HTC Vive resolution and  focus

Over multiple threads the devs have acknowledged the issues and said they are working on it. You do understand the Rift and Vive are from different companies with different drivers, different hardware configs, different code... Your impatience is not one of their motivating factors. When they have a fix, they'll release it. Those whining, making up untrue facts in this thread to support specious arguments and issuing hollow threats will not speed them up in the slightest.

Quoting reddit (the largest assembled group of anonymous, self-entitled, impatient babies) as gospel is no better then claiming Wikipedia as a reliable source. If you truly have no faith in Frontier over this, then go buy a Rift and be done with it.

Feel free to post one of these mythical threads.

I have seen zero acknowledgement of the text issue since the last patch dropped (and fixed absolutely nothing) and also zero acknowledgement of the horrendous peripheral vision glitch present in the latest NVIDIA drivers.
 
I'm so sad this is the case. I just got my Vive today and was most excited for Elite. I loved looking all around, the experience was amazing... the graphics were not. The res was so bad and alias lines too that it was just unplayable... So very sad. I can't explain how happy I'll be when this gets fixed.
 
Feel free to post one of these mythical threads.

I have seen zero acknowledgement of the text issue since the last patch dropped (and fixed absolutely nothing) and also zero acknowledgement of the horrendous peripheral vision glitch present in the latest NVIDIA drivers.

How about reading post one on this thread. They did make changes to make the UI more readable and I noticed it when they released that patch during the beta. The post says they will also be looking into the anti-aliasing issue. As for the latter they probably have to make huge changes to the entire game engine, so I would not hold my breath.

I Find it quite playable and have no trouble reading the text. I will also have a rift headset within a week, so will try that.
 
Sigh... still no fix? I would really like to return to Elite Dangerous but I don't want to spoil my fun. What a sad state of affair. I can't believe this can be anything more than some stupid values set wrongly. It's clearly missing mipmaps or wrong sample offset... it should be trivial to fix for a good 3D programmer.

How many months has this bug been in the game?

I really wish they would fix it. I really want to play but I can't bring myself looking at these glitchy graphics.
 
Where oh where of where is Zac'y
Where oh where oh where is Zac'y
Where oh where oh where is Zac'y
Where could Zac'y be?

At first the FD response was good/positive and we felt it had visibility in Dev.

Now we've had patch drops we really need some kind of further update to explain what is going on.

It it isn't too much to ask when some of us have spent 10 times more in this kit than we did in the game with a big reason being the expected experience of Elite. This has been the most good natured and understanding group I've seen so far but that can only last so long if FD don't keep us informed.
 
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As it looks like that Zac has forgotten about us Vive users I've been testing how much can we (the users) improve the experience

I've been running some tests on my overclocked 980ti and SS2x to test if getting 1080 would help to somebody like me with Vive.

Results https://forums.frontier.co.uk/showt...High-VIVE-Observation-and-some-Benchmark-Data

I would love to hear some info from owners of 1080 and if 1080 can brute force through the optimization issues...

The key issues I've spotted is that ED is not very predictable. I can fly around coriolis without a single frame drop on the settings described in the thread and I can leave SS 2x , but there are seemingly none demanding areas of the game (outfitting UI ect)completely killing the frame rate... The problem is that if the game was well optimized ( which it really isn't sadly) having 980ti or 1080 would enable users of Vive running ss 2x, so while it still wouldn't resolve the scaling issue it would at least help with the playability /readability / flicker less experience... I hope the info in the thread helps to some.
 
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No need to for paranoid "nothing will be fixed" gloom. FD have said they are working on it. If they were to say something now, they would say they are still working on it. It's not a trivial thing to fix. Just because FD do not give weekly heartbeat updates on everything they are working on does not mean they have stopped working on it and are all making doughnuts with SRVs on Mitterrand Hollow.
OMG, you're actually asking people to stop and not post without actually considering the facts first? You know this is an Internet forum? A place of emotional knee-jerk reaction where actual information never stops a good whinge or self-important chest thumping?

