Can Elite: Dangerous output in genuine 200 degree FOV?

Does Elite: Dangerous support 200 degree Field Of View, or will the Pimax 5/8K be stretching the edges?

[video=youtube;JuVWs9IZIvk]https://www.youtube.com/watch?time_continue=1877&v=JuVWs9IZIvk[/video]
 
ED only renders what the VR runtimes tells it to, in the manner the runtimes tells it too.

Question to ask is steamvr compatible ?

My guess, most likely.
I'm more dubious about the software capabilities of Pimax, but then again, you don't need to speak english to write good code.

As for the video, I really wish they would have gotten him a translator. :(

I have to admit, with lighthouse tracking, and if the display's contrast is ok, doesn't have to high a latency, I am definitely keeping an eye on this.
Throw on a knuckle controller..
 
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Pimax launches steam VR just like the Vive. Once you have the headset setup you just launch steam VR and then use it just like you would if you had the Vive.
 
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from Kistarter page, Pimax wrote:

"Regarding demoing Pimax 5k/8k with Elite Dangerous: It would be most welcome if you could reach out to Dr.Kaii (forums.frontier.co.uk/member.php/80233-drkaii) to ask him for a prototype review. His opinion would be most welcome by most if not all serious VR players of ED.
It also would be fantastic in case you can get any new Pimax VR headset to get integrated with his EDProfiler VR setup app very early on...."
 
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from Kistarter page Pimax wrote:

"Regarding demoing Pimax 5k/8k with Elite Dangerous: It would be most welcome if you could reach out to Dr.Kaii (forums.frontier.co.uk/member.php/80233-drkaii) to ask him for a prototype review. His opinion would be most welcome by most if not all serious VR players of ED.
It also would be fantastic in case you can get any new Pimax VR headset to get integrated with his EDProfiler VR setup app very early on...."

It would certainly be a review well worth reading.
 
Another separate thread for the same thing????
Do you guys work for Penax or something?

Dont you know.
if the topic you want to ask about has another thread already, but it is below the first half of page 1, stickied topics included.
So basically if it's not on the first four threads.

Start a new thread.

We have so far at least four seperate threads discussing the Aircar demo.
At least one "gal map is impossible in vr" started on a weekly basis, and by my guess this is the third thread discussing the pimax 8k, and thread five billion discussing pimax in general.

He does also ask a specific question regarding rendering fov and it does seem I was a bit quick at dismissing it.
Had to watch the vid until 24 minutes in, but they do say it has to he supported by each title to render natively to the wide fov.
I guess we just have to wait and see. and then nag FD into submission when the time comes.

Until then I suppose it might be a bit like playing in surround screen, where the edges get stretched out into worthless garbage.
 
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When not in VR I am using a 21:9 curved monitor. I get distortion at the edge of the display, so am kinda expecting to see it a little with the Pimax.
 
Supposedly, a new API function has been added, and relevant structures been updated, in a recent SteamVR dev build, to allow for viewplanes that are not simply assumed to face forwards. (...although delivered matrices could already represent the rotation, it has been said.)

That should deal with matters of the angled screens.

One would assume that probably still needs engine builds to update their dealing with OpenVR and cameras.


While single viewplane planar projection can not normally deal with larger fields of view than less than 180 degrees; Do keep in mind that the promoted 200 degrees is for both eyes together. You can subtract from that, for the FOV of each screen, and consequently its in-game camera and rendered image, the part of the total FOV that will only be seen in the other one - the remainder will be lower than 180.

The wider the FOV, the less you really want to render it all to a single uniform and unbroken plane anyway, because of how detail spreads over an ever larger amount of pixels, as the eye-to-plane angle becomes more and more oblique the farther you get out in the periphery, so that you render more and more (towards infinity) detail, out where it benefits you the least. There is certainly things FDev could do there, to optimise for things like anisotropy, foveation, and lens properties. NVidia offers a set of solutions in their VRWorks suite ("single pass stereo", "lens matched shading", etc), but maybe something less proprietary might be more desireable.
 
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Thanks to all who tried to answer my question constructively. ;)

I guess we'll just have to wait and see, unless someone from FD (or Pimax (or SteamVR)) would care to comment? :)
 
Thanks to all who tried to answer my question constructively. ;)

I guess we'll just have to wait and see, unless someone from FD (or Pimax (or SteamVR)) would care to comment? :)

Might actually be easier if you posted a tweet about it and tagged various FD devs in it.
They're far more active there than on these boards.

But as you say, most likely ED doesn't as of now, but I hope this could be added on next update pass on the cobra engine.
 
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Might actually be easier if you posted a tweet about it and tagged various FD devs in it.
They're far more active there than on these boards.

But as you say, most likely ED doesn't as of now, but I hope this could be added on next update pass on the cobra engine.

Cheers TT. I don't tweet, but please feel free to run with it. Some kind of official response would be cool.
 
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