OK, yet another report from the VR newbie at the dock.
Now that the "OMFG This is Great!" newness has worn off, I'm definitely noticing things I haven't noticed before.
However, now that I've done a little more testing of Elite with and without Steam VR running, I feel I can say this:
I am more certain than ever that Steam VR, while not the
source of the problems, is
exacerbating their effects. Here is what I've noticed:
With Steam VR running, the scale seems off. By sheer coincidence, my HOTAS setup has the throttle, stick, and foot pedals almost
exactly where they are in Elite. My hands feel like they are about where my avatar's hands are, and my feet where my avatar's feet are. This really helps make me feel like I'm in the cockpit. When I'm running Steam VR, everything seems smaller. My hands, resting on my HOTAS, feel like they're resting several inches on either side of where my HOTAS is visually. I put a chair in real life about where the second chair is in my Cobra Mk 3 with Steam VR turned off. When I ran Elite with Steam VR turned on, that chair, visually, was to the left of where the physical chair was.
With Steam VR running, colors seem off. Space wasn't dark enough, the interior of MacKenzie Relay seemed to be washed out, and it generally felt like the brightness was turned up too high. I also found out that the Vive controllers are visible when they're turned on in the game, and I did have a spot of fun using my laser pointer at ships as they docked.
With Steam VR running, god rays and anti-aliasing artifacts are much worse. When Steam VR isn't turned on, I hardly notice the god rays. They're most noticeable when you start the game, when the Elite Dangerous is large and in charge in front of you. The rest of the time, I pretty much have to look at a very bright light and LOOK for the god rays to see them. This isn't the case with Steam VR running. The god rays are much more noticable, and can be seen from many more light sources.
The same is true with anti-aliasing artifacts. With Steam VR turned off, I pretty much have to be paying attention to see them, with the sole exception of bases and stations that are 15-20km away. When large lights and glowing structures are
that far away, they look pretty bad. With Steam VR up and running, the anti-aliasing artifacts are much more common, and thus a lot more in your face.