Frontier, please add support for Windows Mixed Reality!

Hmm. Do you think you could describe how did you manage to get the Elite running? I don't seem to be able to figure it out. It's kind of sad that of all the SteamVR games that run flawlessly on WMR, Elite is on of the few that has problems. But to be honest I would stomach some clipping and unfocused menus, if I were able to run it at all. :D

You shouldn't have any issues just running it. Right click on it and select "Launch Elite Dangerous in SteamVR mode". Describe any issue you have if that is the case.
 
Thank you both, but right click on it where? When I run it from SteamVR home, it starts loading but hangs on the "white room" with the blue loading window floating around. And when I run it from desktop (even if I choose VR version in steam) it just opens the launcher, when I click play in the launcher, it just launches the normal version on the monitor and there is no option in the main menu settings to turn the VR on. I'm probably just stupid. But it worked with Vive.
 
Thank you both, but right click on it where? When I run it from SteamVR home, it starts loading but hangs on the "white room" with the blue loading window floating around. And when I run it from desktop (even if I choose VR version in steam) it just opens the launcher, when I click play in the launcher, it just launches the normal version on the monitor and there is no option in the main menu settings to turn the VR on. I'm probably just stupid. But it worked with Vive.

Best way I can think of, from your desktop, simply run Steam. Do not run SteamVR! Then, in you Steam Library, right click on Elite Dangerous, and select "Run in SteamVR mode".
 
Greetings, I am a new owner of an HMD Samsung Odyssey, and Elite Dangerous is one of the main reason I bought a VR headset.

Elite does run with my HMD throught the Mixed Reality app for Steam VR, but there are some issues that make it unplayable as of now. I know Frontier doesn't list Mixed Reality as officialy supported, so I'm not complaining here, I'm just trying to help by reporting the issues. Please note that some of it might well be coming from the MR driver itself, but it would surely help if the devs are onboard, as Mixed Reality will probably bring a lot of new people to VR, in turn helping the VR industry.

1- It seems that the screen is flickering in and out of focus when loading different things, and we can actually see the Steam VR compositor in the background flickering, or sometimes just another area of the hangar/ space station.. This, combined with moving the headset, will make the screen jittery.

Steps to reproduce easily : Go to a space station, access the mission board, and navigate the missions up and down quickly while looking up and down in the HMD. The screen will jump around and recenter.

2- It also seems like looking around in the HMD acts as a mouse hover, which might actually also be the source of the issue 1.

Steps to reproduce easily: Go in the galaxy map, look around in the HMD while not touching the mouse. You will see stars get randomly selected as if the were moused over. You can even see the info panel updating with the "hovered" star info. This should probably not happen while just looking around in the HMD. It seems the HMD is acting as a pointer of some sort which makes the window lose focus and do weird things.

Thanks a lot, I believe this issue probably affect everyone (I am a dev myself) so probably easy to reproduce, but if you do need more info, please let me know.

I reported the jitter/judder in screens which supported mouse interaction almost as soon as the Odyssey was released. (You don't have to be using the mouse- it just appears that the problem is with any screen that supports it - galmap, sysmap, station menus).

FDEV doesn't care. That should be obvious. They are too busy playing with their Holo-Me coloring book...

WindowsMR is dead to me until this all gets sorted out. I was going to hook up my Odyssey again today (swapping out my Rift) and see if anything has improved, but given the content of this thread there seems to be little reason to do so... Thanks for saving me the wasted time!
 
I reported the jitter/judder in screens which supported mouse interaction almost as soon as the Odyssey was released. (You don't have to be using the mouse- it just appears that the problem is with any screen that supports it - galmap, sysmap, station menus).

FDEV doesn't care. That should be obvious. They are too busy playing with their Holo-Me coloring book...

WindowsMR is dead to me until this all gets sorted out. I was going to hook up my Odyssey again today (swapping out my Rift) and see if anything has improved, but given the content of this thread there seems to be little reason to do so... Thanks for saving me the wasted time!

To be fair, WMR is out for a month and a half. We should cut them some slack. Do you remember what Rift was like for the first year or so? :)
 
I reported the jitter/judder in screens which supported mouse interaction almost as soon as the Odyssey was released. (You don't have to be using the mouse- it just appears that the problem is with any screen that supports it - galmap, sysmap, station menus).

FDEV doesn't care. That should be obvious. They are too busy playing with their Holo-Me coloring book...

WindowsMR is dead to me until this all gets sorted out. I was going to hook up my Odyssey again today (swapping out my Rift) and see if anything has improved, but given the content of this thread there seems to be little reason to do so... Thanks for saving me the wasted time!

Well, the SteamVR driver is just a beta, and clearly labeled as so. It might take a couple months to work out the kink, but a lot of games are already working and giving better experience than the Rift or Vive. It does need to be worked on though. I'm sure Frontier do actually care, as E.D. is still considered one of the high end VR experience, and WMR has the potential of bringing a lot of new sales.
 
Greetings, I am a new owner of an HMD Samsung Odyssey, and Elite Dangerous is one of the main reason I bought a VR headset.

Elite does run with my HMD throught the Mixed Reality app for Steam VR, but there are some issues that make it unplayable as of now. I know Frontier doesn't list Mixed Reality as officialy supported, so I'm not complaining here, I'm just trying to help by reporting the issues. Please note that some of it might well be coming from the MR driver itself, but it would surely help if the devs are onboard, as Mixed Reality will probably bring a lot of new people to VR, in turn helping the VR industry.

1- It seems that the screen is flickering in and out of focus when loading different things, and we can actually see the Steam VR compositor in the background flickering, or sometimes just another area of the hangar/ space station.. This, combined with moving the headset, will make the screen jittery.

Steps to reproduce easily : Go to a space station, access the mission board, and navigate the missions up and down quickly while looking up and down in the HMD. The screen will jump around and recenter.

2- It also seems like looking around in the HMD acts as a mouse hover, which might actually also be the source of the issue 1.

Steps to reproduce easily: Go in the galaxy map, look around in the HMD while not touching the mouse. You will see stars get randomly selected as if the were moused over. You can even see the info panel updating with the "hovered" star info. This should probably not happen while just looking around in the HMD. It seems the HMD is acting as a pointer of some sort which makes the window lose focus and do weird things.

Thanks a lot, I believe this issue probably affect everyone (I am a dev myself) so probably easy to reproduce, but if you do need more info, please let me know.
As far as I understand isn't it simply the Samsung Odyssey that needs to support the various VR api's? Elite wouldn't care as long as such is used?
 
Well, the SteamVR driver is just a beta, and clearly labeled as so. It might take a couple months to work out the kink, but a lot of games are already working and giving better experience than the Rift or Vive. It does need to be worked on though. I'm sure Frontier do actually care, as E.D. is still considered one of the high end VR experience, and WMR has the potential of bringing a lot of new sales.

Agreed. The higher resolution and lower hardware requirements are a great advantage. I am happy with what they are showing us so far, so I hope they're going to work on this. And yes, it's definitely something between WMR and SteamVR that isn't working right.
So... fingers crossed.
 
Agreed. The higher resolution and lower hardware requirements are a great advantage. I am happy with what they are showing us so far, so I hope they're going to work on this. And yes, it's definitely something between WMR and SteamVR that isn't working right.
So... fingers crossed.

To me, the lack of any post/lamp and inside out tracking is also a game changer. Room scale in less than 2 minutes, hell yeah!
 
To me, the lack of any post/lamp and inside out tracking is also a game changer. Room scale in less than 2 minutes, hell yeah!

Yeah, I think it's the way forward. To lightweight everything. Ease of use is the thing that sells things. (Although it's figurative in my case - I chose the Dell visor, which is the heaviest of the group, but subjectively it fits the best.)

There are the little things that will need changing, of course - for example the lack of bluetooth in the visor is strange. The focus sweetspot of the lenses is a bit narrow, etc... But all in all, I really like the whole idea behind MR, plus the devs actually talk to people and seem to be really active when comes to going forward, which I have never experienced with Microsoft employees, so let's hope they're going to work on things and it'll get awesome.
 
I'm not sure I understand your question. There is no "normal" VR. All systems are different. Vive uses SteamVR, Oculus uses OpenVR, and Windows uses Mixed Reality.

SteamVR runs on OpenVR. Oculus runs OpenVR but has direct support from certain titles it developed for it's hardware and some like DCS World that adopted direct support for it early on when there was only Oculus. It falls to Microsoft to make sure it's WMR devices work with OpenVR to allow them to work right on Steam or directly under OpenVR until such time as OpenXR is in place. https://www.roadtovr.com/microsoft-...isive-backer-open-royalty-free-vrar-standard/
 
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