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

+1 from me, this would be better than 2D screen. And Oddysey without any kind of VR support (I don't consider 2D screen as VR support) will hang off of ED main game as appendage for people, who play ED mainly in VR because lets face it, ED in itself is full of many repetitive activities, if not entirely focused on them. I don't want to use 'boring' word here, but VR is the only thing that really helps to make it last, at least for VR enthusiasts.
 
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I’ve been using the camera suite again today for some kinda-first-person full VR - a glorious wander through an alien “forest” with the sun low on the horizon - and I found that if you bring up a weapon, you can aim-down-sights fairly accurately; the small holo-sights being visible on the third-person model. I still wouldn’t want to attempt combat like this though 😅 It might, however, be enough to use the explorer scanner thing when we get access to it.

Even with the odd flickering ground texture patches and low resolution shimmer (I’ve turned HMD Quality down to 0.75 for performance reasons) it was still an awesome experience.
 
I still wouldn’t want to attempt combat like this though 😅 It might, however, be enough to use the explorer scanner thing when we get access to it.

I imagine you’d be able to 'fire' it to start the process, but I suspect the UI mini game won’t display, going by the implementation we’ve seen:

Source: https://youtu.be/JWn9a2w9ag8


Looks like it’s a HUD overlay or comparable.

Honestly, for my sanity, I’m just assuming it’s best to focus on gameplay additions to ships & SRVs for now. Don’t think the foot interactions are going to be meaningfully accessible in vanity cam.

Glad you’re getting some atmospheric evening walks out of it though ;)
 
I imagine you’d be able to 'fire' it to start the process, but I suspect the UI mini game won’t display, going by the implementation we’ve seen:

Source: https://youtu.be/JWn9a2w9ag8


Looks like it’s a HUD overlay or comparable.

Honestly, for my sanity, I’m just assuming it’s best to focus on gameplay additions to ships & SRVs for now. Don’t think the foot interactions are going to be meaningfully accessible in vanity cam.

Glad you’re getting some atmospheric evening walks out of it though ;)
Ah, I didn’t realise people had already got a sneaky-peek - was that from the other day before they switched off all the extra gear?

I’ll stick to my perambulations then, and my John Carter-ings around 😁
 
Ah, I didn’t realise people had already got a sneaky-peek - was that from the other day before they switched off all the extra gear?

Yeah that was due to the accidental early release.

There are some little hints of upcoming ship & SRV additions that may be more 'playable' in VR. The Multicrew revamp (full SRV sharing, repair functions for turret crew apparently etc). And various hints of at least one new SRV variant, and possible 'rigs' for the existing one, although we'll see if that pans out. Could be some bits and pieces added to the classical game though. (I'm still intrigued to see if the DSS is revealing geological features for gameplay reasons, or if it's just a glitch ;))

If the VR gameplay stops at the SRV's door, it's still going to be frustrating. But at least it'll be something ;)
 
I've decided to refund my pre-order until proper VR implementation. I'll take this as a solution, but all the videos I see of a VR user using a 2D screen is just pathetic. Tired of F-Dev's minimum viable product solutions. VR is what brought be back to ED and I can't continue playing the game without it.

Edit: Typo
 
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I've decided to refund my pre-order until proper VR implementation. I'll take this as a solution

Yeah don’t blame you. I’ve got an LEP so can’t really send that signal, but would probably do the same around this point if I’d bought in.

Will keep poking VR potentials for now, and see what the non-foot stuff brings. (The new geo-scan overview for the DSS looks neat at least). But don’t see ship & SRV play holding me ultimately post-launch. Too much of EDO’s content and action (and the gameplay I’m most interested in) is tied up in Legs.
 
Anything that brings VR to on-foot has my support. Functionally, Elite legs seem like it should be a seated experience (would feel silly to have to go from seated in ship or SRV to getting up and walking to the middle of the room every time it's time to walk around), and I would be 100% happy with mouse/keyboard controls as long as I can take in the visuals as if I'm there.

On a side note, the arguments that people are using against it (such as nausea, difficulty to implement) boggle my mind when SRV VR already fully exists right now, and that thing handles like a paper boat on a stormy sea and has the ability to aim and fight while moving on-ground.
 
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Anything that brings VR to on-foot has my support.

Nice one :)

(If you fancy upvoting the OP we’re only a few away from being the 2nd top suggestion on record ;))

Functionally, Elite legs seem like it should be a seated experience (would feel silly to have to go from seated in ship or SRV to getting up and walking to the middle of the room every time it's time to walk around), and I would be 100% happy with mouse/keyboard controls as long as I can take in the visuals as if I'm there.

Yeah the pitch is definitely to utilise classic controls. (But ultimately not to rule out a proper future port, which could still include motion controllers. The full spread of options etc.)

On a side note, the arguments that people are using against it (such as nausea, difficulty to implement) boggle my mind when SRV VR already fully exists right now, and that thing handles like a paper boat on a stormy sea and has the ability to aim and fight while moving on-ground.

The SRV is definitely rough for many, and ED has always been sold as "comfort: intense" on the Oculus store.

