A VR Kickstarter? (Hypothetical)

1 1/2 years ago I got a Vive after hearing that Bethesda was bringing Skyrim to VR. Waiting for SkyrimVR to get released I found Elite Dangerous VR and OMG I fell in love with VR and Elite Dangerous but my Computer would barely run the Vive so I badly needed to upgrade.

Let’s put getting Elite Dangerous VR to run in prospective with the cost of the game about 45.00.

Getting a VR capable system

Computer with i7-8700k ~ 1300.00
GTX-1080 ~ 680.00
Vive ~ 650.00
Vive Pro = 800.00
Hotas ~ 180.00

I now have 2000 hours in ED-VR and don’t care about SkyrimVR at all.

I fell Fdev is losing interest in supporting VR in Elite Dangerous, expressly after 3.3 update.
I would for sure support anything that would give Fdev incentive to improve game VR performance and features.

A VR premium would be a cheap investment compared to the above system cost, expressly if it saves me from upgrading to a 2080ti lol

This is exactly my point. I went for the 2080ti and it’s still not enough! Anything we gave Frontier would be a drop in the ocean compared to that! I fear however there are not enough people currently to make VR optimisations a priority :(
 
This is exactly my point. I went for the 2080ti and it’s still not enough! Anything we gave Frontier would be a drop in the ocean compared to that! I fear however there are not enough people currently to make VR optimisations a priority :(

Wow you got a 2080ti and still not enough.
Please tell me about it.
I am thinking about 2080ti
 
Wow you got a 2080ti and still not enough.
Please tell me about it.
I am thinking about 2080ti

I can run the Vive Pro at 100% render scale in SteamVR with my 2080Ti and get a solid 90 FPS everywhere in Elite.

It's definitely worth it if you value smooth performance from a high resolution HMD without any reprojection voodoo.

But it has its limits, the current ultra high resolution headsets from Pimax need to be downsampled heavily to make frametime. That is why foveated rendering is going to be the game changer, not GPU power.
 
I can run the Vive Pro at 100% render scale in SteamVR with my 2080Ti and get a solid 90 FPS everywhere in Elite.

It's definitely worth it if you value smooth performance from a high resolution HMD without any reprojection voodoo.

But it has its limits, the current ultra high resolution headsets from Pimax need to be downsampled heavily to make frametime. That is why foveated rendering is going to be the game changer, not GPU power.

Very true, but I still believe there is so much Frontier could do on the software side to clean up the code and give us a bump from the backend!
 
Through out my gamming life 20+years I have gotten a new game played for a hand full of hours and moved on to the next new hot game, usually under 40 hours.
Skyrim was the exception of about 500 hrs. because it has a lot of similarities to ED beaning in a huge open world.

Frontier has to understand that when you add VR it brings it into a different level, you are not just playing a game but you are in the game and part of the universe.
Having put over 2000 hours in ED I have long ago done everything, but I keep coming back because of the VR feeling of being in my ship, inside the game.
In the last two years since getting ED I have not turned on my PS4 once, have not purchased any flat screen games only a couple of VR games that were not very good.

After December 3.3 update my VR performance has tanked to the point that I play much less, I am having a hard time playing now knowing how good it was just before the last updated. Therefore writing this and not in VR in ED.

I would bet that the VR players as a group have a one of the highest ratios of hours per week played and amount of dollars spent in the Frontier store.
Because VR is just that good!
As a group VR users make a large financial investment in this game and would love to see more support for VR from Frontier.

I see Frontier has a huge opportunity to make Elite Dangerous the Poster Child of VR.
As Millions of new VR users will be looking for good VR games let Elite Dangerous be the Pied Piper bringing them in and showing how great VR could be.
 
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Very true, but I still believe there is so much Frontier could do on the software side to clean up the code and give us a bump from the backend!

The Cobra engine currently presents rectilinear textures to the VR compositor which then expands to 1.4x initial submitted render scale in the intermediate frame buffer. Barrel distortion is then applied to counter the pincushion effect of the typically aspheric lens solution and the texture is subsequently downsampled to the physical device resolution. The clock is ticking. This is a substantial portion of frametime budget and consequences are large if we up the size of the intermediate frame buffer with the plethora of ss multipliers available...

How much frametime budget can be saved natively ?

Well there is the possibility of native FFR pre distortion but that requires support for lens matched/multi res shaders which are only implemented on Nvidia Apis later than Pascal. This alienates a huge amount of the consumer base.

If you look at the frametime breakdown you will see that the lions share is consumed by the app getting the rasterized texture to the compositor so there is definitely an argument for application optimisation pre compositor. That however is proprietary Frontier science and not open source so we cant do anything about it.
 
