Yep... +1 for VR PLS...
Maybe an oversimplification but it seems already possible at a basic level with game mods such as VORPX or simple first-person VR apps like Sansar and some FPS games.
I've played a ton of GTA V with a somewhat janky but impressive VR mod implementation (driving is incredible with a wheel for those that haven't tried it!) which uses mouse + keyboard / control pad for on-foot sections and works surprisingly well after a small adjustment period. If I can handle that with it's non-native stereo renderer and constant manual camera resets then I don't think I'd struggle with elite.
The GTA V (luke ross) mod
I think the worst things about the mod are out of his control: eye swap rendering (swaps which eye to draw every frame to emulate a stereo renderer) is pretty nasty on the stomach and certain actions like getting out of a vehicle can desync the camera position and need a manual recenter. Both of these, thankfully, are not a problem in a native implementation and should be freebies with elites' existing VR implementation.
I often play VR shooters sitting down because I'm lazy. Not ideal, but it works.I'm an avid VR player and get the arguments that VR motion sickness on movement etc is not always an issue - I played Alyx Half Life all the way through and that is a masterpiece of first person VR implementation - breathtaking!
HOWEVER! How the hell am I expected to fly down to a planet, pootle off in my SRV and then get up from my chair, wander to an are with enough space to duck, aim, shoot, move etc with an Oculus strapped to my head in game?? I think some of the gripes from people are unrealistically ignoring the fact that switching from a seated, immobile, flying/driving game to a fully mobile FP shooter whilst remaining immersed in VR is going to be nigh on impossible.... I can just see me waving my arms around, clattering stuff off my desk and trying to duck slamming my head into the keyboard....
However, the aspiration is awesome.... my only suggestion would be an Alyx like experience with a pause button on arrival to allow a player to get to an area that allows full movement in VR, but that will knacker up playing with friends and also spoil the immersion.
I think the devs have an unenviable task on their hands!
Some dumb questions, sorry if already postedI reckon the short story is:
But I'd kinda rather not get too deep into that stuff in this thread
- They'd want to provide a full spread of control options, using both classic and motion controller (for comfort and player choice). That's the current industry norm. (As a released product, Sansar supports both systems, for example).
- Even classic control schemes alone could constitute a notable slice of dev. (Sorting UI / limiting animation discomfort for interactions & transitions etc)
- Adding motion controller options adds a ton more dev. (With PvP a thing, they'd need to show where players are aiming with handheld weapons. As it's not a cartoony product, they'd want those hands to have arms, which mean IK rigging etc. That's just one example of how the dev work could cascade...)
- The are a lot more units to be shifted in the 2D market than the VR one. So they're not calving off a chunk of devs to tackle the above. They're going '2D first'...
For practicality's sake I'm trying to focus on a 'What can be done with the current low level of VR support?' angle. Seems the best we can pitch for at the moment ¯\(ツ)/¯
Some dumb questions, sorry if already posted
I'm going to make it my mission this year to 'corrupt' as many mouse/keyboard FPS players to at least try a FPS in VR (my son is one of them)
- For control options, are the only ones for the 'on-foot' Odyssey going to be keyboard and mouse/console or controller ?? Can't imagine using a HOTAS for FPS
- And as far as rigging arms etc, I'm assume that is partially done already for the pancake 'on-foot' characters?, it's not as if we are wearing motion trackers (yet).
- And as far as units go, the only way is up up up for VR, with millions of headsets out there
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Initial Assumptions:
- That the stereoscopic render used for ships & SRVs in EDO functions in Legs mode.
I did see that thread but I'm afraid I was always a bit perplexed by it. It appears to be assuming that on foot VR has been implemented but that it's then hidden behind a 2D screen and that if the 2D screen was somehow "disabled" that we'd then have access to on foot VR, even if it's not perfectly implemented.
I'm afraid I don't subscribe to that assumption at all. I firmly believe the "2D screen" is all there is, that there is no partially implemented full VR behind it, and that if you "disabled" the 2D screen you'd be left with a black screen.
Perhaps I've misunderstood what the OP of that thread means?
P.S. I should add that I've read very little of that thread beyond the OP.
The thing is, when FD said that we'd have a 2D screen for on foot gameplay what I imagined (and still do) is that you'd be in your ship (for example) looking around in normal VR but then, when you pick the menu option to "leave ship on foot" (or whatever it is) the screen would change to something like a bigcreen VR presentation where you're sat in front of a big 2D screen on which you can see the same gameplay you'd see if you took the headset off and just played on the monitor.
I personally don't think there will be a stereoscopic render of the environment from the on foot perspective. I guess we'll find out soon enough.
Actually this does raise something that I do care quite a lot about ... I wonder if headlook devices will work when we're on foot?