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.