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

3. TrackIR works while on foot, not sure yet whether I'll switch it off in the long run as it causes some issues aiming at icons etc. if not 100% centred (not the game's fault though)

This could be good news for future tinkering :)

Oh well! I haven’t tried the new (?) HMD Cinemascreen option, so that’s on the cards for tomorrow

I’d guess that’ll crash the client too ;). But 'Cinema screen' at least sounds sizeable :)
 
This could be good news for future tinkering :)



I’d guess that’ll crash the client too ;). But 'Cinema screen' at least sounds sizeable :)
Have you had a try yet?

My game kept CTDing - I dropped all my “Ultra” settings down to “High”, restarted the game, and I’ve been able to select HMD Cinema (which is virtual flatscreen everywhere, not too keen on the grey void surrounding the screen) and HMD Headphones - which gives full VR in the Apex taxi. It’s glorious 😁

One Alpha snag so far - the Adder hologram only works correctly in the right eye, it goes a bit skewed in the left.

Edit: I’ve succeeded in using 3D SBS in BigScreen - performance is absolutely awful, text is unreadable, and everything is squished vertically (so everyone and everything looks far too thin) - but the depth perception is there 😅 I was going to try altering the FoV to see if that helped, but it’s impossible to read the graphics options and performance was too low for me anyway. Still, at least it’s possible!
 
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Have you had a try yet?

My game kept CTDing - I dropped all my “Ultra” settings down to “High”, restarted the game, and I’ve been able to select HMD Cinema (which is virtual flatscreen everywhere, not too keen on the grey void surrounding the screen) and HMD Headphones - which gives full VR in the Apex taxi. It’s glorious 😁

One Alpha snag so far - the Adder hologram only works correctly in the right eye, it goes a bit skewed in the left.

Yep worked! :)

Source: https://youtu.be/kXnwNuWKgVU


The ship holo was bugged for me too. (Didn't seem skewed to me, just seemed flat - like I was getting the same image to both eyes.)

The 2D screen is at least sizeable, which is something. Definitely reaches right towards the periphery, if not all the way. (Better than the damn mini ones deployed some places like SW:Squadrons for cinematics etc). Meant I was at least kind of 'looking up' if a skimmer hove overhead or whatever. It's not VR, but could see it at least being a functional way to play. Especially if you wanted to do SRV support in a CZ, with just the odd quick dash to cap and objective or something?

---

Think a general point of interest coming out of the alpha is the performance on planetary surfaces.

Running the game in flat on my rig (1080, i7 4790K, 16gb ram, running High defaults) I'm seeing 50-60fps in stations, which seems decent given their performance history and all the activity. Down at the settlements I'm dipping to low 30s though for most of it. Which seems like a much bigger hill to climb on the performance front...

Hopefully it's due to the new surfaces, and they still have some optimisation tricks in their bag? Not gonna dive into heavy testing now before they've optimised a bit more, but have the feeling any VR heads will have to be rolling with planetary details on lowwww...
 
The ship holo was bugged for me too. (Didn't seem skewed to me, just seemed flat - like I was getting the same image to both eyes.)
I’ve got a bug report in:


It looks flat to me as well, until I lean forward - the right-eye image stays as it should, the left-eye image starts pointing off to the right and turning a funny shape (edit: you can see this in the first few seconds of that video!).
 
It looks flat to me as well, until I lean forward - the right-eye image stays as it should, the left-eye image starts pointing off to the right and turning a funny shape (edit: you can see this in the first few seconds of that video!).

Hah ahh ok. (I just assumed that was some weird collision effect or collision avoidance thing going on when I was super close. Didn't notice the disparity). Could def do with a fix either way. (Holos are cool ;). Would love to see the station ship stores ones in proper stereo :))

EDIT: Added vid to the bug report.
 
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Hah ahh ok. (I just assumed that was some weird collision effect or collision avoidance thing going on when I was super close. Didn't notice the disparity). Could def do with a fix either way. (Holos are cool ;). Would love to see the station ship stores ones in proper stereo :))

EDIT: Added vid to the bug report.
Status: Invalid due to Alpha not supporting VR 😅

Oh well, hopefully it’ll be fixed for release!
 