I suspect the difference is that off road vehicle stuff only has so many nausea solutions (and FDev used the primary ones with the horizon levelling and 'motion blackout'). Whereas first person character play has more potential solutions, they just requires more dev. And FDev aren’t at the place to put it in yet.

My touchstone examples on these issues are:

  • Controller relative motion reduces nausea significantly for many players (by bypassing smooth rotation movements)
  • You need motion controller support for that (which is the industry norm for first person character gameplay on PCVR anyway)
  • Once you add motion controllers to a multiplayer game with a non-cartoony aesthetic, you can’t just have floating hands. (So that means Inverse Kinematic arms etc). Essentially even a 'basic' but professional job would involve a big chunk of dev...


On grounds like that, I don’t begrudge FDev their VR caution.

But I do think they could give us EDVR veterans a rougher and 'unreadier' playground for now, via backdoor access to the stereoscopic view ;)
 
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I wonder how well IK would synchronise across Elite's notoriously flaky P2P insancing netcode?

Works fine in NMS’s P2P system :). Which has comparable instancing sizes on PC. (If some distinct stresses vs ED settlements & stations probably).

(A frog creature was gesticulating wildly at my kid in an NMS hub just the other day ;))

So it’s probably totally do-able. It’s just the hard yards and clearing the headroom and finding the shortcuts if they hit a distinct wall.

And worst case, if the headroom just isn’t there or whatever, they don’t do it. But I suspect on all of those touchstones above they’ll feel that have to at least try. (To provide the baseline nausea solutions and interface options, and add whatever gloss is needed on top to fit the ED brand.)
 
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But elite's networking is notoriously janky in comparison to NMS.

The alpha has been surprisingly robust for me on that front, so possibly there have been improvements. (Although haven’t tried Multicrew, and hear there are classic issues there). Guess we’ll see.

(Just anecdotally I’ve found ED & NMS pretty comparable on networking for my uses. Although there’s no real ship PvP to test on the latter. Have always found that aspect of ED solid for twitch gameplay on the whole, if not without classic rubber-banding etc at times).

Ultimately PvP P2P 'MMOs' like GTA / RDR2 Online are probably the bar they’ve got to aim for. (My experience of GTA Online would be: Janky but functional ;))
 
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This could be nothing, but thought that lack of acceleration transitions in EDOs locomotion was interesting:

Source: https://www.youtube.com/watch?v=FFByDQZEJqk&t=142s


Could suggest they are designing with VR in mind.

(Acceleration is one of the things the body detects quite well, and so can prompt nausea on foot because it's a clear disconnect from real life. It's one of the minor causes, but given moving from walk to run occurs a lot in game, it's the type of effect that can build up over a play session for those who are susceptible.)

Of course it could just be that they haven't implemented it yet 😄
 
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I hope FDev's takeaway from that video is not that that they should add more !@£$€#!!! input smoothing and other keypress-to-action lag. One need to be careful with what one wish for -- them genies can have a cruel sense of humour (I'm sure I'm not the only one who read the title of this very thread as: "Please take away the virtual screen too, and leave us with nothing"). :p

(At the same time, I too tend to find myself apalled by animation that snaps between states, and can not deny having already whinged about it myself, with regards to Odyssey alpha -- it's hard, if not impossible, to make animation look natural, and eminently responsive to player input. -Not having to see people turn like weathervanes, and halting mid-stride, and bunnyhopping everywhere, etc, etc, is one major perk to not having any interest what so ever in multiplayer gaming. :7)

I do wonder if the reason the avatar has that... "dainty" jogging animation, is for the purpose om making the hands dip into the frame in 2D mode, were one to make the thought experiment that maybe the game could be using a lot of the same animation set and model, for first and third person views. :7

I did notice that the avatar's feet actually do swivel, to align with the normal of the ground beneath them (..or at least nearby them, often enough), sometimes into quite painful-looking angles. Unfortunately that alone does not help with dispelling how obvious it is that the legs are more suspended under the skeleton root (at the hip, which is usually the translation reference point), than actually looking like they bear the weight of the avatar. That decimetre or two that one glide forwards, when starting to move, before any locomoting animations starts, kind of makes me groan every time - so rather a few times per hour . :/

(Man, how I'd love to see what the game would looks like with raytracing, by the way -- even though I guess we'd be talking a frame an hour. :p Proper, accurate shading, shadows, reflections, and refractions, and none of it chunky and aliased - mmmmm.
On a nearlying by-the-by, the alpha is obviously not entirely without optimisation; Shadows are rather aggressively distance-culled in interiors, for example, and pop in some ten paces away, by my idle estimation - sometimes jarringly making it look like somebody switched a lamp on or off; And whilst we heard that interiors and their residents are still drawn even when you are far above a settlement in a ship; Man, how close one need to fly to the windows of the concourse building, before they fade from solid black, to showing what's behind them... ('Wonder what's going on with small glass objects, by the third; Maybe the centre for their environment mapping lies outside the meshes or something... or does not everybody get glasses and vials and stuff, that are just a solid tone of darkening what's behind them, with some specular highlighting at the edges, instead of looking like... you know: glass..? )
 
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