I'm so shocked, I need to sit down for a while. :D
 
Sigh... still no fix? I would really like to return to Elite Dangerous but I don't want to spoil my fun. What a sad state of affair. I can't believe this can be anything more than some stupid values set wrongly. It's clearly missing mipmaps or wrong sample offset... it should be trivial to fix for a good 3D programmer.
Clearly, you are not a 3D programmer or you'd know just how fallacious that statement is. Nothing in VR is trivial at the code level.
How many months has this bug been in the game?
Let's see. I was one of the first to place a Vive order in April, got it in May and it's June now. So three weeks, give or take a few days.
I really wish they would fix it. I really want to play but I can't bring myself looking at these glitchy graphics.
I play every night in VR, but you should hold off until everything is just perfect.
 
Yep, sorry to say but I am very dissapointed as well.. FD shut they mouth and avoid the subject... Sorry to say. If they will not fix this soon my adventure with Elite will be finished shortly also. In other words. Guys, change your business model or RIP.
Yes, I can't see why Frontier would be hesitant to discuss issues openly when you took the time to write such a polite and supportive series of posts in the thread.

If they have "shut their mouth" it's because they were pretty much forced to by entitled, impatient, shouty and abusive self-important types who demand answers when there are none to give. Not you of course, you're a star... It's everyone else who's to blame.
 
Yes, I can't see why Frontier would be hesitant to discuss issues openly when you took the time to write such a polite and supportive series of posts in the thread.

If they have "shut their mouth" it's because they were pretty much forced to by entitled, impatient, shouty and abusive self-important types who demand answers when there are none to give. Not you of course, you're a star... It's everyone else who's to blame.

Typical, you wait all day for a "Shadragon" and three come along at once ! ;)
 
Typical, you wait all day for a "Shadragon" and three come along at once ! ;)
+1

I'm all for being polite to the devs, but I also don't understand the silence and to be fair to this thread it is one of the most polite threads about a HUGE BUG I've ever seen and is a testament to this community minus very few outbursts, while Frontier is not communicating with us.

FDEV has acknowledged some issues - AA and Text. They haven't as far as I know acknowledged the scaling and depth issue at all and since they have launched the "text fix" they haven't updated us if they class it as fixed or not, because it clearly isn't fixed. It might be improved but if you use the Default colors you would probably (correction - possibly ) agree that reading the text is hard even with SS1.5 and impossible at SS 1.0 which is just plain wrong. I shouldn't have to change my colors to Blue or Green to play the game. I want my enemies to remain red and my friends green on the radar and I use the color change because I must.

Communication goes a long way on both sides. I've started a thread for benchmark, info hunting, but I also think that developer should communicate with us the community even if all it says - "Quick update- Still working on the AA and hope to bring more info soon and we are investigating the scaling issue as well as further improvements in the text." That would be the usual way to talk with the community at least once a month. It doesn't take too much time to type and it would show us the users that it is being worked on. Deadly silence doesn't fill people with confidence especially considering the amount of bugs in current release making it quite possible that resources are not put into Vive optimization at all as even existing bugs are prevailing for quite a while... So community asking for update is perfectly reasonable if done politely and there is no need to bash the users for it. It is not whinging or wining on purpose, but rather a sign of frustration from silence which is understandable especially when none of the issues (Scaling, Unreadable Text, AA flicker) are mentioned in their Known list of bugs - https://forums.frontier.co.uk/showthread.php/254040-2-1-and-1-6-Known-Issues-List-(10-06-2016) making me feel that they don't consider it broken....
 
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+1

I'm all for being polite to the devs, but I also don't understand the silence and to be fair to this thread it is one of the most polite threads about a HUGE BUG I've ever seen and is a testament to this community minus very few outbursts, while Frontier is not communicating with us.

FDEV has acknowledged some issues - AA and Text. They haven't as far as I know acknowledged the scaling and depth issue at all and since they have launched the "text fix" they haven't updated us if they class it as fixed or not, because it clearly isn't fixed. It might be improved but if you use the Default colors you would probably (correction - possibly ) agree that reading the text is hard even with SS1.5 and impossible at SS 1.0 which is just plain wrong. I shouldn't have to change my colors to Blue or Green to play the game. I want my enemies to remain red and my friends green on the radar and I use the color change because I must.

Communication goes a long way on both sides. I've started a thread for benchmark, info hunting, but I also think that developer should communicate with us the community even if all it says - "Quick update- Still working on the AA and hope to bring more info soon and we are investigating the scaling issue as well as further improvements in the text." That would be the usual way to talk with the community at least once a month. It doesn't take too much time to type and it would show us the users that it is being worked on. Deadly silence doesn't fill people with confidence especially considering the amount of bugs in current release making it quite possible that resources are not put into Vive optimization at all as even existing bugs are prevailing for quite a while... So community asking for update is perfectly reasonable if done politely and there is no need to bash the users for it. It is not whinging or wining on purpose, but rather a sign of frustration from silence which is understandable especially when none of the issues (Scaling, Unreadable Text, AA flicker) are mentioned in their Known list of bugs - https://forums.frontier.co.uk/showthread.php/254040-2-1-and-1-6-Known-Issues-List-(10-06-2016) making me feel that they don't consider it broken....

I agree there are minor aliasing issues, primarily around the mail slot when seen at a distance, but the text seems fine to me, and I have yet to encounter scaling issues except that one time, when I tried using Steam VR, in Beta 4, which was fixed in Beta 5. And the depth seems fine to me. I'm not saying those issues don't exist, I'm saying is that since I first got my Vive, I have not been having the same issues others are having.

Part of this may be because I have my lenses two ticks back to accommodate my glasses, but upon comparing the view with the lenses all the way forward, the only real hit I see to graphics is a blurriness to the text, and that may be my astigmatism. It doesn't affect aliasing at all, nor do I suddenly feel like a giant head attached to a hobbit's body.

If Frontier isn't able to replicate these issues, because they don't have a particular combination of hardware that is causing some of these issues, it's much harder to fix. A lot of people seem to be assuming that Frontier is loading up their VR, taking a look at crap graphics, and saying, "Eh, good enough." It could very well be that they're seeing what I'm seeing, and not getting enough bug reports with hardware specs to narrow down where, exactly, these problems are coming from for some users.

Bugs can be hard to fix some times. I work for a company whose sales is bigger than the GDP of many countries on this planet, and I still have to put up with bugs that are fifteen or twenty years old, to the point that working around them is instinctual. When you're talking about a company with two million employees, even 15 minutes a week of lost productivity, a few seconds at a time, results in millions of lost work hours a year. You'd think that would be incentive enough to fix the problem. But these issues remain.

I don't have a solution for those who are still having these problems, although I've tried to figure out what what is going right for me, so others can get the experience I'm having. But I do know conspiracy theories and tantrums won't fix anything. What I do know is that more information about the issue can only help, so I really hope everyone is sending in bug reports, not only when things go wrong, but when you find yourself having things go right when others are struggling.
 
I agree there are minor aliasing issues, primarily around the mail slot when seen at a distance, but the text seems fine to me, and I have yet to encounter scaling issues except that one time, when I tried using Steam VR, in Beta 4, which was fixed in Beta 5. And the depth seems fine to me. I'm not saying those issues don't exist, I'm saying is that since I first got my Vive, I have not been having the same issues others are having.

I booted up ED yesterday for the first time in VR (Vive) and did the Introduction to VR training. The aliasing seemed horrible just sitting inside the space station at the beginning, basically any line outside the cockpit had this horrible shimmering effect that was unpleasant to look at. Once in space it seemed largely okay (though I didn't live for long).
 
I agree there are minor aliasing issues, primarily around the mail slot when seen at a distance, but the text seems fine to me, and I have yet to encounter scaling issues except that one time, when I tried using Steam VR, in Beta 4, which was fixed in Beta 5. And the depth seems fine to me. I'm not saying those issues don't exist, I'm saying is that since I first got my Vive, I have not been having the same issues others are having.

