I guess I need to preface this with the acknowledgement I haven't tried ED with either the Vive or Rift. That being said I have used a DK2, and home brew solutions using my Homido HMD, Trinus VR and Moonlight apps, and the ED Tracker Pro for 3 axis head tracking moment. I tried this set-up with both my Nexus 5 (10ms latency, 1080p throughout the pipe Game > Streaming > Display on phone) and also my Galaxy S7 (14ms latency, 1440p screen with resolution of 1440p game > 4k streaming > 1440p phone and also 1080p game > 1080p streaming > 1440p phone)
Obviously the 1440p/4k setup isn't ideal but it gives you a flavour of image quality over 1080p.
I will say that my PC is wired to my router (Virgin Hub 3.0) and that my router is located approximately 1.5m away from my phone during use - so it can pull bandwidth in excess of 80Mbps (streaming for 4k @ 60fps is suggested to use 60Mbps in the moonlight app for reference). So there's no bandwidth or latency issues in terms of ability to physically transmit the data through the set-up.
From my experience what I can say is that both phones provided much less screen door effect than the DK2. I was pleasantly surprised by both with regards to this.
I'd be interested to try a Rift, but not £400 interested, as I believe the experience will still not live up to my expectations, as I feel there's still inherent problems that need addressing:
Resolution (and SDE):
Obviously this is the big one for most. Yes, the game is playable at 1920x1200 (vive and rift) or 1920x1080 (most common for home brew HMD). But for me it isn't really there yet. It doesn't even meet what I would consider my minimum standards for clarity. Yes the feeling of scale you get from VR is superb, immersion has definitely been achieved. Clarity of vision? Not so much. This impacts on my second point:
Field of view:
Due to the reduced effective resolution when using VR it seems the designers have had to reduce the FOV when playing. This is needed to make text legible when looking around the cockpit. This is a massive issue for me as what is immediately presented to me on a desktop monitor now requires physically turning my head to bring that information into focus (and subsequently removing all other elements of the UI from my field of view). It feels like tunnel vision and contray to the benefits VR gives to physical spacial awareness in the game (which is great) this reduced FOV massively swings the pendulum in the opposite direction in terms of benefit to the player. This is my current major issue with VR in ED, and it's not a VR issue per-say but rather how it's been implemented in the game.
Set-up complexity:
Admittedly this is compounded by the home brew VR set-up I use, but even with IP addresses and in-app settings configured, gamestream set-up and paired there's a bunch of steps to get the game working in VR:
Load Trinus VR mobile app and desktop app
Switch in-game resolution and quality settings, set side-by-side mode (Dr Kaii saves the game with desktop app)
Switch mouse look settings / free head movement settings (I use mouse and keyboard)
Drop Re-shade config games into game folder
Plug in ED Tracker Pro, calibrate, and fix to HMD (blu tak
)
Insert phone in HMD (turn on Do Not Disturb, make sure you don't touch ANY buttons)
Plug headphone into phone
Make sure no drinks are within knocking over distance)
Place ensemble of HMD/Phone/ED Tracker Pro/Headphones onto head (remove glasses first)
Load game
Putting aside other issues like chromatic abberation with with lenses, consistent FPS, colour banding, god rays, jaggies, poor controls for galaxy map and other various menu control issues. I feel these 3 main issues are the reason I don't play Elite in VR at present.
I want to play in VR, but it's just not reaching my expectations as things stand. I know there will be a lot of people in this forum who disagree with me, some of which need to justify the £1000 they've dropped on a VR set-up and appropriately powered GPU to feed it properly, but I feel for new-comers to VR in ED they need to be made aware of the limitations, and take all the "OMG ITS AWESOME!!!11" threads with a pinch of salt.