Oh probably worth noting that I've had a look at the options folder, and there's no easter egg there ;)

Checked the standard install path (Steam): AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics

rICfmSN.png


No bonus option like the HUD-altering 'GraphicsConfigurationOverride.xml'. And no treats in the Settings file:

UPiwCso.png


These would probably be the places to check if FDev were to slide a treat our way though ;)
 
Everyone's madly dashing around in Odyssey, but just going to flag that we hit:

The 🎆 Top 3 Upvoted on Record 🎆 slot :)

aOAexh0.png


Will try and keep momentum up through the alpha period. Hopefully we can get a response of some sort by launch. (I'd imagine most everyone on the game is pretty busy right now though ;))

Do keep slamming any tips for VR adaption of the current scheme into the thread. This stuff may prove of use:

FPS Headlook support in EDO:

It's getting favourable reviews for its smoothness, but there seem to be issues with the HUD UI staying fixed, the NPC UI drifting, and interaction with the reticule requiring fine head positioning:

My experience with head tracking (Tobii 5) is the movement feels really smooth and intuitive (I'm actually pleasantly surprised as I'm using a HOTAS: Throttle for forwards/backwards, rudder for strafe, joy x-axis for turn)...

...but the UI overlay is a bit of a mess when head tracking is on:

Source: https://youtu.be/LmWwyGlvDo4


I'm assuming at this point in Alpha they're not concerned with 3rd party hardware compatibility.
Aiming and interacting is locked to the HUD centre point, so it's a bit of a nightmare unless you're really good at keeping your head completely still and pointed at the middle of the screen (unfortunately I'm not an owl 😏)

I wouldn't be too bothered if the main UI windows stayed in the "always forward" position, even though that would be a bit weird as your don't turn your head inside a remlok helmet like in a NASA space suit: The helmet faceplate moves with your head.

Really though, it should be a choice to have the UI windows locked facing forward or following head-look, so that everyone gets to choose their preference; Motion sickness and disorientation considerations need to be made as not everyone reacts the same to 6-degrees of motion.

However, not having the "cyan dot" HUD centre follow head-look, and the item and NPC label icons drifting as soon as you look off-centre really needs to be fixed to make it playable. At the moment in order to aim, interact and read labels without needing supernatural neck muscles its easier (at least for an old codger like me) to disable head tracking completely... which is a shame as other than the UI it's the best first person head tracking & movement control implementation I've played.
 
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So after playing Odyssey for a few days I've realized the 2d theater screen mode for first person just isn't going to be good, being in the Apex taxi service which is in VR then going to that 2d screen mode is like going from a first person shooter to a side-scroller. Its a shame because of how incredible this game is in VR, I really hope they give us the option for head look VR.
 
So after playing Odyssey for a few days I've realized the 2d theater screen mode for first person just isn't going to be good, being in the Apex taxi service which is in VR then going to that 2d screen mode is like going from a first person shooter to a side-scroller. Its a shame because of how incredible this game is in VR, I really hope they give us the option for head look VR.

Yeah it really just isn’t VR ;)

I can see getting more utility out of it when we can do more in ships & SRVs, and just dip into Legs gameplay momentarily. It’s pragmatic for that. But it’s not a game space I want to spend any time in really. (And the transition from proper VR to 2D does highlight what you’re missing, for sure ;))
 
No doubt about it... although I know Odyssey isn't optimized, it's definitely time to replace my seven year old PC. I guess I'll be "playing" Odyssey rather than testing my hardware for now.
 
So after playing Odyssey for a few days I've realized the 2d theater screen mode for first person just isn't going to be good

Absolutely right. I suspect I won't be playing very much of the "space legs" content. The 2D projection will serve when I absolutely have to - and I'm sure I will play it a little bit, but it's such a let down after the glorious volume of proper VR to be stuck in front of a screen without even VR headlook.
 