Part of this may be because I have my lenses two ticks back to accommodate my glasses, but upon comparing the view with the lenses all the way forward, the only real hit I see to graphics is a blurriness to the text, and that may be my astigmatism. It doesn't affect aliasing at all, nor do I suddenly feel like a giant head attached to a hobbit's body.

If Frontier isn't able to replicate these issues, because they don't have a particular combination of hardware that is causing some of these issues, it's much harder to fix. A lot of people seem to be assuming that Frontier is loading up their VR, taking a look at crap graphics, and saying, "Eh, good enough." It could very well be that they're seeing what I'm seeing, and not getting enough bug reports with hardware specs to narrow down where, exactly, these problems are coming from for some users.

Bugs can be hard to fix some times. I work for a company whose sales is bigger than the GDP of many countries on this planet, and I still have to put up with bugs that are fifteen or twenty years old, to the point that working around them is instinctual. When you're talking about a company with two million employees, even 15 minutes a week of lost productivity, a few seconds at a time, results in millions of lost work hours a year. You'd think that would be incentive enough to fix the problem. But these issues remain.

I don't have a solution for those who are still having these problems, although I've tried to figure out what what is going right for me, so others can get the experience I'm having. But I do know conspiracy theories and tantrums won't fix anything. What I do know is that more information about the issue can only help, so I really hope everyone is sending in bug reports, not only when things go wrong, but when you find yourself having things go right when others are struggling.

I mean no disrespect to you but if you go to page 1 and read the opening post of this thread, which is from Frontier's Head of Community Management no less, you'll notice that they are agreeing there IS a problem with Vive. He clearly says they ARE working on a fix, for the text AND for anti-aliasing. You also have 27 pages of people complaining that Elite is not working right with Vive. So please, don't tell us these issues come from a "hardware combination" or are isolated problems. They don't need any more bug reports, they are very clearly aware of the problems and that's exactly why people need answers. I ASKED for an answer very politely, and I'll keep doing that from time to time until FD responds.
 
I agree there are minor aliasing issues, primarily around the mail slot when seen at a distance, but the text seems fine to me, and I have yet to encounter scaling issues except that one time, when I tried using Steam VR, in Beta 4, which was fixed in Beta 5. And the depth seems fine to me. I'm not saying those issues don't exist, I'm saying is that since I first got my Vive, I have not been having the same issues others are having.

Part of this may be because I have my lenses two ticks back to accommodate my glasses, but upon comparing the view with the lenses all the way forward, the only real hit I see to graphics is a blurriness to the text, and that may be my astigmatism. It doesn't affect aliasing at all, nor do I suddenly feel like a giant head attached to a hobbit's body.

If Frontier isn't able to replicate these issues, because they don't have a particular combination of hardware that is causing some of these issues, it's much harder to fix. A lot of people seem to be assuming that Frontier is loading up their VR, taking a look at crap graphics, and saying, "Eh, good enough." It could very well be that they're seeing what I'm seeing, and not getting enough bug reports with hardware specs to narrow down where, exactly, these problems are coming from for some users.

Bugs can be hard to fix some times. I work for a company whose sales is bigger than the GDP of many countries on this planet, and I still have to put up with bugs that are fifteen or twenty years old, to the point that working around them is instinctual. When you're talking about a company with two million employees, even 15 minutes a week of lost productivity, a few seconds at a time, results in millions of lost work hours a year. You'd think that would be incentive enough to fix the problem. But these issues remain.

I don't have a solution for those who are still having these problems, although I've tried to figure out what what is going right for me, so others can get the experience I'm having. But I do know conspiracy theories and tantrums won't fix anything. What I do know is that more information about the issue can only help, so I really hope everyone is sending in bug reports, not only when things go wrong, but when you find yourself having things go right when others are struggling.


