First Impressions of ED in VR

Things I like:
  • Headlook – Probably my favorite feature of VR is being able to look around! I’ve been missing the gyroscopic headlook available on PS4, but true headlook (you see where head is pointing) is extremely immersive. I told my wife that VR will be much better for my neck since I’ll be moving my head around. It’s true!
  • Eyelook – Similar to headlook, but different, is the ability to look around with my eyes and see things hidden on a 2D monitor thanks to different FOVs. The best example I can think of is my Vulture, where I can now look down and see the landing pad through that small section of downward-facing glass. I don’t even need to move my head!
  • Space Legs – The ability to walk around my bridge / cockpit is a really big deal for me. I like to go sightseeing, and this allows me to walk up to the window and see the universe from different perspectives. It also makes me feel like I’m flying spaceships rather than being a spaceship. While I don’t plan on getting out of my chair at every space port, it’s nice to know I have this option when I visit someplace that is visually stunning.
  • Sense of Scale – This is lower down on my list because I’ve worked hard to get a sense of scale during my 2D gameplay, so it’s not as “holy cow!” for me as it is for others, but still, it’s cool! The sense of scale comes from both the size / fov of the view and the stereoscopic image that gives us depth perception.
  • Small Ships – I’ve been “renting” ships that I currently don’t own in order to experience all these cockpits in immersive VR, and I’m finding a new love for ships like the humble Eagle. The cockpit of the Eagle is just perfect in VR, and I love being able to look behind me and see my wings! Unfortunately this has diminished other ships for me, like the Vulture which now feels to have a ridiculously big dome of glass for the canopy… All this said, I do enjoy the cockpit of the Type-7, which just feels right for the type of ship that it is (though whoever thought to put those displays down under the floor is daft).
  • System Map – That’s a cool effect!
  • The Glass – What I hated in 2D (dirty glass) I actually love in VR, because now it actually looks like proper canopy glass!

Things I don’t like:
  • HUD – I’m not talking about the interior holographic displays, but rather the stuff that floats outside of my ship, things like target markers and the awful planetary landing system. It just looks wrong, especially when the artificial horizon clips parts of the actual ship, making it look to be both inside (because I see it on top of framing or a nearby rock) and outside due to the stereoscopic depth. In 2D, I always imagined these things projected on the cockpit glass, which would make much more sense and not look so terrible. This “outside the cockpit” HUD is the Elephant Butt Leather of VR, LOL. Now the stuff inside the cockpit, that stuff is awesome.
  • Lack of Tessellation – Now I see why people have been making a big deal about this! What looks like great ground cover on a 2D display looks like wallpaper on the ground in 3D. Of course I’m talking about the small rocks and cracks on the surface of planets. To be fair to Frontier, most of the games I’ve played in VR have this “wallpaper” effect, but tessellation would go a long way to making planet surfaces more realistic in VR.
  • Silly-sized Cockpits – The aforementioned Vulture is the best example I have at the moment, as I’ve only tried a handful of ships. Again, the Type-7 actually feels appropriate for an insane-sized cockpit, but not a combat fighter like the Vulture. VR really shows these silly designs for what they are, silly :p
  • Station Jitter – The “everything is vibrating” problem with rotating stations and asteroid bases is amplified in VR. I believe this has to do with floating point precision applied to circular motion inside these stations, but whatever the reason, it really does detract from sightseeing at stations. I much prefer non-rotating orbital platforms and planetary bases which don’t vibrate like the phasing Flash.
  • Planet / Star Scale – I was actually disappointed that planets and stars don’t feel bigger in VR. Sure, they feel big, but not as big as I was expecting. I’m talking about non-landable planets as seen from orbit. Now perhaps planets feel “small” IRL as seen from space by astronauts, I wouldn’t know. I was just expecting more based on comments I’ve read on this forum.
  • Faked Things – The best example I have is the "light cones" down on planetary bases, where a cone of light projects from the "street lamps". Come to find out, these are not cones at all, but 2D sprites that rotate to always face us. There shouldn't be a cone of light in a vacuum anyway, but that's a different story. The flat sprite effect is seen on stars, smoke, etc. However I will give Frontier credit in doing "tricky things" to improve performance, but as I said, stuff like light cones aren't needed to begin with.
  • The Bugs – ED in VR feels like a very different game, so it’s weird when the same bugs pop up that I’ve experienced over the years in 2D. 🤷
  • VR-specific Things (not Frontier’s fault) - There is no easy “get up and walk around IRL during supercruise” in VR like I have when playing on a monitor. I also don’t like all this glaring / haloing / whatever you call it that I see in my VR lenses. It sometimes feels my glasses are smudged when they aren’t! Another issue is the lower resolution and reduced quality settings to achieve VR framerates. It's not as bad as I expected (my cockpit looks great), but when ships in the distance look like smudges, I miss the clarity of my 2D monitor.