VR still has a way to go, IMO. For those interested, here's the comparison between 1080p and 1440p video quality in the set-ups I described above. Bear in mind this is a 256 colour GIF, processed from a jpg. However I have the originals from the screen capture direct from the video feed sent to my phone and can attest the images are very accurate to the original quality and offer a degree of confidence this is what you can expect in the jump from 1080p to 1440p:
https://media.giphy.com/media/26zyXvyLr4lmGevQY/source.gif
Obviously the 1440p/4k setup isn't ideal but it gives you a flavour of image quality over 1080p.
I will say that my PC is wired to my router (Virgin Hub 3.0) and that my router is located approximately 1.5m away from my phone during use - so it can pull bandwidth in excess of 80Mbps (streaming for 4k @ 60fps is suggested to use 60Mbps in the moonlight app for reference). So there's no bandwidth or latency issues in terms of ability to physically transmit the data through the set-up.
From my experience what I can say is that both phones provided much less screen door effect than the DK2. I was pleasantly surprised by both with regards to this.
I'd be interested to try a Rift, but not £400 interested, as I believe the experience will still not live up to my expectations, as I feel there's still inherent problems that need addressing:
Resolution (and SDE):
Obviously this is the big one for most. Yes, the game is playable at 1920x1200 (vive and rift) or 1920x1080 (most common for home brew HMD). But for me it isn't really there yet. It doesn't even meet what I would consider my minimum standards for clarity. Yes the feeling of scale you get from VR is superb, immersion has definitely been achieved. Clarity of vision? Not so much. This impacts on my second point:
Field of view:
Due to the reduced effective resolution when using VR it seems the designers have had to reduce the FOV when playing. This is needed to make text legible when looking around the cockpit. This is a massive issue for me as what is immediately presented to me on a desktop monitor now requires physically turning my head to bring that information into focus (and subsequently removing all other elements of the UI from my field of view). It feels like tunnel vision and contray to the benefits VR gives to physical spacial awareness in the game (which is great) this reduced FOV massively swings the pendulum in the opposite direction in terms of benefit to the player. This is my current major issue with VR in ED, and it's not a VR issue per-say but rather how it's been implemented in the game.
Set-up complexity:
Admittedly this is compounded by the home brew VR set-up I use, but even with IP addresses and in-app settings configured, gamestream set-up and paired there's a bunch of steps to get the game working in VR:
Load Trinus VR mobile app and desktop app
Switch in-game resolution and quality settings, set side-by-side mode (Dr Kaii saves the game with desktop app)
Switch mouse look settings / free head movement settings (I use mouse and keyboard)
Drop Re-shade config games into game folder
Plug in ED Tracker Pro, calibrate, and fix to HMD (blu tak
Insert phone in HMD (turn on Do Not Disturb, make sure you don't touch ANY buttons)
Plug headphone into phone
Make sure no drinks are within knocking over distance)
Place ensemble of HMD/Phone/ED Tracker Pro/Headphones onto head (remove glasses first)
Load game
Putting aside other issues like chromatic abberation with with lenses, consistent FPS, colour banding, god rays, jaggies, poor controls for galaxy map and other various menu control issues. I feel these 3 main issues are the reason I don't play Elite in VR at present.
I want to play in VR, but it's just not reaching my expectations as things stand. I know there will be a lot of people in this forum who disagree with me, some of which need to justify the £1000 they've dropped on a VR set-up and appropriately powered GPU to feed it properly, but I feel for new-comers to VR in ED they need to be made aware of the limitations, and take all the "OMG ITS AWESOME!!!11" threads with a pinch of salt.
VR still has a way to go, IMO. For those interested, here's the comparison between 1080p and 1440p video quality in the set-ups I described above. Bear in mind this is a 256 colour GIF, processed from a jpg. However I have the originals from the screen capture direct from the video feed sent to my phone and can attest the images are very accurate to the original quality and offer a degree of confidence this is what you can expect in the jump from 1080p to 1440p:
https://media.giphy.com/media/26zyXvyLr4lmGevQY/source.gif
Last edited: