'Experimental' VR branch for Odyssey launch

I grew tired of the circular arguments back and forth between us about your belief in the need for Odyssey VR to have hand controllers to "keep up with the Joneses", the "pressure" you put on that requirement could very likely have been a contributing factor in odyssey VR only being "level 1". Again you've quoted the "we do strongly believe that VR should only be enabled for on foot gameplay when we have an experience that truly matches the same quality bar that we set for cockpits" soundbite, so since we are going down that well trodden path again, riddle me this batman, what exactly is the "quality bar that we set for cockpits" ? Is it full motion controllers with inverse kinematics and physics ala Alyx/Boneworks? Or is it stereoscopic VR headlook with conventional controller options? Or is it fixed or tracked virtual flatscreen in the headset?

It was the middle one - that wondrous experience we enjoy so much that we fought in the forum trenches for three hard months to preserve, which you now casually disregard as a "hacky headlook solution". Now please do enlighten me, how do you expect a mod creator, looking in from outside the game, which is written in an obscure engine more often used for themepark management sims, create something better than the hacky "headlook solution" which I'm advocating? And what kind of timeframe do you think it would require this crack mod creator to reverse engineer the game to see how to go about modding it without access to the code or an API or such like? And what kind of mod creator is going to have the skills to take the game out of its native VR mode for when the CMDR is on foot, and then put it in VR-Mod mode or VorpX mode for that part of the gameplay, then transition back to native VR mode for the cockpit parts of the gameplay? Or are you anticipating eschewing the native VR entirely and going all-in with the VR-Mod / VorpX?
 
I grew tired of the circular arguments back and forth between us


Likewise boss.

the "pressure" you put on that requirement could very likely have been a contributing factor in odyssey VR only being "level 1".


Lol. I just pointed out industry norms. (An argument to which you don’t seem to have a logical counterpoint). It seems more likely that’s it’s those industry norms (both in terms of likely ROI & baseline feature sets) which have dictated FDev’s actions.

But you don’t even engage with those realities, so why should I expect you to engage with that argument now?

No, much more likely we don’t have a middle-way VR solution because of arguments I’ve personally put forward on the internet... :rolleyes:

(And lords knows that’s even funnier, given we’re literally in a thread where I advocated for just such a middle-way solution 😄)

Now please do enlighten me, how do you expect a mod creator, looking in from outside the game, which is written in an obscure engine more often used for themepark management sims, create something better than the hacky "headlook solution" which I'm advocating?


I don’t necessarily. I’m just suggesting that FDev are deeply unlikely to do what you’re advocating (and are indeed actively saying that they won’t). So mods are the next best option that we’ve got for now.
 
If nausea is your biggest problem with ED VR then maybe VR isn't for you. I've got over 4000 hrs in VR and never once have I felt sick.
 
If nausea is your biggest problem with ED VR then maybe VR isn't for you. I've got over 4000 hrs in VR and never once have I felt sick.
Same here, I've only played in VR since 2014

Ey up. This thread is dead, as it achieved its aim. (Getting any kind of VR into EDO at all).

If you want to advocate for 'I've got my VR legs, just give me access!' style on foot VR, head over here:

 
I just tried that flatscreen feature and it is really not very nice and lacks some love.
I´d be able to barely use it, if it would support headlook.
And seeing the frames per second, i guess it was performance, that made ´em drop full VR.
 
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