starburst goes away, revealing something that looks like a shorter radius version of it, for the star's corona, and that thankfully does not clamp z-axis alignment to the game camera. (You may also notice that whenever the disc of the star becomes occluded, e.g. by any struts in your canopy, the lens flare flicks out.)

I’ll have a look for the ice shader - it’s an awesome effect in SkyrimVR with ice cliffs and frozen caves, and I’d love for it to be in Elite too. Job for the next play session 😁

Edit: I’ve been for a gander at some ice boulders and it looks to me like a combo of the ice reflecting “bounced back” light from the planet surface and a stereo mismatch of the ice particle twinkle effect.
The clear ice in SkyrimVR caves is absolutely beatiful; The depth- and refraction effects their shader gives them look very convincing, even in stereo - especially when actually moving around in one's playspace, which gives a sense of room, and of motion contiguity, that "driven" game camera movement kind of destroys.

Your hypotheses about what I perceived as a possible parallax shader for the Odyssey ice boulders could very well be correct; The effect I am telling myself I'm seeing is extremely diffuse and otherwise indistinct; Although I kind of question the notion of bounce light (EDIT: did I mention I'm a fiend for raytracing? ;P) - I have an exceedingly hard time imagining there being any global illumination, or light probes in our procedurally generated environments, and I play with ambient occlusion off - the shader doesn't work properly in VR anyway (probably because of the asymmetrical camera frusta you get with most VR headsets), making the AO effect look different in each eye. This leaves incidental light sources spawned to simulate ambient light, and the dynamic environment map, but the former should not produce any shapes that "looks like they float within an object", and reflections added to a surface using the latter, should move (kind of) opposite to the way these shapes do, racing across the surface instead of seeming anchored inside.

(Kind of curious, by the way, exactly what sort of trick they use for holographic billboards being reflected in floors and windows... It is not likely the envmap, because they appear plausible geometrically and are not jaggy; and it is probably not a screen-space effect, because they do not actually show the picture that is on the billboard - just a solid rectangle of it's mean colour. -I guess it may be a hand-placed shader+rectangle-object/precedural_geometry component, that comes together with the billboard prefab (just like associated light sources that tints anything nearby with ostensibly the billboard light radiation probably does (not to be confused with the projection lights we see from some other elements in locations), but they could of course all be separate components, which all and each need to be added by hand every time), and "just" effects an additive operation of the rectangle shape on surfaces it is applied to... (EDIT2: You could probably do it by just having the rectangle as a regular object, drawn additively, with just draw-order, or some sort of filtering, deciding what it gets to draw over (EDIT3: ...but then they should definitely have been able to have the actual picture being "reflected" - no screen space limitations)))
 
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Your hypotheses about what I perceived as a possible parallax shader for the Odyssey ice boulders could very well be correct; The effect I am telling myself I'm seeing is extremely diffuse and otherwise indistinct; Although I kind of question the notion of bounce light (EDIT: did I mention I'm a fiend for raytracing? ;P) - I have an exceedingly hard time imagining there being any global illumination, or light probes in our procedurally generated environments, and I play with ambient occlusion off - the shader doesn't work properly in VR anyway (probably because of the asymmetrical camera frusta you get with most VR headsets), making the AO effect look different in each eye
My apologies jojon - when I started the game up this morning, I was still on the ice planet I visited yesterday but the local star was lower on the horizon…and guess what? 😁
Source: https://m.youtube.com/watch?v=4v7pVXdHmM4

Your eyes are good, you can definitely see nicely icy boulders with stereoscopic depth very much like SkyrimVR’s shader effect. There was virtually no twinkling on the shadowed part of the boulder this time, so it looks like the lighting has to be just right to be able to see the depth. Nice find jojon 👍

Regarding “bounced back” lighting - I think (again) you’re correct and it’s actually the light from the Milky Way which seems to provide a low level of illumination to objects in shadow.

Also, the rotating star shafts - another thing I’ve noticed with them is the long, horizontal beam of light can be moved up and down with headset movement, displacing it from its light source.
 
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...so it looks like the lighting has to be just right to be able to see the depth...
Watching it backlit, from the side that is in shadow, seems to be the trick. The question is whether is "should" be quite that subtle - as soon as there is light on the objects, they don't look like ice at all - more like chalk.

I like the little happy jump. :D

and it’s actually the light from the Milky Way which seems to provide a low level of illumination to objects in shadow.
The skybox reflections can be especially visible at nighttime, on the new material on crashed Thargoid interceptors, which used to have a matte texture, that blended in the same rather pretty irridescent insect wing pattern effect when close up, in Horizons, as the hive ship wrecks, but have in Odyssey been given this extremely contrast-y, reflective "slimy" shader, that can make them look like a softly rounded pile of wet snot, or like chrome, depending on lighting conditions, and which does not "satisfy" at all for me, due in part to the limited resolution of the normal maps, when seen up close, and the insane amount of specular aliasing when a little farther away, where the resolution is sufficient - it's becomes like an old Mac screen - all monochromatic black and white ('worked beautifully in.Obra Dinn, though). :p

Also, the rotating star shafts - another thing I’ve noticed with them is the long, horizontal beam of light can be moved up and down with headset movement, displacing it from its light source.
The anamorphic lens flare in witchspace? (Not sure -- lens flares is one of those effects /me prefer to turn off, along with film grain, and other "cinematic" guff) Who knows - maybe that flare it is drawn significantly closer to the camera than the star, kind of like you might have expected from simulated arrays of aperture flares racking themselves up in a marching line from the light source toward you (mimicking the flare of the aperture opening in each of the many stacked pieces of glass in an expensive camera lens)... :7
 
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The only VR mention I could see in Update 8’s patch notes was for VR FSS orbit lines not being fixed and still under investigation - as I suspected, the Top 20 list grid was a bit too optimistic with its planned fix column 😅

Please keep an eye out for undocumented fixes or new bugs, and I’ll update our list as needed 👍
 
A possible new issue that I need to investigate further before submitting a report - on an atmospheric world, local star low on the horizon, the sky coloured red; the colour banding of the sky looked to have a stereoscopic issue, like it was so close I could reach out and touch it.

It’s as if the sky is now being rendered in a layer much closer than it should be. Is this due to stuff mentioned in the Optimisation section of the patch notes? (Bit too technical jargon for me, I’m afraid)

I’ll have to visit more atmospheric planets, but if any fellow VR players can have a look it’d be appreciated 👍
 
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