1. I've been wondering this as there are a number of vive pre release reviews that mention how awesome Elite is in the Vive, especially compared to other games. On the other hand maybe these reviewers were just so blown away by whats right with the experience to not notice the issues (although the issues are pretty noticeable, especially if you've tried other games as well).
2. So how are the orbit lines and gravity well circles? sometimes I can perceive depth in the orbit lines if there are multiple ones and I'm approaching at some angle to them, the gravity circles just appear to expand outward (are they supposed to look like flying down a tunnel/well?). Both generally have ambiguous depth (not sure how to describe it). They are in the distance, but hard to tell beyond that.
Stars and planets seem big (but maybe not star/planet big), stations/outposts don't though until they get really close (which I've been attributing to the aliasing screwing up the depth perception (the aliasing artifacts appear a different depth to me than the underlying geometry does)).
It all still (massively) beats the 2D monitor experience though, and look forward to what it really should look like.
Kind of still waiting for "the wall of fire" experience with a star (and surviving).
OK - Do you want the truth? Really/? i have 66.6% recurring of it....waiting on the last 1/3rd to finish the puzzle.
I bought a DK2 and Elite dangerous when I read a couple of blown away reviews For Xmas before last.
I had a GTX680, i thought my DK2 was broken.
I had to buy a GTX980 so i added a X-52
I got set up
AND LOST MY S**T
I thenk spent the next 100 days like a monk tweaking, overclocking, reshading, custom aliasing combined with Nvid DSR factors.......... it looks amazing - ON A DK2, i have a real body, shoulders made me think i should probably hit the gym and bulk up a bit if i want to be elite.
then you know, time passes i lose the connecting cable between the thrust stick and the joystick and give it a break until the release of vive/cv1
oculus go to the dark side, the screens are the same res on paper, so i say w/e no1 was really mentioning an apparent quality difference because they were blow away by the controllers
so you know i think well il pay extra for lasers and controllers and heavier headset, the screens are the same res right
well - lets be clear - there are more pixels on the VIVE <-- this is good
the text legibility problems you are having? they are not text legibility problems, it looks slightly better than the dk2 without alias effects and dsr because higher resolution - that won't get better trust me - sorry
the aliasing is broken - DK2 its less than the VIVE, vive has more pixels, this makes no sense - broken they can fix this
Scale is broken - I look down at my body, it looks like im the head of a starved human body
Above combine likely to breaking the sense of depth as everything is off, so they can fix this, scale issue seems global as all have said, everything is off, stars look like they are on a poster [all relative DK2]
so they fix the scale, they get slightly better aliasing because they play with texture resolutions [its likely very difficult because they have an engine that scales from the very big to the very small, texture quality increase might be v expensive, the ansiotropic filtering being done is way less than 16x - this affects the clarity of things like off angle text on the inner walls of the space station for example
so thats all the truth i know... unless they seriously overhaul fonts text clarity wont change...its better than before
the missing 33% is that i have now literally spent 1000s [had to buy a new pc to run the 980 properly lol had an overclocked i760 had to go upto a 4790k got lots of fps more] - and it looks worse on the vive than my dk2 - so i have bought an oculus. Why>? Because these issues are highly non trivial to resolve - and from what appears to be in the media - the HMD on the CV1 seems to be superior. I will try to see if this is the case, but as an example people mistake frensel lenses as 'diffusing' the image but this is rubbish, they are purely for weight, however the way i see it is that vive have made no attempt to diffuse the boundaries of their pixels, the grid is there albeit much reduced....oculus however, from everyone says seems to have a weave effect whereby the colour diffuses across the pixel boundaries no1 says they see a black grid. So my hypothesis is that, when you have a letter where the leg of an A for example is 2pixels wide and 4 high, thats a lot of black relative to what an oculus will show as a contiguous block.
As i said its a hypothesis.
So after my epic note suppose all i wanted to say was, i love every1 here, so much help so much tip, so good community, everything lovely, it should get much more immersive and the alias should be better
im getting the oculus because i now HAVE to know if the difference is "Worth" it... with all 3 gens side by side i can finally answer the puzzle of what went wrong and have a decent idea of where the vive can 'get' to.
so, don't be too hard on Frontier. They probably got a massive reduction on the steam marketplace commission [usually 30%] for becoming a 'Steam launch title' at such short notice and explicitly and publicly stating so while also obviously being asked to avoid any mention of oculus - that they have worked with for years [note oculus had eve and probably wanted the full 30%] - and then realised they couldn't just "port" it. because the field of view shaping is different the scaling had to be altered and it apparently looks rubbish - so everything went quiet - [ok blame them for that, writing it down makes it seem more bad but oculus probably really annoyed them and valve showed the love!]