Allow the VR '2D screen' to be disabled?

We'll likely see Fortnite-esque skins in Odyssey for avatars before they... Oh wait, that's already happening.

Maybe a hyped "alien invasion" narrative of some sort...

Guess we know where all the development attention is focused.
 
Ohh , its sad that we are on 2023 and still ED has no love for walking VR experience.Lets recognize that VR on ED on our ship and VRS is a fantastic go that every ED player should try.. but...

Walking arround planets and stations, its a real joy for the explorers that we rely on ED for losing ourselves in the galaxy.

This is a Great sim if not the best for this , not so complex fix for going for full 1rst person walking guy VR sim if ED decides to go, also there is so much talent out there that could help if ED will let them so.



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I think that it would be so much easier and efficient to fix this than all the Thargoid implementation that is happening, the war its great yeah, but its temporary and only an aspect of the game, not everyone its fighting thargoids but everyone have to walk on planet surfaces, stations at many moments for missions or roaming being a warrior or a trader, explorer etc..

They could throw some kind of optional experimental VR preset , nothing sirius, but that would be a great present for all of us VR lovers, we have been waiting some years.

Lets see if FD could give us some surprise to all of us (not asking for the full Quest 3 headset only for a fix) , vr users are growing in numbers nad will go up soon,and ED could attract more players to this magnificient sim.
 
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Inspired by this Reddit post about getting pseudo-VR working in X4, I thought I’d see if I could achieve something similar for Odyssey.

TLDR: I’ve got the wrong combo of hardware/software for it to work, but I still got a glimpse of how it could be.

A problem - the author of Virtual Desktop states the SteamVR version isn’t compatible with Quest headsets and Q2 owners should purchase the Meta store version. After getting the Q2-native version running and linked via Wi-Fi to my PC it turns out OpenTrack cannot see the HMD - selecting an Oculus input gives an error (because the headset isn’t Linked or Airlinked to the PC) and selecting a SteamVR input ends with me locked into the SteamVR grid/void environment without any input control.

On the off-chance, I bought the SteamVR version and it seemed to work - but without any sound 😅 Still, I could get OpenTrack to take inputs from the headset. Starting up (silent) flatscreen Odyssey, the game went into headtracking mode and followed my gaze fairly accurately after tweaking a few OpenTrack settings. Bringing in VirtualDesktop headlock mode meant that the virtual flatscreen followed my head motion so I could look around pretty naturally - but not smoothly. The game was reporting a steady 90fps, as was VD - but it felt like playing Star Wars Squadrons just after release when the game was locked to 60fps in VR. Possibly some setting I’ve missed.

Still, apart from having black borders in my peripheral vision it wasn’t too bad.

I didn’t get around to putting ReShade and the SuperDepthVR shader in because I was approaching the 2 hour refund window and I’d decided that my headset wasn’t going to play nicely with the required software for everything to work.

I thought it was worth a shot though - I have serious doubts as to whether VR is going to get any work in future Updates, and it’s a bit frustrating seeing modders for flatscreen games putting out better VR work than FDev have done in years 😕

Oh well, a VR drive around Night City in Cyberpunk 2077 with some synth wave choons on the radio will no doubt cheer me up 😁
 
Oh well, a VR drive around Night City in Cyberpunk 2077 with some synth wave choons on the radio will no doubt cheer me up 😁
That's where I've got my sci-fi itch scratched- VR with the Luke Ross mod is really good, and just taking in the view of all the buildings in 3D as I drive passed is a sight to behold!

EDO legs could have been like that at a minimum, if FD had given a flip.
 
I'm definitely going to have to try the Luke Ross mod for CP2077!
Be aware - strong hardware* and strong VR legs required!

There are hardly any concessions to VR comfort (there are two mod settings to keep the camera level during forced movements) and some graphical issues (there’s a “halo” shimmer around NPCs and objects, though this can be reduced with high settings if you have a powerful computer) but even so it’s probably one of my top VR experiences - and it’s probably the closest I’ll ever get to playing my dream Judge Dredd/MegaCity1 game.

Playing in “mono” mode was quite surprising - stereo vision is lost but because there is still 6DoF it still felt a bit 3D to me. As a bonus, performance was a lot better and the halos disappeared.

In the past I used to drive my SRV around Elite’s massive surface ring bases and imagine what it would be like with other ground traffic and NPCs wandering about - having those in CP2077 immediately gives a sense of scale to all the massive structures around you. Skyscrapers are genuine neck-craning whoaaa moments 😁

*though the new AER2 mod has eased this a bit with a sort of frame interpolation method
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I made another attempt at Odyssey: using ALVR to bypass the Oculus runtime and essentially make my PC think the Quest 2 was a native SteamVR headset. I was successful in getting OpenTrack to see the HMD but after tweaking ALVR options so my view was not a fuzzy blur, I was seeing occasional hitches which I don’t get when using AirLink. If I can get ALVR to use the headset cable instead of Wi-Fi then I’ll give Odyssey another go.

Edit: looks like Wi-Fi isn’t the issue and using a cable wouldn’t help - I’ll keep an eye on ALVR though as the roadmap has “improve latency on the Oculus Quest” as the first bullet point.
 
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Be aware - strong hardware* and strong VR legs required!

