Few VR considerations

I have read complaints where people complain that the cockpits/HUD in ED all look the same. Well they certainly don't in VR. OK, the holographic HUD projections are "standard" across ships but the physical environment certainly isn't. When I fly in my Eagle I feel like I am sitting in a small sports car whereas in the Cobra III the cockpit feels more like a proper bridge with room to get up and walk around (would that it were possible...).

I tried firing up ED once on my flat monitor. Boring. I was still sitting at my desk in the study looking at a tiny picture of space.

It is why I want spacelegs, in part. With VR you really get the first true feeling that a corvette is not a Sidewinder with different stats. Being able to explore the interior would make the experience of being in a massive exploration conda so much different from exploring in a cramped little sidey.
 
VR in E: D isn't in maintenance mode - it's complete. The full game is available in VR with nothing missing.
That's exactly the REAL definition of Maintenance Mode (ref)

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I have added my 2p to the current issue tracker... however FD have to know about it already, i put in a ticket in the old forum way back in beta. .... but that said
Are we really believing that FD are unaware of VR issues?
when it 1st launched out of beta the game was almost unplayable in VR due to only drawing some lighting effects in 1 eye. it made me feel very very ill. I ticketed of course but for it to get out of beta means 1 of 2 things.

1) no one, literally no one at FD ever tried ED in VR and also literally no one looked at the VR bug reports
OR
2) they were aware it was broken but so low priority they were not bothered.

now i know most of the issues were fixed eventually, but we are months down the line and this one is still broken. FDs bug fixing has been pretty poor TBH since the xbox1 version. before then fix patches were plentiful. It is not my game and so nothing to do with me, but it does sadden me that bugs now adays pretty much dont get fixed between major releases.

if it aint fixed within 2 weeks of a major released the likelyhood is it aint getting fixed till at least the next major release, which can, and is in the case of this bug, be many many months :(... According to some folks mind you the poeple over on the console pond get it even worse.
 
when it 1st launched out of beta the game was almost unplayable in VR due to only drawing some lighting effects in 1 eye. it made me feel very very ill.

Don't forget that at the very first beta release the FSS was completely unplayable in VR because it was not possible to close the Help Menu (we found later that we had to press the SPACE key 5 or 6 times to skip it).
 
Personally in VR my hands are on my HOTAS and I have no desire, or see any benefit, to taking them off. Actually with the number of bindings we have the LAST thing I want to be doing is more fiddling (keep those thoughts clean folks)

The remaining lack of orbit lines in FSS aside I think VR's been well supported in the Beyond updates. Sure, things weren't perfect on launch (I'd read about how to move past the tutorial fairly quickly) but when they were highlighted the problems were patched quickly and for me is currently working well.

However this:
...

if it aint fixed within 2 weeks of a major released the likelyhood is it aint getting fixed till at least the next major release, which can, and is in the case of this bug, be many many months :(... According to some folks mind you the poeple over on the console pond get it even worse.
is a big issue for me. I do wish they'd go live with bug fixes more often, as on new releases it often seems they're too busy fighting the new feature fires to deal with the "this is still broken" fires.
 
I’ll start worrying about the state of VR in this game once Elite Feet becomes a thing, because that’s where motion controllers actually makes sense. While there are still some existing FSS VR bugs, that’s a far cry from VR not being supported any more.

The company I work for, one that leaves deep fingerprints in every dollar they spend, saw fit it was a good investment to send four VR headsets to every store and facility they have, for training purposes. Even if I were to interpret D.B.’s comments about VR in such a negative light, I’d say he’s wrong about VR being “niche.” It’s true today that you need a beefy machine to run VR on decent headsets, but there’s so many improvements that are almost ready to go commercial, that won’t be the case for long.
 
I'm only referring to VR mode. David Braben's considerations makes me think that they will not add more than what we already have for the VR experience.
When FD recently redid the commodities/trading screen they actively developed it for VR making it curved like many of the other screens. There's more work to be done for sure, but it's an example of them including VR considerations when revisiting features that previously hadn't.
 
I'm only referring to VR mode. David Braben's considerations makes me think that they will not add more than what we already have for the VR experience.
Considering space legs and that even Star Citizen droppen VR support, I expect two outcomes for the 2020 update of ED. If we get space legs (and VR support), it will be simple and limited in terms of game mechanics.* Alternatively we might get atmospheric planets "only", which would not change much about VR implementation.

* Just from a practically point of view, it is hard to imagine how to implement this. Either it is expected the player to remain physically seated, when "walking" around in VR. This gets problematic control wise, either sticking to HOTAS (or whatever is used to fly the ship) or using VR controllers. Or would the player to be expected to get out of his chair physically in order to have a room scale experience. How is he/ she supposed to find his/ her chair when returning to the ship? What if roomscale is not possible due to space restrictions?
 
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Good questions @B1rdy ...
I think if 'elite feet' appear that VR would either have to be implemented in a 3rd person view (horrible IMO!) or 1st person with controls similar to the SRV, not that it would be terrible to have to change from HOTAS to Touch,etc. controllers, just a mild inconvenience. But it would be awesome to use Touch (I have a Rift so biased) type controllers for anything other than flying one's ship :)
Room scale has it's own issues, as you mentioned, not every player has play space for reasonable room scale, my 'play space' is only 2x2.3 Metres, certainly not huge!
 
Good questions @B1rdy ...
I think if 'elite feet' appear that VR would either have to be implemented in a 3rd person view (horrible IMO!) or 1st person with controls similar to the SRV, not that it would be terrible to have to change from HOTAS to Touch,etc. controllers, just a mild inconvenience.
3rd person view can work great in VR as the fantastic Hellblade already proves, but it wouldn't fit Elites design.
But it would be awesome to use Touch (I have a Rift so biased) type controllers for anything other than flying one's ship :)
I would feel very uncomfortable, if I was supposed to fidget with VR controllers right in front of my monitors. There is lots of evidence on youtube, that using VR controllers very close to anything is problematic. ;-)
 
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There is lots of evidence on youtube, that using VR controllers very close to anything is problematic. ;-)
Hehe... of course I've never smacked my desktop, monitor, wall, desk lamp etc. while playing in VR and forgetting to move my chair...

Good point - particularly as my desk 'wraps around' the sitting space a bit :)
 
If the 2020 DLC is Legs then I'd definitely love motion controllers for the FPS aspect at minimum - and that seems technically achievable even with a '2D first' weighting to the dev.

There's then a sliding scale of stuff that I'd love to see, but which seems way less likely. (Unless a domino rally of financial incentives occur, IE: the new consoles featuring VR variants, & FDev pitching to be a launch title).

  • Virtual joysticks & panels as an alternative to HOTAS, allowing easier transition, & potentially a cool 'virtual cockpit' interface.
  • A degree of hand interaction with world items
  • Lone Echo style EVA locomotion via hand-holds & jets.
  • That full 'mersive, inverse kinematics arm recreation business.

It all slides off into dreamland. But for me, a Legs DLC, which didn't let me blind-fire around corners, even with floaty hands, would be a disappointment for sure. (IE one that passed on the ultra-immersive + gamey aspects that motion controllers bring, opting for controller or K/M fumbling instead).

Getting half of the above would be rapture though. Hint hint FDev ;)
 
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