Actually you can get a very nice experience in ED with Windows Mixed Reality which is a fraction of the cost of "big league" headsets like rift/vive/pimax. Guys from our Polish forum here are using WMR for ED without problems. It will be leaps and bounds better than TrackIR. As for tradeoffs... you can always go back to flat screen if that's your thing said:
Yes, I got the Samsung Odyssey+ for $300 US, and its a big jump in quality (imho) from the Oculus or Vive, less some sweetspot and tracking issues you have to nail down. I have around 200 hours in it since I bought in early December.
 
After December 3.3 update my VR performance has tanked to the point that I play much less, I am having a hard time playing now knowing how good it was just before the last updated. Therefore writing this and not in VR in ED.

I would bet that the VR players as a group have a one of the highest ratios of hours per week played and amount of dollars spent in the Frontier store.
Because VR is just that good!
As a group VR users make a large financial investment in this game and would love to see more support for VR from Frontier.

.

Agreed as I just spent the last couple of weeks trying to figure out what went wrong. I bought my Samsung Odyssey+ which was my first upgrade after still using the DK2 on an old PC that did not pass the Oculus hardware tests. After an upgrade on everything, including delaying my retirement to get a 1080TI I was in ED with VR heaven for several weeks. Then came the 3.3 update. The problem was the same day the update came I made another upgrade to memory and replaced my power supply that was acting odd. On that day I went from 90FPS in open space to 45FPS. After a quick check on the forums and not seeing an explosion of VR frustration I assumed I messed something up and went into heavy hardware troubleshooting and benchmark testing. My PC is rock solid, and my benchmarks are consistently within less than 1% of each other before and after the 3.3 update, at ALL levels (and I tested multiple times on all the biggies of the benchmark world).
It wasn't me - it wasn't my settings since I had never changed ANYTHING when I initially installed the Samsung, since everything worked so well (but I had previously taken a screen shot of the defaults and ensured they hadn't changed).

Now I have gone round and round with the Graphics settings in ED, no change. Installed DrKaii front end ultra hack, and no change when I play with some of the VR default (preset configs that my hardware should perform at). So unless I turn things down, I sit at less FPS then I did previously since 3.3.

ED with VR is the best game in town, so they still have me 100% :), but I feel I should not have to jump through hoops constantly to get the performance its clearly capable of.
 
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Agreed as I just spent the last couple of weeks trying to figure out what went wrong. I bought my Samsung Odyssey+ which was my first upgrade after still using the DK2 on an old PC that did not pass the Oculus hardware tests. After an upgrade on everything, including delaying my retirement to get a 1080TI I was in heaven for several weeks. Then came the 3.3 update. The problem was the same day the update came I made another upgrade to memory and replaced my power supply that was acting odd. On that day I went from 90FPS in open space to 45FPS. After a quick check on the forums and not seeing an explosion of VR frustration I assumed I messed something up and went into heavy hardware troubleshooting and benchmark testing. My PC is rock solid, and my benchmarks are consistently within less than 1% of each other before and after the 3.3 update, at ALL levels (and I tested multiple times on all the biggies of the benchmark world).
It wasn't me - it wasn't my settings since I had never changed ANYTHING when I initially installed the Samsung, since everything worked so well (but I had previously taken a screen shot of the defaults and ensured they hadn't changed).

Now I have gone round and round with the Graphics settings in ED, no change. Installed DrKaii front end ultra hack, and no change when I play with some of the VR default (preset configs that my hardware should perform at). So unless I turn things down, I sit at less FPS then I did previously since 3.3.

ED with VR is the best game in town, so they still have me 100% :), but I feel I should not have to jump through hoops constantly to get the performance its clearly capable of.

Tinkering is still part of the fun, but after four + years you would want performance to be increasing, not decreasing!
 
Tinkering is still part of the fun, but after four + years you would want performance to be increasing, not decreasing!

Yes, agreed on both. Tinkering to maximize performance, and jumping through hardware and software hoops is part of the fun, and an entire language and experience of its own among many of my friends and I. And with all due respect to my ED friends spread around the universe that are on PS4 and Xbox, I think the experience is less on a console as the builds discussions around PC hardware and peripherals feels almost like we are "building our ships". I am constantly messing around with real hardware, drivers and software and then the relationship with input (hotas, etc) and then varied VR headsets and settings to dial in "being there".

With all that said as I am pulled more and more into work, my kids deserve my time, my house ages and breaks at times - I am less thrilled with doing all of that just to break even at best, and at worst feel like I might be going backward at times.

Again, no game in town even comes close :)

o7
 
As you say, VR is considered too niche at this stage to become "mainstream". But adding further paid optimisations/accessories whatever is only going to make it more niche; the number of people able and willing to fork out on an already expensive bit of gear becomes diminishingly low.

If you want a product like this to be less niche it needs to a) become cheaper, b) become more user friendly, and c) appeal to a wider audience. Console VR is an example of a step in this direction, but honestly, VR - especially the higher end of it - is gonna take a while to become fully mainstream.

And that's okay because we're still realistically in early days.
 
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