There are hardly any concessions to VR comfort (there are two mod settings to keep the camera level during forced movements) and some graphical issues (there’s a “halo” shimmer around NPCs and objects, though this can be reduced with high settings if you have a powerful computer) but even so it’s probably one of my top VR experiences - and it’s probably the closest I’ll ever get to playing my dream Judge Dredd/MegaCity1 game.

Playing in “mono” mode was quite surprising - stereo vision is lost but because there is still 6DoF it still felt a bit 3D to me. As a bonus, performance was a lot better and the halos disappeared.

In the past I used to drive my SRV around Elite’s massive surface ring bases and imagine what it would be like with other ground traffic and NPCs wandering about - having those in CP2077 immediately gives a sense of scale to all the massive structures around you. Skyscrapers are genuine neck-craning whoaaa moments 😁

*though the new AER2 mod has eased this a bit with a sort of frame interpolation method
———
I made another attempt at Odyssey: using ALVR to bypass the Oculus runtime and essentially make my PC think the Quest 2 was a native SteamVR headset. I was successful in getting OpenTrack to see the HMD but after tweaking ALVR options so my view was not a fuzzy blur, I was seeing occasional hitches which I don’t get when using AirLink. If I can get ALVR to use the headset cable instead of Wi-Fi then I’ll give Odyssey another go.

Edit: looks like Wi-Fi isn’t the issue and using a cable wouldn’t help - I’ll keep an eye on ALVR though as the roadmap has “improve latency on the Oculus Quest” as the first bullet point.
Thanks for the info! Looking forward to checking this out!
 
After the announcements of the new features for 2024 last week, I would like to revisit this topic. Unfortunately, 3d Stereo in VR will not be included again this year. A kind of "opt in" could be created where you have to explicitly switch on the 3D stereo effect on foot. SRV proves that this is possible. I think the code changes required for this are minimal. It's a pity, because we VR fans have been waiting a long time.
 
I'd never say no to some scrappy, hacky access ;)

I suspect VR maintenance (and the bonus of cosmetic 3rd person) are all we're gonna see in this phase of ED though.

(Just a shame Cobra isn't more broadly known so more modders could have a play ;))
 
It's a shame that with UEVR out there, it's not obvious how a basic "VR mode" couldn't be tolerated. I know the HUD might need some work, but I've had some luck with non-VR Unreal games have it just float about. It's not the answer, but I'd certainly stomach it.
 
I play this game exclusively in VR, and while im glad that they at least gave as a way of accessing the space legs content in some way, I really wish that we had an experimental feature allowing us to enable VR to space legs. Something like the SRV turret. Elite is still one of the very best VR experiences available, and frequently makes the top lists of VR games for people to try. Its such a shame that VR implementation has taken such a back seat.
 
I'm evaluating to buy Python MKII pre-built only as a contribution for the potential On Foot VR development. I also would pay for the VR DLC Option.
 
Are there any VR shooters that you play with mouse and keyboard? I’m going to Google it. I always assumed there was but now I’m wondering how the aim mechanics would work… like if you look around does the point of aim stay in the same place relative to your view until you use the mouse? Or does it stay facing forward until you turn your body?
 
I would pay also but I assume Fdev isn't capable to implement it.

Everyone says that. I personally don't think it's true.
The fellow that runs another space simulator said it'd be simply a click of a button to implement VR in their game. That guy was talking crap, like always. But with Elite, it'll literally be a click of a button. The VR is ready to go. It's just a matter of when FDev wants a little boost, and they'll show it as some new big thing. For example, do you think they didn't know how to do the SCO drive enhancement and just figured it out? They could have implemented it anytime, and just chose now. I have no idea why they hold back on things, but it certainly is metered out.
And yeah, I dont officially know that. What I mean is, I've played Minecraft VR, where you have the option to play using the 2d panel or go in. Im 99.999% sure Elite Dangerous : Odessey can handle doing that and that's all you need. I think how it is, where you can fly in 3d VR and then when you hop out, switch to 2d seemlessly, then switch back to 3d VR when back on the ship, takes more work to do achieve than just keeping it all 3d VR.
I'd pay for that too, so would tonnes of people, but this isn't a money thing. It's a time-is-right thing.
 
Are there any VR shooters that you play with mouse and keyboard? I’m going to Google it. I always assumed there was but now I’m wondering how the aim mechanics would work… like if you look around does the point of aim stay in the same place relative to your view until you use the mouse? Or does it stay facing forward until you turn your body?
What you need to look at is PSVR1 games and mods for non-VR PC games such as the ones by Luke Ross - these are frequently referred to as “head-gun” style games where aiming is controlled by the player’s head position.

Player controls are standard except vertical movement which is only from the headset. In Cyberpunk 2077 for example, I run/drive around with my Xbox pad the same as the flatscreen game except I can look around freely in VR - when I draw a weapon and aim down sights, the arms & gun are held out straight, locked to my view and I aim with my head. If hip-firing, moving my head causes the arms & gun (at the bottom of my view) to rotate to follow where I’m looking. I didn’t think I’d like it at first because there were no motion tracked controllers but after more than 100 hours playing the mod I’d have to say it’s one of the most immersive VR experiences I’ve had.
 
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