No disrespect, but the AA is beyond horrid. I know that it can't look like 4K on a monitor or 2K on a projector, but I should still be able to work things out and be able to see what is in the distance instead of a look of simulated fireworks.... Admittedly each user will have different demands, but objectively the AA issue in ED is by far the most pronounced and also the most distractive to the experience. The SSx1.5 is a must for readable text which just isn't right especially as regardless of settings the stutter/blur will be visible when landed on Board or Outfitting screen if the SS is on 1.5. This is just bad experience in VR all around.

Scale issue - I'm 182cm tall. I've optimized my room scale so it looks right in all other games. In ED I look like I'm 1.5m tall max and all the doors appear to be around 160-170cm. I doubt that the mankind would shrink on average in the next few centuries. There is no feeling of Large head on small body as much as it is more that everything is smaller then it should it be by a margin of around 10-15% and this can be caused by the fact that Elite Output is not adjusted for the larger field of view in Vive and some deformation occurs during rescaling in Steam VR. I'm not sure as this is not my field of expertise, but again ED is the only game that make me feel like size is off. Scaling is a bit subjective to the size of the person - physical size I mean, so if you are shorter then me you might not experience the scaling issue as much as me, but I guess that if you load up something like the Vulture and you walk towards the door you will feel that you will have to duck to walk through if they could open and that just feels off. When I've tried Oculus DK2 ages ago it felt larger and appropriate size. That is what I mean by scale issue - the scaling issue can be best tested by those who own Both Rift and Vive and sadly I don't have a Rift as they don't ship into my country.

These issues are not subjective and the amount of Vive owners experiencing them shows that they are mass spread rather then isolated to one or 2 users... Expecting update from Developer which states that the game is fully supported on VIVE when it clearly isn't for over a month is reasonable by any merit in my subjective book.
 
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Heh, with all the silence, it almost feels like this is a product of the Oculus exclusivity deals. Several games were working on the Vive and were about to be released, then bam, they go silent, only to end up on the Oculus timed exclusive lists. Did Oculus give Frontier a stack of cash to keep Elite looking bad on the Vive until September coercing the player base to go to the Rift?

Well it wouldn't surprise me. Vive support was working well enough before :p
 
Another week passed, another week of silence.

I want to work at Frontier too, seems like you have to do f- all every day and only release ridiculously broken content patches once or maybe even twice a year.
 
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Come on guys keep your shhhh together, ED is a pretty massive game and I'd imagine very complicated as a result.

My guess is the Rift got there first with optimisations within the Cobra engine, maybe some of these are having a detrimental effect on the vive output ?

I've never seen any evidence that the Vive ever looked OK in ED, happy to be proved wrong though.
 
I mean no disrespect to you but if you go to page 1 and read the opening post of this thread, which is from Frontier's Head of Community Management no less, you'll notice that they are agreeing there IS a problem with Vive. He clearly says they ARE working on a fix, for the text AND for anti-aliasing. You also have 27 pages of people complaining that Elite is not working right with Vive. So please, don't tell us these issues come from a "hardware combination" or are isolated problems. They don't need any more bug reports, they are very clearly aware of the problems and that's exactly why people need answers. I ASKED for an answer very politely, and I'll keep doing that from time to time until FD responds.

And if you go to page 1 and read through the entire thread, you'll see that I've been posting repeatedly trying to figure out why I'm not having these problems others are reporting. I'm also not doing nothing fancy except running the game on VR High, not running the Steam version of Elite, and not running SteamVR. I have a single EVGA GeForce GTX 980, nor am I using supersampling.

I know this doesn't really help those of you who are having problems, but it's clear that the issue isn't as cut and dried as others are making it out to be. Yes, the OP said they're working on it, and most people have stated they've noticed a huge improvement. I'm actually in the opposite camp, because I'd say that my VR experience has degraded a bit from what it was in Beta 4, when I first got my Vive. Not much, but the aliasing issues have gotten more noticeable than when in Beta 4, where I'd have to pay attention to notice anything wrong at all.

