Eve: Valkyrie/Rift conflict of interest?

We know Valve has SteamVR working on Rift hardware. So anything Valve releases for SteamVR will work for both Vive and Rift.

Palmer Luckey of Oculus stated we shouldn't expect their Rift to be the only HMD that'll work on the Oculus Platform/Store. I'd assume that he'd like to get the Vive working in the Oculus Store to sell more software.

Neither company is making a profit on the hardware, and expects to recoup it with Software sales. Game makers also want to sell as many copies as possible, so I'm sure they'll have support for both.

Braben recently stated they plan to continue Oculus Support with CV1, so that shouldn't be a problem with Elite.

So far, the only Exclusive I've heard of is Rock Band VR. So, I suppose it could go either way, but I'm pretty sure we're safe with Elite and Valkyrie.
 
I truly hope this is the case. As far as I know, The 1.0 SDK is due out sometime this month.

As I said in Reddit a while back (and got severely down voted for it - bearer of bad news I guess) don't expect 1.0 until shortly before the commercial release. It seems to me that software devs (in this case sdk devs) chronically under estimate their time lines.
 
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As I said in Reddit a while back (and got severely down voted for it - bearer of bad news I guess) don't expect 1.0 until shortly before the commercial release. It seems to me that software devs (in this case sdk devs) chronically under estimate their time lines.

I really hope this is not the case. And if so, then oculus will be shooting themselves in the foot. As next to no fully supported content will be available for the cv1 release. And that would be a very sad day.
 
Elite is by far more superior to Eve Valyrie. It is a mere Arcade shooter. The Horizon release in a few days is fully oculus 0.8SDK compatible.
 
The Horizon release in a few days is fully oculus 0.8SDK compatible.

Are you sure about this? I am not keeping up with all the goings on, but didn't FD just make an announcement that due to irreconcilable issues, oculus is not supported at this time? Maybe in the future.
 
Elite is by far more superior to Eve Valyrie. It is a mere Arcade shooter. The Horizon release in a few days is fully oculus 0.8SDK compatible.

It's far from 'fully' compatible. It works on 0.8 only if you have a monitor capable of 75Hz otherwise it's another hack to get it working. On the surface and on the glide in its a judder fest. They still haven't implemented many of the runtime features since day 1. IPD is just one example (which leaves me with a pilot body that is 4 foot tall), timewarp is another feature not implemented and we still have flickering on exit from SC. The list goes on.
 
I played ed for 20 mins tonight. Using steam vr, with for me is the only way I can get ed to work with the dk2. And for the first time in about a year I have had the oculus. I felt truly ill. And now it's been 2 and a half hours later I still feel terrible. I will not play it again with oculus until it is properly supported.
 
Although it does seem like Frontier has a special affinity for the Vive, they have stated many times that they plan on supporting all major VR HMDs. I have no doubt that some companies are talking exclusivity deals, but I don't believe Frontier will ever entertain these deals.

I've been a Vive fanboy, but everything's changed since their delay announcement. Because of Elite, I will get the first HMD that comes out. This looks to be the Oculus.
 
Can Frontier afford to miss out on the 500k (my conservative guess) Oculus Rift users who long for an scifi based exploration game by the summer?

I dont think so. To put all eggs in one basket and going all in for for an exclusive HTC deal right now would be pretty stupid. Frontier want to sell games
and they couldnt care less what headset people use.

Besides, Valkyrie is a pure shooter. They are pretty far away from ED as a game.

SC and a possible full EVE game is years away from ready status.

Its prime time to dominate the scifi ship VR game genre in 2016 for Frontier.

And they do that by having great support for all major headsets of course.

If you are still a skeptic, add this: ED as a game, is a seated game without need for motioncontrollers.
And does not play on Vives stronger attributes, Lighthouse and roomscale. So i have a hard time seeing
ED as a showcase for Valve/HTC anyway.
 
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It's far from 'fully' compatible. It works on 0.8 only if you have a monitor capable of 75Hz otherwise it's another hack to get it working. On the surface and on the glide in its a judder fest. They still haven't implemented many of the runtime features since day 1. IPD is just one example (which leaves me with a pilot body that is 4 foot tall), timewarp is another feature not implemented and we still have flickering on exit from SC. The list goes on.

Not my experience - although I'm using the latest 'officially supported' SDK (0.5 is it?) IPD is correct, and changes when I adjust it, it's very smooth (even smoother now I have a couple of 980tis to play on, although I only enable one as SLI VR is a bit broken).
 
Not my experience - although I'm using the latest 'officially supported' SDK (0.5 is it?) IPD is correct, and changes when I adjust it, it's very smooth (even smoother now I have a couple of 980tis to play on, although I only enable one as SLI VR is a bit broken).

Did you change the IPD in the Rift config util, or did you edit E : D's configuration files? My IPD is set right in the Rift config util but my pilot avatar is still about 4 foot tall.

(Personally this is really just a minor niggle - I'd *prefer* it to be right, but I don't spend all day looking at my pilot avatar).
 
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Did you change the IPD in the Rift config util, or did you edit E : D's configuration files? My IPD is set right in the Rift config util but my pilot avatar is still about 4 foot tall.

(Personally this is really just a minor niggle - I'd *prefer* it to be right, but I don't spend all day looking at my pilot avatar).

Yep, in the config util - even used it for other people when they ask 'can I have a go?'. Take them through the setup process, switch profile, fire up the game and all is good.

Or, just use a ruler to measure it manually and key the IPD into a new profile ;)
 
Are you sure about this? I am not keeping up with all the goings on, but didn't FD just make an announcement that due to irreconcilable issues, oculus is not supported at this time? Maybe in the future.

hi

do you have a quote for this? the last I remember reading was around the time of 0.7 where frontier said there were currently issues making it difficult to get to work, & they were in communication with oculus but would be waiting on 1.0 before investing major time into it.

I believe this is the stance behind the iracing and assetto corsa devs as well.
 
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We know Valve has SteamVR working on Rift hardware. So anything Valve releases for SteamVR will work for both Vive and Rift.

Palmer Luckey of Oculus stated we shouldn't expect their Rift to be the only HMD that'll work on the Oculus Platform/Store. I'd assume that he'd like to get the Vive working in the Oculus Store to sell more software.

Neither company is making a profit on the hardware, and expects to recoup it with Software sales. Game makers also want to sell as many copies as possible, so I'm sure they'll have support for both.

Braben recently stated they plan to continue Oculus Support with CV1, so that shouldn't be a problem with Elite.

So far, the only Exclusive I've heard of is Rock Band VR. So, I suppose it could go either way, but I'm pretty sure we're safe with Elite and Valkyrie.

All this is pretty depressing.. dedicated platform/stores, selling hardware below cost price and making up the shortfall by overcharging for games, exclusivity deals. It's all sounding very console-like. <sigh>

I'm hoping this is all just speculation. But it's speculation that's being fuelled by the vacuum of silence from both companies. They're playing a version of "The Prisoner's Dilemma" with us. Maybe we could get them both talking if we tell them that the other company has already released details of their pricing.

 
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