Just reporting another failed experiment o7

Thought I'd check for any ghost Stereoscopic settings by entering this in the Settings file:

<StereoscopicMode>7</StereoscopicMode>

Game boots fine, but it just runs in mode '6', the last one on the list: HMD Cinemascreen (Speakers)

Ah well, was worth a shot ;)

---

On a minor note on ongoing compatibility, it's good to see little things like the new respawn screens being curved:

NYeJ6tW.png
 
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I've just tried the "VR" HMD cinema mode, and it is utter garbage, whats really annoying is that in the settings the two "real" VR modes are there, but they don't work, lord gimme strength. I've started a thread in the alpha section about this:
 
I've just tried the "VR" HMD cinema mode, and it is utter garbage, whats really annoying is that in the settings the two "real" VR modes are there, but they don't work, lord gimme strength. I've started a thread in the alpha section about this:

The classic HMD settings are working for quite a few people. What happens when you try them? (Might be worth dialling down graphics settings, that's fixed crashes for some. And dialling down super-sampling if you're on Rift too, that's in the known issues.)

For now it just means you get to see the taxi ride in VR ;). (Which, FWIW, just makes the return to the flatscreen for on foot that much more painful :/)
 
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Thanks for that info, I've had a play with it, it was my HMD supersampling that was causing the issue, removed it, and got to enjoy a taxi ride in VR, had a chuckle at a couple of the gotcha's like the positioining of the 2d sprite adder hologram, and the untextured back seats of the adder. I enjoyed looking at the new planetary surface through the window of the adder, and had hairs standing on end and tingling forearms thinking I was about to walk in it, and as I got out of the passenger seat we had the fade to black, and the wangktastic 2d screen appeared, at which point I hit escape, initially intending to turn off VR as thae flat screen mode is useless, then I decided screw it and exited the game.

I'm absolutely scunnered with it, if this virtual flatscreen is all we are getting, this game and the company can take a hike.
 
I haven't got VR to work yet. Although I am trying to run it on my Quest 2 via VD which probably complicates things.

I have been playing in 2D, but without having changed any of the settings because I've fired it up without my HMD being plugged in. I don't even get the option for HMD Headphones in the 3D settings when playing in 2D.

If I try and start now with my Quest 2 connected via VD, it just CTD's while trying to bring up the loading splash screen.

I could do with deleting the preferences for Odyssey really and starting afresh. Not least because as this first part is on foot only, I thought I'd just use the default m&k bindings and save time instead of trying to config them myself, which I then tweaked slightly, and that then ended up replacing my usual custom profile bindings for my joystick et al. So I could do with binning the current preferences and bindings profile, but have no idea how to go about that. If I fire up Horizons then my usual custom binds are still there and working as normal. Now I know where to find those in C:\Users\MyName\AppData\Local\Frontier Developments\Elite Dangerous\Options\Bindings and there's a whole load of backups going right back to August 2015 but have no idea which if any of those are used for Odyssey and how I would get Odyssey to use my Horizons custom binds and settings which is what it was all set to when I first fired up Odyssey. This also the C:\Users\MyName\AppData\Local\Frontier_Developments folder but the files in there looks like the default presents for everything rather than user saved customisations. The newest binds file in the bindings folder looks like it's the Odyssey one if I open it up in notepad, I'm guessing I might just chuck that and see if it reverts back to an earlier one. There doesn't seem to be any obvious separation between the Horizons stuff and the Odyssey stuff that I can see.
 
If I try and start now with my Quest 2 connected via VD, it just CTD's while trying to bring up the loading splash screen.

Try using a low graphics default setting to start, booting from the launcher direct with your VR software running, and see if that gets you in. Should be able to switch the graphics 3D option to HMD from that point. (And up the graphics settings in stages to see what the cause was).
 
I've "enjoyed" the VR taxi rides and played through most of the training in VR. Performance is roughly the same as in Horizons on my 3090. But the cinema mode on foot is just not good enough.

FDEV I'm adding my voice to the mounting outcry to at least allow a headlook or dev mode VR switch for on foot. You could extricate yourselves from all support issues around that mode by simply stating on all support tickets that this is an unsupported feature, blah blah.

Taking it one step further, even allowing a hook into steamvr controller access would let the eager community to develop custom input bindings for control via steamvr.

Up-voting this thread!!
 
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