No disrespect, but the AA is beyond horrid. I know that it can't look like 4K on a monitor or 2K on a projector, but I should still be able to work things out and be able to see what is in the distance instead of a look of simulated fireworks.... Admittedly each user will have different demands, but objectively the AA issue in ED is by far the most pronounced and also the most distractive to the experience. The SSx1.5 is a must for readable text which just isn't right especially as regardless of settings the stutter/blur will be visible when landed on Board or Outfitting screen if the SS is on 1.5. This is just bad experience in VR all around.

Scale issue - I'm 182cm tall. I've optimized my room scale so it looks right in all other games. In ED I look like I'm 1.5m tall max and all the doors appear to be around 160-170cm. I doubt that the mankind would shrink on average in the next few centuries. There is no feeling of Large head on small body as much as it is more that everything is smaller then it should it be by a margin of around 10-15% and this can be caused by the fact that Elite Output is not adjusted for the larger field of view in Vive and some deformation occurs during rescaling in Steam VR. I'm not sure as this is not my field of expertise, but again ED is the only game that make me feel like size is off. Scaling is a bit subjective to the size of the person - physical size I mean, so if you are shorter then me you might not experience the scaling issue as much as me, but I guess that if you load up something like the Vulture and you walk towards the door you will feel that you will have to duck to walk through if they could open and that just feels off. When I've tried Oculus DK2 ages ago it felt larger and appropriate size. That is what I mean by scale issue - the scaling issue can be best tested by those who own Both Rift and Vive and sadly I don't have a Rift as they don't ship into my country.

These issues are not subjective and the amount of Vive owners experiencing them shows that they are mass spread rather then isolated to one or 2 users... Expecting update from Developer which states that the game is fully supported on VIVE when it clearly isn't for over a month is reasonable by any merit in my subjective book.

See, this is what I was talking about. I'm a tallish 170 cm, and from what I can see in VR, I feel like I'm about the right size. My hands and feet seem to be in the right position, and it looks like I can walk through the door of my Cobra with room to spare. I also have a chair in my VR space where the second chair is in my Cobra, and I can get up, walk to it, and sit down without feeling like I'm fumbling around blindly. Granted, I have to reset my head position when standing up first, but that's only because the pilot's chair happens to be elevated.

There has only been one time when I felt the scale was off, and that was when I tried Elite with SteamVR running in Beta 4, and it did look like a mess. Beta 5 fixed that problem, but caused the aliasing issues to go from only noticeable if I'm specifically looking for them, to noticeable in certain circumstances.

I'm not trying to diminish what you're experiencing. If you say distant objects look like fireworks, then I accept that's what you're experiencing. I'm simply not having that problem.

I can think of only two circumstances where aliasing issues become noticeable. The first is when I'm at a rear docking pad and looking at the mail slot. There are certain orientations back there where the atmospheric shield emitters sometimes break into three separate lines, rather one continuous line. The second is a night time approach to a surface base at a distance of about 25-30 kilometers. Sometimes the lights seem to flicker briefly. But the window where this happens is fairly brief, especially when you're gliding along at 2.5 km/s.

Overall, I'd rate my experience in Elite with the Vive as a 9/10, where 10 would be on par with the other VR titles I own. But then again, I suspect most VR titles avoid high contrast visuals and restrict you to small areas for a reason.

Again, I'm not saying you're not having problems. I'm trying to say that I feel the problem is probably more complex than people think it is, and repeatedly screaming



while cathartic, really doesn't help matters at all.
 
Heh, with all the silence, it almost feels like this is a product of the Oculus exclusivity deals. Several games were working on the Vive and were about to be released, then bam, they go silent, only to end up on the Oculus timed exclusive lists. Did Oculus give Frontier a stack of cash to keep Elite looking bad on the Vive until September coercing the player base to go to the Rift?

Well it wouldn't surprise me. Vive support was working well enough before :p

I start thinking...... yep. Always same problem... and new ones (recently I opened ticket about RES problems , and they admit there is so much cpu usage at RES, they say are working on it , so much compositor usage, with new beta/update they are not tested all posibilites with each VR???) ... some many threads on reddit , silence...

And they are not going to solve these problems... perhaps when exclusiveness ends
 
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