In summary, ED in VR is pretty awesome. There’s a lot I haven’t done yet, like all the “normal” stuff, because I’ve been mostly sightseeing and “renting” ships to try out in VR. I definitely think VR is my new preferred way to explore the Bubble, as it really shows off Frontier’s handmade assets in a way that goes far beyond 2D. As for doing more “mundane” things like BGS missions and deep-space exploration, I might be just as prone to do these in 2D. I’m just not sure yet. I’m still very new to VR, and I’m experimenting not only in this game but others as well. I’ll have to revisit this thread in a few months and update it with more long-term conclusions.
 
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If your laptop has the 'grunt' to Supersample up to 1.2 or 1.5 detail will be better, but at a performance cost.
Stations are very 'busy' (graphically, there is a lot going on!) no good suggestion to make them better.
Try a T10 (Space Cathedral) some time :)

Have a ball, do some SRV'ing too, particularly fine on Guardian/Thargoid Sites in VR :) ( I know you have done a little - but atmosphere is so good on those sites)

Happy all is working for you!
 
Been in a nice dusty asteroid ring yet?

Imperial Courier has a nice cockpit for VR and as Ratkatcher says, the T10 as well, to the point where I actually quite enjoy flying one which is something I hated on flatscreen.

SRV use, it's one of the few things in VR that can still make me want to puke, there are settings in the graphics options to lock the horizon and such which will help.

Star scale has been a bugbear of mine since forever, they all look identical as there is little to no scaling of the flares and such which is something I sincerely hope is adjusted in the big 2020 update.
 
Star scale has been a bugbear of mine since forever, they all look identical as there is little to no scaling of the flares and such which is something I sincerely hope is adjusted in the big 2020 update.

Not a chance :( Such a low priority. And I have a feeling the graphics are in some manner DOWNSCALED to work on a PC HMD - when compared to other games, especially on screens like the Quest I recently got which look much crisper, ED looks about the same... which concerns me, and suggests to me the resolution of the HMD doesn't seem to matter much.
 
Rent a Type 10, fit it with a docking computer and stand as far back, or to one side, from your Cmdr as you can as you come in to dock. Sheer joy every time.

I have to agree regarding the Vulture in VR, it’s a bit of a disappointment after using it so much in my 2D days. However, like you I’ve found the Eagle to be a revelation in VR whilst ignoring it as looking a bit dull in 2D.

There’s plenty of slightly ‘off’ aspects to Elite in VR but the full ability to be present in your cockpit is all it takes for me to use it almost all the time - DW2 was an exception for the majority of the expedition, too much time in the VR FSS and Galaxy map was enough to make me unplug my HMD until I found something I wanted to look at or visit whilst ‘in the game.’

I hope you continue to find more positives than negatives.
 
Everyone keeps saying Type 10 is great. How is it different than the Type 9? I'm talking about the cockpit / bridge / canopy, of course.
 
The aforementioned Vulture is the best example I have at the moment, as I’ve only tried a handful of ships. Again, the Type-7 actually feels appropriate for an insane-sized cockpit, but not a combat fighter like the Vulture. VR really shows these silly designs for what they are, silly :p

I always wanted to live in a two story geodesic greenhouse and with Vulture, at least my CMDR can.

light cones

You can turn these off!
 
the type 10 and 9 both use the same cockpit, but the 10 has (in my opinion) better looking reverse thrusters on the front. the real reason to see the type 10 over the 9 would be to load it for turreted combat and watch that battle station work. being surrounded by guns in vr is great. also have you tried the SLFs?
 
the type 10 and 9 both use the same cockpit, but the 10 has (in my opinion) better looking reverse thrusters on the front. the real reason to see the type 10 over the 9 would be to load it for turreted combat and watch that battle station work.
I ask because I own a Type 9, but not a Type 10. As I believe I mentioned somewhere, I'm still "poor", so I can't just buy the big ships willy-nilly to try them all out.

I will likely be doing the Sothis run in my Type 9 this weekend to work on my Federal rank, so I'll get to experience this view in VR for first time :D
 
Assuming you are using medium or higher FX quality, putting this in your GraphicsConfigurationOverride.xml should do the trick:

XML:
  <LightCones>
    <High>
      <Enabled>false</Enabled>
    </High>
  </LightCones>
That's awesome. Even in 2D, I never understood light cones, especially "thick" ones in ED. The only time I see these IRL is on a humid night, so they definitely should not exist in the vacuum of space.
 
That's awesome. Even in 2D, I never understood light cones, especially "thick" ones in ED. The only time I see these IRL is on a humid night, so they definitely should not exist in the vacuum of space.

Yeah, about the only places they make sense in ED are inside dirty starports and on planets with a particulate haze from volcanism. Would be nice if they could be enabled/disabled selectively.

They do give away SRVs at huge distances though, and I assume everyone else is using them, so I leave them on.
 
I don't use plasma, so that doesn't bother me.

It's more of an issue when it's being used on you...harder to dodge when you can't see it.

What do I put in my override?

 
  • Station Jitter – The “everything is vibrating” problem with rotating stations and asteroid bases is amplified in VR. I believe this has to do with floating point precision applied to circular motion inside these stations, but whatever the reason, it really does detract from sightseeing at stations. I much prefer non-rotating orbital platforms and planetary bases which don’t vibrate like the phasing Flash.

never noticed this. Are you sure it is not a performance problem?
 
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